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Messages - Jazwana

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16
General Discussion / Re: What is what?
« on: January 19, 2014, 11:55:10 AM »
I always thought flux was this massive reservoir of rosin because in the future there is a lot of soldering ???

17
General Discussion / Re: Keep more supplies or stay within capacity?
« on: January 19, 2014, 11:49:28 AM »
The only decision you need to make is:  How (much/rapidly) do I want my fleet CR to deplete?  Like Dr. Noid said going oversupply is a problem that solves itself, but maybe you need to keep your CR up during your flight back.

18
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: January 18, 2014, 08:34:23 AM »
I have also had the "1" Out of bounds crash error:

Code
1472470 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 77, FP2: 50, maxFP1: 185, maxFP2: 126
2045754 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus$ShipStatus.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.updateFromAutoresolveData(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.oooO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.new.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


19
Bug Reports & Support / Re: View Target: Bug/WAD?
« on: January 08, 2014, 01:16:16 PM »
Yeah I'm not sure why it is handled differently, but however it works out I think it should be the same in every case.

Another of those unique fog of war/LOS things (feature?):  If you assign a strike/engage order on an enemy ship, the ship's location is still visible in the tactical map even if it is invisible in the fog of war.  Necessary so strike orders go through, and you could justify it any number of ways (long range scanners have it locked, short range don't)  but it is slightly immersion breaking because every ship without those orders disappears.  Maybe one way to do it is change the icon slightly and lock it's position so it's "last known position" until LOS is re-established.

20
Bug Reports & Support / View Target: Bug/WAD?
« on: January 08, 2014, 11:09:23 AM »
Did some searching and couldn't find a thread on this, so here is my question/bug report.  I specifically noticed this in the Vacuum Mod but I'm nearly certain it works in Vanilla.

When an enemy is targeted by the player, and then the player loses sight of the enemy; upon re-entering sight range the targeting lock is still applied.  This means missiles still track, etc.

However, when the player goes into 'follow target view' mode (Z-key) and then the player loses sight, the targeting lock is lost and even upon re-entering sight range it is not applied. 

This is particularly annoying if you are bombarding from a long range using missiles, relying upon allied fighter wings to provide sight, and using Z to gauge effectiveness of your bombardment; but overall it seems that the targeting lock system works differently when it should be the same regardless of what screen you're focused on at the moment of sight loss.



21
Suggestions / Re: Easy way to idiot-proof the UI (ESC Key)
« on: January 01, 2014, 08:11:40 AM »
I would really like the ESC key in combat to not lose any unsaved progress up to that point.  Many many times I've hit escape unthinkingly and have lost quite a bit of gameplay progression.

Perhaps auto-save the campaign each pre-battle options screen?  It could introduce some save-scumming but you'd still have to contend with whatever fleet you had engaged at that point.  Or force a flee choice upon reload.

If not, at least please auto-save every time you leave a station.


This is in Iron Mode, for what it's worth.  I've never played without it, but similar options (perhaps less harsh) could apply.

22
General Discussion / Re: Feedback on CR and sector space and the forums
« on: January 01, 2014, 08:01:58 AM »

Quote
You could buy more ships and hold some ships in reserve while you finish fighting those 3 battles, so you can continue fighting with thee fresh ones. Just think of CR as stamina in space. Perhaps that might ease people into accepting it since it ties in with something they already know.
Stamina in space is hull/armor damage.  You take damage, you either run to the trauma inn at the station or wait it out.  Now, we have two stamina meters, and CR is harsh to some ships and discourages chain-battling - grumble grumble!  I love chain-battling; I got the game for combat.  Reserve ships past early game are only an option for those with Leadership/Fleet Logistics (i.e., not all viable character builds).  Also, the player begins a game with only one ship (until the next version), and we read the horror stories of new or less skilled players struggling to progress past that.

This is still true - ok maybe 50% true.  You can certainly get by on few(er) supplies i.e. no freighter support fighting multiple battles- IF you micro your fleet and turn off repairs.  Most ships have plenty of room to hold enough supplies for full CR recovery, only freighters have enough cargo space to repair combat damage.   The other downside is, you have to fly around in space for a few days while CR recovers- so why bother when you can spend that time flying back to base. 

23
Suggestions / Re: Space Dock vs. Field Repair
« on: December 27, 2013, 09:14:37 AM »
I really like the idea that field repairs cannot repair hull/armor fully.   Sucking up supplies to repair ships is currently the reason half the General Discussion posts are "OMG CR/Supplies in this build are impossible."


