Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - TottiTheTurtle

Pages: [1]
1
Hey Alex - I am still missing the plasma cannon blueprint. I will try via the devmode and will post an update.


Also, I just noticed, that the loadout used by my game uses a medium-sized pulse laser in a large energy slot, instead of an autopulse laser.. So it downscaled?

EDIT:

So I gave myself all blueprints, checked the plasma cannon, and now the loadout looks like this:

Spoiler
[close]

So it is working - kind of, I guess? :D But still, the middle large energy slot being occupied by a medium energy weapon seems odd

2
Hey!

It appears that there is a bug, which causes the loadout of the battlestation and star fortress to not correctly follow the fleet doctrine.

I can only confirm this for the high-tech battlestation and star fortress, however.


What should be equipped in large energy slots: high-intensity laser

What is equipped in large energy slots: autopulse laser


The doctrine was set up to use the high intensity laser as a large energy weapon, before the upgrade to the battlestation and the star fortress (see image)
Spoiler

[close]

What I tried to get around that fleet-doctrine ignoring problem:

  • Changing the selection to the autopulse laser and back to the high intensity laser: does not change the loadout to use the high intensity laser.
  • Downgrading the star fortress to a battlestation, deselecting the high intensity laser and reselecting it, then re-upgrade to star fortress: does not change the loadout to use the high intensity laser
  • Completely shutting down the station, and rebuilding it up to star fortress, with high intensity laser as the single large energy weapon selected when building the first tier of the station, and every subsequent upgrade: does not change the loadout to use the high intensity laser

Even when selecting or deselecting other energy weapons - the loadout is still the same everytime - see the image:

Spoiler

[close]


A workaround I found was to change the loadout using the devmode from the console command mod (great mod btw)






3
Thank you, this is very useful. Somehow, the online version is not working correctly, probably because it is out of date.
Thumbs up!

4
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 17, 2021, 03:38:53 AM »

I appreciate the feedback! Well, the good news is I'm doing a fairly extensive update of the skill system - keeping the aspects that I think worked well, and adjusting the rest. I'm pretty excited about it, actually, since I think/hope this'll really make the whole thing click.


Will this reworked/updated skill system be part of 0.95.1 or the next BIG update? My fingers are itching man!

5
General Discussion / Re: Guide to killing big [REDACTED] fleets
« on: April 30, 2021, 04:46:19 PM »
I really liked the reward at the end of your post.

But you forgot all the juicy AI cores and wings for dessert.

6
Tech mining does produce special items, but as of now, the drop-chances are completely different from looting, e.g. of mining stations.

7
General Discussion / Re: Black Market Weapons Dealers Suck
« on: April 17, 2021, 01:52:56 PM »
I find them quite useful, but only for relatively small orders, like up to a cruiser. They are especially good for weapons and wings, since they don't require you to have the blueprints for the order. You can order mjölnirs without having the blueprint for example.

I think its a good tradeoff. The other weapon dealer with 130% price increase only lets you order stuff you have blueprints for.

8
General Discussion / Re: Look at that marine required number
« on: April 16, 2021, 02:26:49 PM »
I know you can have more than 30 ships in your fleet. But that does not make it more profitable when you have to use more supplies to get your fleet to the target than you get as a reward.

9
General Discussion / Re: Look at that marine required number
« on: April 16, 2021, 12:50:27 PM »
Is 120 000 marines even possible with only 30 ships? Gotta pump up those numbers,those are rookie numbers :)

10
Bug Reports & Support / Re: Infinitely assigned human administrator
« on: April 16, 2021, 06:05:25 AM »
Can confirm, with no mods at all the same behaviour can be observed. The admin will not be unassigned from their previously governed colony.

11
I feel if I'm not able to find every item at least once per sector, I am missing out. Why limit options? Would it hurt to be able to find at least one of each special items, guaranteed? I think not, but some are completionists and just want the pristine nanoforge without ruining another planet. At least, as suggested, make them obtainable via librarian.

12
I saw that thread too. But Alex said:

Ah - the drop table for tech mining is indeed *very* different. (Perhaps it shouldn't be or it should be different in another way etc etc), but I'm not seeing a bug here.
[snip]

But some items seem unproportionally rare. Are all of the special items and all blueprints guaranteed to be found in every sector (without raiding any colonies)?

13
Because I had nothing better to do, I compared tech mining on three vast ruins with varying conditions for 0.9.1a RC8, since tech mining (and rare loot in general) feels weird in 0.95aRC12.

Here we can see that no skills yielded more (?!) loot of the same quality than no skills. It was obviously expected to be the other way round. Adding alpha core did not make a change.
Spoiler
[close]

Now the interesting part:
For the current version, I tried to tech mine three vast ruins with four varying conditions and compared the loot:

1: no story points or alpha cores in all tech mining industries
2: only alpha cores in all tech mining industries
3: only story points in all tech mining industries
4: both alpha cores ans story points in all tech mining industries

Spoiler
[close]

Expectation: The more you increase tech mining findings via improvements, the more (and better) loot you get, similar to the (wrongly) additional loot from 0.9.1a with no skills.

Outcome: As per this thread, I expected that investing story points to "improve" chances by 25%, is broken atm as it reduces the loot, which it did (3+4).
So looking at adding alpha cores only, the resulting loot was changed from no improvement (1+2), not added on top. Note that no improvements yielded 2 corropted nanoforged, only alpha cores resulted in an alpha core, and more gamma cores, but no forge.

All loot-rolls were the same. I loaded each savegame, changed the conditions and waited for the end of the month, then reloaded and changed them again etc.

14
Does someone know if the new colony items are guaranteed to be found in every generated sector? I looted every cache, explored every ruin (but not tech-mined), looted every mining and research station, every derelict drone, survey and mothership, every orbital habitat etc., only a handful of corrupted nanoforges and not a single pristine nanoforge. Some other items were also only found a single time.

If special items are not guaranteed to spawn at a minimum amount per sector, is it possible to change that in some files?

15
General Discussion / Re: friendly AI behavior
« on: April 12, 2021, 02:52:40 PM »
The not-engaging and general weird behaviour of friendly AI is very frustrating.

A Paragon turns away from a higher threat only to chase after a useless frigate. And in most cases, it will do so for a very long time. Front-shielded ships will turn their unshielded back to three ships, just to get their guns pointed at a measly frigate.
Slow turning ships just tank the flux until almost overloaded, then drop and raise shields while keeping being pummeled until the inevitable death. They do not reverse at full speed to try to alleviate danger, they are just sitting ducks while the enemy swarms.

Move orders (and orders in general) are more of a suggestion than a command, when enemy ships are present. Multiple ships capping points when an enemy frigate arrives are scared like they saw a [SUPER REDACTED] and don't cap the point. Movement in general seems weird. Ships cross in front of you while you unload on a ship, ships blocking you on the frontline and wont move out of the way. Combine this with above paragraph's turning behaviour and you get some exquisite suicides. This happens to the enemy too, but their fleet has massively more DP, so its not that bad for them.

Attack or kill orders obey the "I'm scared of enemy, halp", while barely returning fire when more than a single enemy is present.
In some cases, a Conquest ordered to escort will only ever turn its front towars the enemy, never using their side-facing large mounts, thus being rather useless.

Dooms try at meleeing large enemies while tanking shots, even though they are not at max flux and their phase cloak is off-cooldown.

I have the feeling that 0.91 had more consistent behaviour and officers obeyed commands much more strict. Oh, and ships used their flux venting more often, at least in situations which are safe to. This version, they sometimes vent, yes, but under heavy fire...

Pages: [1]