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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - PCCL

Pages: 1 2 [3] 4 5 ... 133
Blog Posts / Re: Population Growth
« on: November 19, 2017, 02:55:17 PM »
From this post (admittedly specifically about population growth), it seems like the natural progression for outposts/colonies/markets is to get bigger.

Is this necessarily the case? Is there a place in the game for small and mean installations, research installations, shipyards, or hideouts that are ran more like a military base than a civilian society?

Suggestions / Re: Yellow Alert (Ability)
« on: November 19, 2017, 02:47:12 AM »
Yeah... Kinda figured...

Two remedies I can think of:
Red/yellow alert slowly decreases max cr, which takes time in green alert to recover. This will make constant alert simply untenable
And red/yellow alert can confer a max burn malice, which will make it unsuitable for normal transit

Suggestions / Re: Auxiliary Shepherd
« on: November 17, 2017, 06:00:38 PM »
oh man... glad people are still enjoying this stuff haha

Suggestions / Re: Yellow Alert (Ability)
« on: November 17, 2017, 05:48:18 PM »
I feel like the best way of going down that route (and I do think it's a good route) is having a toggle ability (like transponder) that increases max CR and maybe sensor range at the cost of supply consumption and maybe max burn as long as its active

hell, throw red alert into it as well, just a more drastic version.

Blog Posts / Re: Drawing [REDACTED] Battlestations, part 2
« on: August 03, 2017, 11:58:03 PM »
I'd in fact recommend against that as it's often possible to meet a lot of fuel and supplies by scavenging the outer reaches. Try instead increasing the consumption rates

Suggestions / Re: Surveying Skill Enhancement
« on: July 10, 2017, 09:14:47 AM »
dude, you don't want anything save combat to be an involved minigame.

General Discussion / Re: Why is my fleet full of cowards?
« on: July 07, 2017, 01:26:47 PM »
I mean, behavior around map borders is certainly a valid thing to point out, but isn't exactly a core factor in an "overall AI aggressiveness" discussion.

I wonder if it is. In my experience, a lot of perceived "cowardice" from my captains are from destroyers chasing frigates into the map edge and being unwilling to crush them against it

Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 24, 2017, 01:37:39 PM »
comment thread here link doesn't work.

lovely post though, always fun to see the BTS stuff from years ago

Suggestions / Re: Take All... Up to capacity button
« on: June 19, 2017, 10:32:31 AM »
there is the issue of what to ditch though. Say you have 20 capacity left and you loot 7 supplies, 5 metal, 13 food, a LMG, and a LAG, what do you automatically ditch when you hit take all the first time?

It's easy to say sort by value, I guess, but what if you looted 12 supplies and 15 organs? One is more valuable and the other is what you need to survive. Also, what do weapons count for value wise? Purchase value or sale value?

it gets even more complicated if/when more commodities become useful as other than trading goods

General Discussion / Re: Hyperspace storms ruining exploration?
« on: June 15, 2017, 08:24:14 PM »
Yeah, I found that I eventually outgrew Survey/Derelict missions as it just wasn't profitable to take my ever growing fleet out that far. At that point I swapped to the much closer Bounty fleets. If you wanna keep doing distant exploration type missions then you really need to be mindful of your supply/fuel consumption rates, which basically means you need to keep your fleet on the small side of things. Be sure to survey any Terran and Volcanic worlds you come across—they gave a high chance of being worth a Class IV or V Survey Data.

this is true, usually my progression as an explorer involves doing missions with a small fleet, transition into doing missions and picking up planetary surveys with a medium fleet, then going 2-ping station hunting. the early missions (especially if you do a little dillydallying on the way to and fro) gives you a lot of data as to where the 2 ping stations are and where the good planets to survey are

General Discussion / Re: Hyperspace storms ruining exploration?
« on: June 15, 2017, 05:30:07 PM »
idk how you're playing but I'm making like a 60 percent profit margin on exploration runs under TRIPLE supply and fuel consumption. Are you dragging an onslaught off to the outer reaches or something?

Also, not sure what you mean by fighting what's on the other end, you realize you don't have to fight the probe/survey ship/mothership, right? If you're commanding a small exploration fleet, stealth is your best option against hostiles, get sensor 2 and use go dark liberally

Suggestions / ship/hullmod specific campaign level abilities
« on: June 12, 2017, 01:24:42 PM »
I'm wondering how practical this would be, seems like it would grant a lot of flexibility for future features/modding. Basically give campaign abilities some type of link to hull features such that some abilities are only usable with certain mods on some/all of your ships. Some examples I can think of follow:

High Resolution Sensor Burst - More powerful version of Active Sensor Burst, requires some ships to have high resolution sensor to activate

Remote Survey - This would be a balance issue, of course, but something like the remote survey could require surveying equipment in addition to/instead of the skill

Fleetwide Phase dive - eliminates all sensor signature of the fleet (even the base 300) and increase burn speed at the cost of supplies, requires all ships to have phase field to activate

Mine Entity - If we want to maintain the mining role for ventures/shepherds, maybe they can be given a "Mining equipment" hullmod that allows them to have this ability which would extract resources from asteroids/gas giants and the like

Improvised Repair Yard - requires at least one ship to have a salvage/repair gantry to activate, slows fleet to a crawl/stop but increases repair speed and decreases supply consumption, also decreases/eliminates refit CR penalty while in the field.

Again, this is not a suggestion for those abilities in particular, I just think campaign abilities tied to the ships would be an interesting system and the above are some possible ways to make use of it

Mods / Re: [0.8.1a] DynaSector 1.3.0
« on: June 11, 2017, 09:58:52 PM »
thanks for the update!

quick question since simulator overhaul is a recommended mod. How does this work with it? Will the new simulator have all sorts of custom variants your algorithm whipped up? Or is it still limited to stock?

same thing also happens on your own ship's info:

Mods / Re: [0.8.1a] Nexerelin v0.8c "Figure Eight" (fixes 2017-06-09)
« on: June 10, 2017, 02:49:21 PM »
just got a fatal null about a month in, in hyperspace going towards Aztlan

not sure if it's your mod, but my last playthrough without it was just fine. Here's the last part of the log:

1938145 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Trying mining fleet for market Nortia
1938146 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManager  - Spawned small mining fleet of size 8
1938407 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938407 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1938737 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at sound.OooO.Ö00000(Unknown Source)
at com.fs.starfarer.ooOO.return.õ00000(Unknown Source)
at com.fs.starfarer.ooOO.return.super(Unknown Source)
at com.fs.starfarer.ooOO.I.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

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