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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 - Auraknight

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16
Lore, Fan Media & Fiction / Re: pirates.mp4
« on: May 24, 2016, 06:13:29 AM »
I was expecting more then a 404 :p

17
Blog Posts / Re: Developing the Mora-class Carrier
« on: May 15, 2016, 08:51:29 PM »
Dunno if it's been said yet, but when you mentioned changing the left missile composite point, you said 'missile online' instead of 'missile only'
Aside from that, I love new stuff to blow up! and this'll make it easier to have more fighters at a lower level, which is always nice!

18
General Discussion / Re: 4 years....
« on: May 03, 2016, 07:16:12 PM »
Didn't buffalos used to be affectionately called 'piƱatas?'

19
Discussions / Re: Factorio
« on: May 01, 2016, 03:25:11 AM »
hit me up on steam, Username Linzhang77

You know its me, I am the one with the VAC ban 3800 days ago.
No Linzhang with a 77 after it. Tons of other ones though. Try hitting me up: http://steamcommunity.com/id/rexmana/

20
Discussions / Re: Factorio
« on: May 01, 2016, 03:03:15 AM »
Got it, love it, have one episode of it recorded and uploaded, I really should get around to recording more....

21
General Discussion / Re: What's your fleet?
« on: April 26, 2016, 10:52:46 PM »
Personally, i end up stuck in whatever I can find on the blackmarket for under 30k credits, unless I use consol commands. in which case I like flying an XIV fleet. or, more usually, cruising around in a solo XIV falcon/eagle, plowing into bigger and bigger groups of pirates till I die, then I hop in another ship, at random, outfit it, fly it till it breaks, and start anew.
More on-topic, I usually end up with a lasher, a Cerberus, and a hound or two, plus a Talon wing, with a few shuttle missile-boats.

22
Blog Posts / Re: Economy Revamp
« on: April 26, 2016, 09:53:18 AM »
As someone studying economics and has interest in compsci, this is interesting.

As far as that readability issue on large markets goes, what if instead of stacking icons based on absolute amounts (100 Organics/icon, etc) you made the stack sizes relative to the different goods on the market (%1 in market output/icon)? As far as I can tell, there's very little point in showing the actual number of a given good on the market in the "at-a-glance" view, nor is that view used to compare a market's output to another market's, so having a relative figure that scales with market size shouldn't cause many problems
Wouldn't you then have the problem of a large market 'appearing' to have the same out-put and input as a small one?

23
Blog Posts / Re: Economy Revamp
« on: April 20, 2016, 10:06:16 PM »
Honestly, the biggest thing I want from this is to actuially be able to 'starve out' a planet if I'm good enough to keep any trade fleets from reaching it. At the moment, my actions against non-millitary fleets feels... unimportant. Most of my trading is either selling loot from spacebattles, or desperately running 1C things from one place, and selling them for 3-5C somewhere else to buy more supplies.

24
Suggestions / Re: how about making commission timed?
« on: April 09, 2016, 10:25:18 AM »
So you're telling me that american PoWs that got held in concentration camps in the World war didn't want to try and kill the people who'd held them captive after they won, and got free?
We have a phrase 'Don't shoot the messenger' because he's delievering letters from the opposite side. But a lot of messengers have died regardless, because they ARE from the other side, alone. Retired army vets are prime targets for terror attacks. If you slighted someone, it doesn't matter if you where being paid to do it, you did it. Activly. And after _5_ years of activly doing harm to them and the others like them, I doubt there's any chance of 'friendship'

25
Suggestions / Re: how about making commission timed?
« on: April 08, 2016, 11:13:48 PM »
5 years is absurdly long. And if you spend 5 years shooting people up, then got a gold watch from the people who hired you, I doubt anyone you had hostile relations with before would even want anything to do with you.

26
General Discussion / Re: Newbie Here - A Metric Ton of Questions
« on: April 07, 2016, 02:25:02 AM »
I can't anwser all you're questions, i'm fairly novice myself, but!
[Ship Mod,
Turns standard shields into omni (full coverage?),
But what does it mean by reducing the arc?]
Omnidirectional shield make your shield be able to point in any direction, as opposed to being locked in front of you. The mod trades off how wide forward-facing shields usually are in exchange for letting you point it wherever you damn well please.

[Peak Active Performance Time,
Is this static based on the ship chassis?
Is there a way to upgrade or modify this?]
It's dependant on the ship itself, though there are average numbers for the diffrent classes of ships As for improing it, the only way is with a ship mod, and/or player skills.


[I started off trying to trade,
but couldn't because the contracts were unreasonable.
Almost all were beyond my CR to buy the supplies, and beyond the carrying capacity of my fleet.
The contract requirements just seemed way out of scale.  Am I wrong?]
When you first start off, contracts can be a little.. overwhelming, indeed, but some of the bigger ships can have 500+ cargo capacity, while still being otherwise decent, and if you have a few of them...

