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Messages - Shoat

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16
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 10, 2019, 07:36:13 AM »
Is Increased Maintenance biased to spawn more frequently than others on almost every ship you can recover? It's really, really bad, so much that I've completely given up on salvaging ships in this version if I don't go for Recovery Operations.

True randomness can (and WILL) create chains of the same result and often seem biased to observers with very tiny sample sizes.
That's why music playlist shuffles nowadays no longer use real random shuffling, but a system that artificially lowers the weight of songs that have recently played.

17
Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 12:16:52 PM »
Now i’m curious. What made you remove the old Asura in favor of the new one as opposed to just making the new one a different ship class?

That's what a redesign is.
Imagine if in every game there were like ten different versions of each thing because the designers kept EVERY version of it in instead of just the version they like the most.

18
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: June 06, 2019, 06:12:18 AM »
I do plan on updating nomads.

To think I'd live to see the day. This mod is legendary.

19
....sometimes me wonder if I am starting to stuff too many mods into a single game instance...

Nah, "too many mods" is not really a thing. If the game boots up and doesn't crash, you should feel free to add any mod that looks or sounds neat.

There was a time (back when we were still playing just in corvus) when it was common for me to play with literally every released mod on the entire forum active all at once (plus plenty of my own hackjob modifications). It was ... "lively", let's call it that, but entirely playable and fun.

Most current-day mods tend to be a lot more stable (both in terms of not crashing the game or creating bugs, and in terms of game balance being close-ish to each other and to vanilla content) and since the new content from them is going to be spread out over many systems you won't feel as overcrowded either.

20
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 31, 2019, 04:46:30 PM »
I think what Mr. Nobody is trying to say is that we should make 10 a little louder and use that, rather than making the dial go all the way to 11.

That would seem like a very odd decision to make.
If we never use 11 what's the point of even having it? Some poor ancient babylonian/egyptian guy who first came up with the idea of the number 11 (because his cousin had one extra finger and nobody else knew what to call that new number he could count to) is probably rolling in his grave right now.

21
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 31, 2019, 04:41:52 PM »
So what about the ability to "consume" Alpha AIs to either earn a skillpoint over limit or to just give some general combat skills?

Wouldn't it be way simpler to implement a way to "consume" it to turn it into an officer who can pilot a ship? There are already AI-core officers who you can put in control of your colony's defense stations, so it's not that far off.

22
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« on: May 29, 2019, 11:34:44 AM »
Ah okay, I was worried there was a thing I was doing wrong. Thanks.

23
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 29, 2019, 11:23:29 AM »
Hmm - it would help to see some examples of what you're seeing, since you should be able to use the priority system to something like 99% control what you get. (The only case being the odd ship where there aren't enough fleet points left for anything on your priority list.)

For weapons/fighters, this is a bit trickier.

1) You'd need to do more than cover small/medium/large in each size. For example, if the game is looking to pick a torpedo, a long range weapon, a PD weapon, etc, it'll prefer one of that type over another type that you have prioritized that only matches the slot - so you'd need to pick a wider range of weapons.

2) You'd also you'd need to pick some lower-tier weapons (which is more difficult since IIRC the weapon "tier" is not displayed anywhere. Basically, if you only prioritize Plasma Cannons, the game's not going to put Plasma Cannons in every single large energy slot; higher-quality weapons are not always "available" for a given ship fit, so you need to have some lower-tier options selected as well or it'll fall back to "everything" when the better stuff isn't available.

Stations are an exception here, iirc, with everything being available regardless of tier - so in effect they adhere to priorities more easily/strictly. But overall, for weapons, you probably need to have a wider range of things prioritized than you might think.


For ships, it's harder to say, but again it's probably not having some types of things checked - such as, say, a carrier, a phase ship, a tanker, a freighter, a crew transport ship. To my knowledge, this should work and let you select what ships you want to see, with the exception of the aforementioned "not enough points left so it picks something cheaper", which should happen fairly infrequently.

Yes, you are right. I seem to have forgotten that there is also a fleet budget the faction uses and that having blueprints unlocked isn't everything.
The blueprint-theme I'm currently prioritizing is some modded "woo look at this spooky experimental high tech stuff" ships&equipment, which might reasonably be quite expensive on the budget.
And I did actually notice that the stations had a way higher accuracy to the selections I made than most of the fleets, so that further backs up the budget maybe being the issue.