What if we push this idea further and for each deployment away from space dock the Flux venting rate (and maybe capacity, but I think just flux vent only) decreases a percentage, separate from the small CR losses.  Thus, every deployment cuts into the combat power of each ship; and while CR recovery could recoup that to a degree there would be fixed losses (With a floor, so no ship can be run down to zero, probably like there would be a floor on hull/armor repairs.)

This new stat could be balanced by Epoch, ship size, every ship, etc.

A large amount of supplies (i.e. cash) at the space dock could suck all the space bunnies out of the vents and bring ships back to tip-top shape.

24
Suggestions / Re: Thoughts on Logistics.
« on: December 20, 2013, 11:04:22 AM »
One thing I've noticed:  Repairing ships on the fly after a large battle takes A LOT of supplies.  It is very easy and possible (although tedious, very tedious), to micro your fleet repairs after each battle and halt repairs on any ship that is damaged until you get back to a station to repair all.  (Hint, highlight each ship and press 'E', it goes quickly)   

If you try this next time you play with a large fleet you may be surprised how easy it is to deal with logistics ratings over the cap, looting many pirate fleets in a row without running out of supplies, etc etc.   Of course, you do run into having your fleet gradually worn down but it does mean you can get back after looting the Tritach defense fleet, Askonia fleets, etc without having to bring along a spare Atlas.

25
Suggestions / Re: Burn drive into battle = bad idea.
« on: December 19, 2013, 08:33:02 AM »
Asteroids are awesome, do not "fix" this!  I too have seen the 600+ speed asteroid swanning it's way down the map past my fleet after the Pirates launched their dominator sneak attack  :D


The only problem I see is that while an ODD number of ships deploy in staggered lanes, an EVEN number of ships deploy in line directly behind one another.  If you could change this so both ODD and EVEN numbers of ships deploy in staggered lanes there would be no problems even with weird speed/ship AI issues.

so, instead of

I   I   I
I   I   I

do
I   I   I
  I   I   I

26
General Discussion / Re: Officers: Are They Going to be Immortal?
« on: December 09, 2013, 12:40:04 PM »
+1 to all the reasons officers should be kill-able.

a highly aggressive captain would be a bit more likely to go down with the ship than a cautious one, for example.

Maybe the ship type can make a difference as well. A front line combat ship where the officer can do the most good has a higher chance of getting killed. But if you stick them in a long range missile boat or a carrier there might be a good chance they will live even if the fleet loses as they are so far back they can escape.

Maybe the manner in which the ship died could make a difference.   Logistical fail? - 99% survival, the engineering staff saw that coming.  Plinked by a MG during combat? - 50/50.   The staff puke's Condor ate a Reaper when already low? - <1% chance of living.  Some code to track how much extra damage was done on the killing blow (much like how shield overload duration is checked) to calculate survival chances.

27
Bug Reports & Support / Buying Ship Dialog screen
« on: December 02, 2013, 03:18:54 PM »
Not a very large or important bug, but I noticed that the scroll-bar for browsing ships (Purchasing at a station, but everywhere?) disappears when there are not enough ships in inventory to need to scroll down.   This would be fine except that I scrolled down, purchased the only ship on the 3rd row, and was stuck unable to scroll up and see the top row.  Easily solved by switching to another dialog screen and back, but not a smooth GUI experience.

This was with Uumoz's Sector Journey 1.0 and Lazy Lib 1.6 mods active.

28
Ahhhh such a fun game.  Definitely a favorite of mine although EV captured my heart much more.  Playing local Co-op was a treat!

29
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 20, 2013, 08:40:57 PM »
Quote

Quote from: ciago92 on November 18, 2013, 03:56:18 PM
this might have been lingering from the previous battle but I'm 90% sure it wasn't: I just got a blueprint from harrying an enemy fleet

did it again, definitely getting blueprints from harrying fleets

Thanks for the bug report! Fixed that in my DEV version, not it's required that you kill at least 1 ship to get some BPs.

To follow up on this - I've noticed the same thing, but in many cases I'm ONLY getting BP's from harassing med-large fleets, and NOT from completely wiping out the largest fleets (no option to harass them) or harassing or wiping out small fleets.  Without looking at any code, it seems like you might have a typo on the 'BP chance' causing an inverse somewhere on # of ships disabled in a sufficiently large meeting engagement.


30
Also, Augmented Engines gives +2 burn speed while Unstable Injector only gives +1 (their in-combat bonuses are someone different too.)

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