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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Alex

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21616
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 08:01:51 PM »
Good to know - I'll note that down and take a look tomorrow.

21617
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 07:53:29 PM »
These systems really are incredibly fun to use, not to mention changes the combat up quite a bit

Thanks, I'm really happy you're enjoying them :)

21618
Bug Reports & Support / Re: Fast missile rack Question
« on: August 02, 2012, 07:50:13 PM »
Thanks - noted that down, definitely not working quite right. Will take a look at it tomorrow.

21619
Bug Reports & Support / Re: [Modding] Bug with Fighters and Weapons
« on: August 02, 2012, 07:47:42 PM »
Thanks for the report - yeah, this is a bug and it's already fixed. As usual, cropped up due to a last-minute fix of another bug (sigh). It affects hidden weapons that aren't PD, STRIKE, or MISSILE, and only shows up if the ship has a single weapon group set up.

21620
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 07:44:04 PM »
You'd think, but Windows can be funny about that. Speaking of that, what version of Windows are you on?
Vista, still. Never jumped on the free Win7 train when it came.

Can you try temporarily turning off UAC to see if that changes anything?
I'm pretty sure I've never had UAC on for years.

Thanks for the info. Not sure there's much I can do at this point - all the game tries to do is delete some files, and apparently in a narrow set of circumstances that doesn't work. Are you able to delete save games, btw?

Comments about Doom, and it's current state, solutions, etc. much appreciated!

Well, I just tried it vs a Venture to make sure what I'm going to say actually works :) Basically: a proper timing of Sabots, Reapers, and Pulse Laser fire can overload and take down a Venture very quickly. What you want is to threaten a Reaper hit right when some Sabots are coming in, to force that overload, and then finish off with a Fast Missile Racks + second Reaper volley. You can also pressure it with Pulse Lasers while being out of range - that's a good way to start things off. Being slower and with shorter-ranged weapons, it's helpless against that.

If you want to change things up, the fact that those small hardpoints are universal is a big deal. There are a few other loadouts that are *very* effective - the stock one is far from the best.

21621
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 06:43:04 PM »
But I'm the admin. I'm the only user on this computer. Surely I wouldn't have problems with administrator rights if I am the administrator.

You'd think, but Windows can be funny about that. Speaking of that, what version of Windows are you on?

Can you try temporarily turning off UAC to see if that changes anything?

21622
Modding / Re: Ship systems
« on: August 02, 2012, 06:39:19 PM »
Oh, my bad. I was confused for a moment - you'd do it that way if you wanted to have phase cloak as a system.

Hmm. There's actually no way to have a custom phase cloak type system on right-click - it's hardcoded to use that id. I'll take a look and see how hard that is to change.

21623
Modding / Re: Ship systems
« on: August 02, 2012, 06:25:45 PM »
You'd 1) create your own .system file for it and 2) assign the system to the ship using ship_data.csv.

21624
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 06:24:41 PM »
Well, what might happen is if you don't normally run the game as admin, and you do once, the directories under save/ would be owned by administrator - and another account might have trouble deleting them.

I'd suggesting cleaning out the save/missions/ folder manually - might resolve it.

21625
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 06:06:51 PM »
Also, another thing: The Reset button for missions doesn't appear to work.

Odd - seems to work fine here. Any chance that the permissions on C:\Program Files\Fractal Softworks\Starfarer\saves are messed up?

Anyone else having this issue?

21626
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 02, 2012, 06:04:16 PM »
The phase.png thing isn't even needed. Just have the phase glows called <shipsprite>_glow1.png and <shipsprite>_glow2.png, with <shipsprite> being the name of the ship file itself, without the file extension, and in theory that should work

Yep, that's exactly how it works. The phase glow layers aren't referenced in the .ship file in any way.

21627
Thank you!

Glad you got it sorted out :)

21628
Bug Reports & Support / Re: Character Creation
« on: August 02, 2012, 05:53:13 PM »
Hmm - can't seem to reproduce that, works over here. Can you try clicking around near the name box to see if that selects it? There have been reports of the mouse coordinates being incorrect in windowed mode, in some circumstances - could be what's happening here, so in effect it thinks the name box is shifted over or up/down a little bit from where it actually is.

21629
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 02, 2012, 05:49:24 PM »
Alex, I think the AI for Phase ships might have some problems. I saw a Doom overload itself by phasing when all that was coming at it was a periodic Pilum wave. There was absolutely nothing else around it. It had more than enough PD to defend itself from a single Pilum launcher. And I'm not even sure if the missiles were even targeting the Doom. Yet it overloaded itself.

And Ambush seems really hard for medium difficulty due to all the fighters. Is there some trick to it that I'm missing?

Also, just in case you missed my edit:
Edit: Immediately noticeable problem I found in the simulator: AI uses Burn Drive a little too much. In a hammerhead, I just stayed in front of a Dominator and backed off, waiting for it to hit it's burn drive. Then, I just moved to the side, all while pounding the AI's now exposed front with Maulers, taking little damage myself. The Dominator was often too slow to face me after it stopped using it's Burn Drive before I got out of range.

Suggestion: AI will only use burn drive when the enemy is in a bad shape (flux and/or armor wise) and the enemy has roughly the same or less speed and/or maneuverability. Or when the enemy's back is turned.

Yeah, it happens sometimes - the self overloads definitely happen more than I'd like, but still not all that often - and they don't last very long, either. Weighing whether the PD is sufficient to take out a missile salvo is difficult - something I'll no doubt have to take a look at in the future.

As far as burn drive, that's true - but I wouldn't necessarily gauge the AI's effectiveness with it based on a 1-1. Those don't happen much in "real" battles, and more aggressive burn drive use can be more beneficial there.

It's definitely not perfect, though - thank you for your feedback, I'll absolutely keep it in mind - and I'm looking forward to more. (In particular, just noted down to take another look at avoiding phase cloak self-overloads better).

As far as the Ambush mission - hmm. Don't know - I played it a few times, won some, lost some, then called it medium. I wouldn't read too much into the difficulty label. For me, the important thing to try to do there is take out whole fighter wings before they can escape back to a carrier. The two frigates can generally stay alive effectively, buying you a lot of time.

21630
Modding / Re: Ship systems
« on: August 02, 2012, 05:18:50 PM »
No, no system should need one - if they use a SYSTEM slot and there isn't one defined, they'll use the center of the ship instead.

For flares having multiple slots will make the system shoot out more flares. For the EMP Emitter, only the first defined slot will be used.

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