I was fairly sure that the fleet creator has more categories than just the obvious ones (separating longrange support missiles, short range strike missiles and torpedoes for example) but those are sadly not always obvious for every single piece of equipment (especially modded ones whose tooltips can include a custom 'category', or which may be very odd edge-case things due to cool custom scripts).

Sidenote (prioritizing freighters): How does this treat ships marked as "combat freighter" such as for example the hound? Will those only take up slots that would normally be taken by civilian freighters or is there any danger that the fleets start replacing real warship-frigates with hounds?


In general I'd never say that the system isn't good and useable as-is (it obviously misbehaves a lot less in a pure vanilla game).
However, it would be nice to eventually have a simple blacklist checkmark for specific things at some point in the far-off future.

Oh, and my deus vult luddic path campaign has taught me two things:
a) I want someone to make a LP variant of the Cathedral Hubship
b) It would be very neat to have hullmods included in the fleet design interface alongside ships/weapons/fighters, to make sure everyone's got safety overrides active on every single ship at all times.

24
Suggestions / Re: CR Decay Too Harsh
« on: May 29, 2019, 07:18:44 AM »
For the former, CR simply shouldn't knock out engines. Disabling weapons achieves CR's goal of preventing kiting, so engine loss is overkill.

That is just outright not true.
I have spent more than enough time being kited around by an enemy who literally couldn't harm me no matter what until CR ran out and smoked the engines. It's the reason why even in the lategame when they are no actual danger I still don't want to fight remnant fleets and their damn cowardly phase-skimming capital ships that have the wasting of my time as their only goal.
If low CR didn't kill engines, tortures like that could go on forever. So if low CR flaming out engines got removed from the game, something would need to be done to make AI ships actually retreat off the map if they notice they can't kill you (which is a difficult thing for the AI to measure), instead of kiting you around for all eternity.

25
The game's behavior shouldn't just universally change to always regroup fighters on retreat. It should depend on which type of retreat is given to the carrier.

A fighting retreat (the one bound to T I think?) absolutely should keep the fighters on engage mode to help support/cover the carrier and allies on the way out.
The direct retreat, however, should put them on regroup as you are suggesting.

26
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
« on: May 29, 2019, 06:51:42 AM »
Should work fine if you go back to the system, as long as you don't somehow lose the core.

So it did. Thank you.
Now, what exactly does
Spoiler
the special hullmod on the ship
[close]
do? It's tooltip says that
Spoiler
the sierra core "learns" skills from an officer, but I have not seen anything happen after assigning an officer to the ship and fighting a battle like that.
[close]

27
Modding / Re: No fighters that grant 'ground support'?
« on: May 29, 2019, 06:46:15 AM »
#2 is pretty much the OP @angrytigerp
Atmosphere-rated fighters that are short-ranged bricks in space & chunky transports that almost lose to mining drones, but they give a smidge of extra ground power
Practically it would be easier & better to just get a dedicated troop carrier or two, but it could get a niche in small-fleet ops & with the headcanon crowd that would pack them into the dedicated trooper. Aint no way a big honkin stinkin goose of a cruiser is going to give the same kind of precise, close-in ground support a couple wings of aero-fighters & transports could. It could knock down the big ground emplacements sure, but you'd have to park the thing a mile away and tell the cyborgs to carry a couple extra batteries after that.

Pretty much this.
Spaceships are built for space (and IN space).
Atmospheres (even something comparatively tame like mars') are a whole different and very hostile environment (suddenly there's pressure crunching down onto the hull from every direction, and there is STUFF everywhere that might have phsical or chemical reactions with some materials or with your engines). So if you have fully 100% optimized a fighter for maximum performance in a 0G vacuum environment, it'll pretty much stop functioning immediately upon entering atmosphere.
Similarly, if you build an atmospheric fighter and throw it out into space, it'll just float along dead in the water and stop functioning immediately.

So if you built a hybrid, it'll be terrible at both space combat and atmospheric combat. Which means there's no reason for there to be a hybrid fighter LPC (since it'll be worse in every way than a talon while being waay more expensive), it's entirely fine as it is in the shape of a text-only thing (ground support package could include some atmospheric planes, helicopters or hunter-killer drones that get deployed alongside transporters full of dudes).


