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Topics - TrashMan

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31
Suggestions / Limit fighters on ships to ship basis
« on: November 22, 2018, 08:32:11 AM »
For example, I want a ship that can only mount fighters, but not bombers.

If something like that does not exist, it should. An easy way to implement would be to add a column to the ships (hangar_size) and a column to the wing/fighter (fighter_size)
Those would be numerical values that would determine what fightercraft can be mounted.
1 - light fighter
2 - medium fighter
3 - heavy fighter
4 - bomber
5 - heavy bomber
6 - ultraheavy bomber
7 - insanity, etc...

So a carrier that has a hangar size of 5 can carry anything up to (and including) that size - any wing with a value of 5 and lower would be allowed.
Something like this would be useful to truly differentiate between purpose-built military carriers ad conversions and also to differentiate between sizes and complexity of hangars. Obviously accommodating a 15 meter fighter is not the same as accommodating a 50 meter bomber - the volume/mass difference alone and the size of hangar doors would be an issue.

If you want to go even further, the actual number of wings/fighter could be affected by volume - we have historical examples of carrier that carried different number of craft, depending on size (one us carrier managed to launch heavier bombers, but carried only a handful)

32
Modding / porting mods from 0.8 to 0.9
« on: November 16, 2018, 12:22:47 PM »
Can someone give me a quick rundown of what I should be looking out for?

33
Discussions / So what are you playing while waiting for Starsector 9.0?
« on: August 20, 2018, 07:39:52 AM »
So guys....

Me, I'm making stuff for VR chat and having fun


















34
Bug Reports & Support (modded) / Memory leak?
« on: September 13, 2017, 01:24:18 PM »
I noticed something odd while playing.

If I load a saved game a few times without exiting completely, the game becomes slower and at one point suddenly it begins freezing every few seconds.
If I try to exit and save, the save bar freezes, then moves a bit, then freezes and by the time it reaches the half point it stops moving.
Java starts eating all of the proccesor and ram and stops responding.

35
Suggestions / Skills brainstorming
« on: September 11, 2017, 12:44:44 AM »
The current skill tree honestly leaves me wanting.

Some skills are near useless, others feel way too useful.
Technology skills are surprisingly dissapointing, in the end they don't unlock almost anything.

Leadership tree is just officer+fighters, again, feels lacking.
Industry is the smallest and poorest, but I guess that will change once station construction and proper merchant skills (YouWantToBeAMerchant is a good start).

So...Ideas?

I'd like to see a new Logistics skill - something like "Rigorous training" or similar.

1. Gunnery Drills: By implementing strict targeting excercises, your gunners skills can truly shine. These do require more ammo and maintainance.
+25% weapon accuracy, +1/2/3/4 supply per month per ship

2. Damage Control: Fast and efficient handling of battle damage on a fleet-level is a vital skill for any commander.
+20% general repair speed (hull, engines, weapons)

3. Formation Warfare:
Ship fighting with the Escort order have increased speed and manuverability. -50% friendly fire damage.

36
Suggestions / Ship names by type
« on: August 31, 2017, 11:48:39 AM »
You know when you have a list of ship names for a faction and tankers and passenger liners keep getting names like "Murderking"?

How about we don't have that?

How about the ship names list has categories for combat ship, civilians ship....you can even have categories by ship size - cruiser get one set of names, destroyers another, etc..

for backwards compability, if no categories are present it acts like default

So instead of just
Code
	"ISA":
[
"New York",
"Washington",
"Reigan",
"Abama",
"Denver",
"Chicago",
"Las Vegas",
       ]


Code
	"ISA_combat":
[
"New York",
"Washington",
"Reigan",
"Abama",
"Denver",
"Chicago",
"Las Vegas",
       ],
"ISA_civ":
[
"Ford",
"Yankee",
                "Zulu",
       ]

37
General Discussion / Bounties?
« on: August 28, 2017, 11:55:45 PM »
I just want to mention it, since I notice that bounties used to work for custom factions that were added one way or another (can confirm it worked for a TC).

But after one Starsector update (I think ti was 0.7) it broke, now it doesn't work regardless of how the faction is added. I tried it with NExirilien and EZFaction and tested several different custom factions - only the vanilla factions post bounties.

38
Suggestions / MORE weapon groups
« on: August 28, 2017, 12:13:38 AM »
5 is not nearly enough, especially on larger ships with more turrets.

The question then becomes how to show it in the UI - you show it collapsed, with only the selected weapon group expanded.