[Thus, I resorted to killing some weak pirate fleets.
Was this the right/good way for initial progress?]
I don't like telling people that there's a 'right' way to play, but, being said, unless you want to befriend the pirates, they are more or less there to start you off with fighting, even to the point of having crippled ships (D-class)

[Eventually I got myself a cruiser, and then upgraded my support carrier to a Heron.
While the fighters "seemed" nice at first with their point defense capabilities, the carrier + fighters just seem squishy and ineffective given the cost of their deployment points.
I had 2 Xyphos wings.
Am I wrong that they don't seem worth their cost?]
Big o' can of worms that depend on who you ask. I kinda like xyphos wings, but afaik, the general opinion is with the recent changes, Fighters could use a little more love, balance-wise

[Delivery contracts that fit my storage size still seem like a miss.
The contracts are for way too few items.
And then most of the time, there's no easy to way to accept the contract, locate the item and still make the 10 day delivery deadline.
Rarely ever is that item located at the current location (in sufficient quantities).]
See? now you have the opposite problem! hat's the glory of RNG. Atlas is a bit overkill, but it does get the job done damn well for taking *** from point a to b. As for filling contracts, as I see it, if the stuff they needed was already at the place they where posting the notice, they'd just buy it there for cheaper. I find them most handy for getting rid of loot that I aready have in my inventory, or I'm close to having enough of.

[So with me only finding it worthwhile to hang out near my 3 friendly systems (where I can sell my salvage),
and trade being hard to find.
Is this it?  Am I at the endgame?]
IMO, the 'endgame' is when you're done with the game. Aside from that, you do what i do mostly, even though i feel guilty because there's a whole sector to spend my time fair-er-ing in  ;)
See next anwser for why you should spread your 'wings' a little

[Also, I can only find the Onslaught being sold.
How do I acquire the other capital ships like the Paragon and Conquest?]
Conquest you MIGHT find in the starting sector, but it's unlikely. Since Tri-tach moved shop, the paragon is likewise almost impossible to find in the starting sector. The other regions of space are home to a variety of diffrent groups who sell diffrent things. Indies and dictat are your best bet for Conquest, and tri-tach is your best bet for a Paragon.

[And finally.
What next?  Is there more to vanilla I should be doing?]
Aside from building up, leveling up, and exploreing more of the sector, makeing new friends and foes as you go, (I always try to be friends with everyone, but having a foe really makes the game have more flavour, as it makes that area of space a lot more interesting). If you want to get into more fights, a Commision is a good place to look, though I'm sure you already have one if you can get onslaughts.

[And then where should I start exploring with mods?]
This is really up to personal prefrence, espcially depending on what you want from the game!
The mod I use the most is StarSector+, with all of the subfactions. (Actuially, it's more like Lazylib, and ConsolCommands, but shhhh)
The other that I used, though I think it's still broken with the latest update, was Project ironclad, a TC mod that makes the game fairly diffrent!
And if you want huge replayability, I'd be remiss not to mention Nexerlin, which offers a great deal of risk-like gameplay to Starsector, as well as randomization, and capturing.

27
Now, I don't know a ton about this stuff, but afaik, that's the Java Virtual Memory heap being full. You might wanna check out http://fractalsoftworks.com/forum/index.php?topic=8726 And see if that fixes your problem or not.

28
General Discussion / Re: Completely Empty System With No Fuel
« on: March 20, 2016, 05:15:48 AM »
That'd only be viable if you couldn't jump into hyperspace without fuel, otherwise the only point of it is a speedboost in hyperspace, and then you get people asking to be able to turn it off, to save it for when it's needed since _OBVIOUSLY_ we can fly in hyperspace without it. That also doesn't help the problem of what happens if you land in an empty starsytem with no fuel, so it's a moot point.

29
Suggestions / Re: Hard Flux Drain Per Cap
« on: March 20, 2016, 12:17:18 AM »
This is interesting, but I have a small worry. Just starting out on a new save in SS+ with a whole slew of mods, and getting an early wipe, I respawn in a small ship, against one half-health, and CR pirate enforcer. This ship i've just spawned in has a single railgun, some harpoons, and inconsequential energy weapon. With the railgun, i was able to plink away hard flux onto this enforcer, at a constant rate while side-flying most of it's shots, and shielding the rest. Would this free hard flux drain prevent a situation where a wounded ship like this could be picked off by my fresh frigate? I wasn't dealing a whole lot of hard flux very fast.

30
Suggestions / Re: New idea for trading..
« on: March 08, 2016, 06:35:59 AM »
I... Actuially really like this idea.
Though, it'd be hella fusterating to see a huge fleet of transports, spend half an hour gruling through fights, and then finding out I've just aquired four full stacks of 'garbage'. What's to stop us from just spacing it all? Or depositing it into the sun?

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