I always find it so weird when scifi spaceships just effortlessly land and take off from earthlike-atmosphere planets. Especially if they're ships that have lots of little bits and bops (antennas, thin cannons, glass front windows) that would be in danger of crushing/breaking during landing or if they're weirdly shaped un-aerodynamic bricks but still somehow fly in straight and stable paths in-atmosphere, or if they're ships that are so absurdly flimsy that they explode instantly when someone looks at them angry (such as tie fighters).

28
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 29, 2019, 06:27:53 AM »
And addition to that: Allow them to roam within the support range of the station so that they can use the station as backup while also extending the fleet circle of the station in a sense

An addition to that addition: AI fleets that are allied to each other should, in general, consider that sticking to each other provides higher safety than just emergency boosting and scattering in multiple directions to escape.
So if AI fleets learn to stay in an allied station's support range for safety, they could use the same code for other situations so that we get some clumps of small fleets if they get threatened (and when the threat has passed they disperse again), or we could get a small fleet hiding behind some third party big fleet that is also their enemies enemy (something that we human players often do).

Maybe patrol fleets would be too strong if they bee-swarmed things properly... though that opens the possibility of making that kind of behavior an unlockable game mechanic (local system military commander positions to put officers or administrators or a new type of npc character into, or maybe having a fleet hq on one colony will make patrol fleets in the entire sector smart and bee-like, or maybe that behavior depends on the level and skills of the commander of each fleet).



On an entirely different note (player faction fleet composition):
I have noticed in my current campaign (stacking most of the mods I could find that are already updated for 0.9.1) I have noticed that my fleets will outright ignore my prioritized ships/weapons/fighters a lot of the time and just use something else entirely instead. And this isn't "just" the issue with the preview being inaccurate, the actual fleets themselves are also only made half of the stuff I want and half of some other equipment.
I made sure to checkmark at least one piece of equipment from each type (small/mid/large, ballistic/energy/missile weapons, frigate/destroyer/cruiser/capital, carrier/phase/warship, fighter/bomber/interceptor, etc.) and yet the fleets still very often use different stuff.
Seeing how with many mods running there is a plethora of blueprints of many vastly different visual thematics that I have learned, my fleets are now resembling something similar to what a "just hit level 60" clownsuit character back in my wow days looked like, despite me having marked lots of stuff of a unifying theme as preferred.

So, maybe the "prefer" checkmark we can set needs to be more powerful, or maybe there needs to be some way to give my faction a blacklist of blueprints that they shouldn't use at all, because deciding not to learn blueprints is a little bit of a janky solution (it still wouldn't prevent them from using stuff from the starting-set of blueprints, it wouldn't stop the undesired blueprints from showing up ove rand over again, and I can't even do that because I am completely muscle-memory'd to just immediately spam-click and learn all blueprints as soon as I acquire them).

29
Mods / Re: [0.9.1a] Arsenal Expansion v1.5.3f - Systems
« on: May 27, 2019, 12:14:54 PM »
The person you need to deliver the core to will be within a debris field somewhere in the same system you got the core.

What do I do if I accidentally fudge up the order of that quest?

Current campaign I have found the Promise system and got the Sierra Core there, and then afterwards I talked to some broken AI ship near the core sector and it told me to go explore the Promise system. However, the system's already explored and I already have the core I got from it, so I think the quest is stuck and can't update now?

30
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 27, 2019, 12:10:36 PM »
I don't think Synchrotron/Pristine Nano are really necessary even now - you can certainly have profitable colonies without 'em.

I totally agree with you there. However, many players (in all games, not just this one) have the unhealthy attitude to look at the mathematically-best "optimal case" and decide that that is "the default" that should always be fulfilled - Anything that is "less than optimal" is in their mind automatically reduced to "not viable", and it's very difficult to convince them that that is not how the words "default" and "viable" work.

I am also on the side of Serenitis: I find way too many forges and synchotrons (and medium/high AI cores) to know what to do with, and I'd also like them to be a "sometimes, very rarely, not in every campaign you start" type of deal. It would also make the big empire capitals that have nanoforges become very valuable targets to fight over - currently I have very little motivation to try and conquer other factions' markets.


Having more other industry-boosters to apply to things other than heavy and fuel would be cool, too. Also, there are still some industries for which I find the alpha core tooltip to be a bit unclear and also couldn't see any difference when applying it (such as basic population or tech mining).


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