So something like


1-----------4xHammer
2           |-2xMicrolaser
3           |-2xVulcan
4
5
6
7
8
9
10


For more descriptive collapsed weapon group names, you can either have custom names (you type it in) or randomly generated by combining SIZE + TYPE + FACING (average)
If there is more than one size or type, Mixed (or Various if abbrivated) is used

Examples:

1- Large Energy Front (abbrivations could be used to save space, so LEF)
2- Medium Ballistic Left (MBL)
3- Medium Ballistic Right (MBR)
4- Various Hybrid Left (VHL)
5- Various Hybrid Right (VHL)
6- Small Various Left (SVL)
7- Small Various Right (SVR)
8- Various Various Front (VVF)
8- Small Composite Back (SCB)

39
Suggestions / Faction relatiosn and ship/weapon unlocks
« on: August 27, 2017, 02:01:32 AM »
The current system is..well.. bad.

You have 3 phases - can't buy anything, can buy frigates (friendly), can buy everything (cooperative).
It's not nearly gradual enough, and in a way it's too restrictive.

I'd recommend:
Relation 40+ --> frigates unlocked
Relation 60+ --> destroyers unlocked
Relation 80+ --> cruiser unlocked
Relation 100+ --> battleship unlocked

Also, commision would NOT be necessary for lowest tier (frigates), only good relations.

Speaking of which, I'd like to see a different type of deals:
SECURITY CONTRACT.
It is temporary, lasing 1-3 month and then has to be re-newed. The faction you signed it with will pay you for any pirate ship destroyed (or any faction that is hostile to everyone and functionally identical to pirates). This does NOT make you hostile to other (non-pirate) faction enemies.
You can also scan merchant fleets for contraband.
Having one does not prevent you from making he same contract with another faction. You have have multiple active. It does become null and void if you become hostile to the faction.


MERCENARY CONTRACT
Similar to above, except you can only hold one, factions that are hostile to the faction you signed the contract with do treat you as an enemy, BUT ONLY FOR THE DURATION OF  THE CONTRACT (it's only buisness, you're a mercenary). Once the contract expires, you get the relationship points back.

40
General Discussion / Average ship stats
« on: August 24, 2017, 06:25:54 AM »
Did some calculation in order to better balance my own custom ships, and I figure this statistics might be interesting.

AVERAGE VALUES (non-comabt ships were not taken into the sample)

CAPITAL
13285,71 Hull   1157,14 Armor   15000 FluxCap   764,28 FluxDiss   878,57 Crew

CRUISER
8000   Hull         966,66 Armor    8472,22 FluxCap   495 FluxDiss   244,44 Crew


DESTROYER
4583,33 Hull   491,66 Armor     4483,33 FluxCap   268,33 FluxDiss   95 Crew


FRIGATE
1556,25 Hull   259,37 Armor         2543,75 FluxCap   173,75 FluxDiss   31,875 Crew

41
Suggestions / Yet ANOTHER boarding discussion
« on: August 23, 2017, 04:54:23 AM »
Boarding pods launchers do make sense.

Yes, the costs are high - you need to sacrifice a weapon mount for boarding pods (assuming it works like that), need to buy plenty of marines and need to time the boarding when the enemy ship is overloaded.
But on the other had, the reward is a new ship.

Implementation - every pod delivers X marines to the enemy ship. There is a progress bar above the ship in question. Friendly ship cease fire, but the ship itself suffers from frequent weapon shutdowns or overloads because of all the infighting.

If the boarding succeeds, you get the ship (with internal module damage) and captive crew (which you can sell to pirates as slaves, hand over to their enemies as POW's, release, etc..). The captured ship is virtually useless in battle, since it's operated by a few marines, nor a full crew (reduced effectivness, especially weapons), so the enemy still has a chance to take it back or destroy it before it retreats.


"But why would I ever do that when I can salvage?"
Well, you get the ship without the D-mods and you get captives.

42
Modding / TOTAL CONVERSIONS?
« on: July 15, 2017, 06:37:00 AM »
The info I gathered about how to make one is confusing, often referencing a dozen core files that need replacing and many scripts/plugins that need re-writing.

I found no tutorials or actual useful information - it's all very vauge and incomplete.

Is there any PROPER information to be had? Or at the very least, a Total Conversion works on 0.81 so I can take a look at the files there?

43
Suggestions / Make making TC's easier
« on: June 25, 2017, 02:14:00 AM »
They require more work now because you hard-coded some stuff with remnants and derelicts.

44
I know games where just placing things in the right folder is all it takes. In most other games just placing TerranCity01.jpg in the illustration folder and than calling for it in a system file would be enough. The game would look into the mod folder, then the core folder for a file with that name. Failing both it would use a default image.

But it seems you have to define every single file - image or sound - for Starsector.
It's more work with more point of failure due to typo...

45
Bug Reports & Support (modded) / Weirdest thing happening
« on: May 17, 2017, 07:43:51 AM »
I started Starsector with a mod and got the "out of memory" error.
I edited vparam to increase it to 2048 and now the game won't start at all.
It's like the .exe wont' run. Clicking on it doesn't start the process.

Returnung vparam to 2014 allows me to start it, but I again get out of memory.

computer is a Pavillion DV6 Laptop, 4GB memory, 64-bit Win7.
Java is 1.8.0_131

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