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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Chaos Farseer

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16
Mods / Re: [0.8a] Outer Rim Alliance v0.6 Exploration! (22/04/2017)
« on: May 07, 2017, 06:07:09 PM »
Checking this out for the first time! Loving the look of the ships and their purple weapons. As a quick typo report, the Harmony-class description mentions having a High Energy Focus ship system when it instead has a Heavy Phase Teleporter (which doesn't have a description, FYI).

17
General Discussion / Re: .8 feedback thread
« on: April 30, 2017, 03:06:44 PM »
Salvaging:
(I maxed out the salvaging tree).
It annoys me that you need certain skills to salvage certain things. This should be a fleet setup thing where skills only help, but not enable.
I maxed out every skill in the salvaging tree. It allows for a new playstyle, but it costs you more interesting combat. (More interesting in terms of you missing skills that enable different combat experiences).

Level cap:
Hate it. I stopped playing once I reached level 40. I stop playing every game once there is no longer any progression. Allow me to reset my skillset, something like NG+, but keep everything else. Increase the level cap on the next run. Something you can buy ingame, a brain update or whatever. But don't force this level cap on me. I'm not going to start another game just to re-progress or try another playstyle. I just leave.
On Surveys, Alex wanted it so that you never need to scan something (successfully) more than once. However, it would be cool if certain survey ships added +5% to the maximum hazard rating you can survey, or something like that.

IIRC, you can mod the level cap somewhere in the game files.

18
Suggestions / Re: Shieldless Ships (and shield bypass)
« on: March 20, 2017, 02:16:13 PM »
As a note, Carroy had an extremely effective Haze loadout (from Diable Avionics) which he removed the shields for. It allowed him to use the ship's fire-weapons-faster ship system without ever worrying about flux capacity, and then it overwhelmed its enemies with homing high explosive damage.

19
Perhaps ask Tartiflette? Some of his SCY ships have an Engine Jumpstart ship system (and its sole job is to undo a flameout). Taking a quick look at the .system file indicates that it is of the type STAT_MOD, although it has its own custom AI. So, you might need to write one?

20
Yeah, just realized that the tournament code is likely the correlating factor. Sorry about that.

21
Bug Reports & Support (modded) / Cruiser AI Occassionally Stops Responding
« on: February 05, 2017, 01:31:21 PM »
Sometimes, the AI of certain ships will stop responding. This results in the ship drifting off in a single direction, and it no longer turns or responds to orders. The ship usually breaks out of this state when an enemy enters within range, or when player control is transferred to the ship. (The ship will do the bare minimum course correction to avoid the edge of the map, however.) This has so far only been noticed on cruisers.

I ran into the bug during some personal testing for the AI tournament, twice with a Blackrock Nevermore and once with a Blackrock Stenos. I'll see if I can find the conditions I used, but the loss of control happened maybe 20-25% of the times the mission was run.

The condition popped up several times during the third round of the Starsector AI tournament, perhaps due to the number of cruisers added to various fleets. Most footage comes from Nemo's twitch stream(Click Here for the video).

Time RangeDescription
48:25-49:00The Shouren (Eagle-shaped cruiser) in the bottom-right corner bounces idly against the edge of the map instead of engaging the enemy fleet.
50:46-51:22The same Shouren continues bouncing off the right edge of the map.
53:20-54:00Despite the enemy fleet consisting of a single 0% CR frigate, the Shouren continues bouncing off the edge of the map. Unknown if it engaged at the end and finished off the Robberfly with a beam.
2:11:30-2:13:34The two Threshers (wide, cyan-colored cruisers) completely ignore the Enforcer behind them.
2:33:00-2:34:45The Haze (unshielded red-colored Diable cruiser) doesn't move towards the battle for this time frame. A Search and Destroy order is issued by the fleet, letting its escorts return to battle, but the Haze doesn't respond to that either.
2:48:20-2:52:15The Thresher on the right, in the nebula, does not engage for the majority of this time. At 2:49:40 it engages combat long enough to kill a carrier and overload the Versant, and then resumes drifting away form combat unresponsively. At 2:50:25, the Haze on the left doesn't respond for about 20 seconds before re-engaging.

22
Mods / Re: [0.7.2a] Diable Avionics 1.70 (09/01/2017)
« on: January 19, 2017, 09:14:30 PM »
Forgot to bring up this bug before the first round of the tournament. Sorry in advance, Corry. (Technically I did bring it up in the Discord chat, but didn't do so very loudly, and then forgot about it   :-[  )

Diable Avionics ships do not suffer the range penalty from Safety Overrides. This is probably because the built-in hullmod messes with the Weapon Range Threshold stat on line 69 of DiableAvionicsUpgrade.java. I don't know, but it seems to be a likely place where the problem is? Image below for evidence.
Spoiler
The below is a Hayle outfitted with Safety Overrides and a Heavy Machine Gun (450 range, for reference), Glaux Lance Repeater (650 range) and Hypervelocity Driver (1000 range), from left to right. 60 seconds have passed, so there's no range modifier from the built-in hullmod, and Starsector+ has been disabled to prevent the built-in 5% range bonus on destroyers.

[close]

23
16 days, 8 hours and 38 minutes. I like checking on how the mods are going, since there's lots of people making cool stuff.

24
General Discussion / Re: Ideas on Transformable Ships?
« on: October 01, 2016, 03:47:28 PM »
Out of curiosity, would the upcoming station stuff enable larger transforming ships? It seems like that'd technically be the case, but would it be practical?

25
Blog Posts / Re: Orbital Stations in Combat
« on: September 23, 2016, 12:45:43 PM »
Well, I guess that makes TwigLib obsolete. Still awesome, but kind of funny that way.

26
Fan Media & Fiction / Re: pirates.mp4
« on: May 25, 2016, 09:52:30 PM »
Link works if you get rid of the backslash at the end.

Also, ship OP :P

27
General Discussion / Re: It's happening!!!!!
« on: April 01, 2016, 10:16:54 AM »
Well played. *Golf Clap*

28
General Discussion / Re: Help please, haven't played in forever
« on: March 07, 2016, 08:22:50 AM »
Historically, a privateer is someone who's given backing by a government to pillage enemy merchant ships. Which kind of can be summarized as piracy in general, hence the Pirate-friendly option.

The Scarab is pretty cool. The ship system makes you operate twice or three times as fast as other ships, which reduces the amount of damage taken, lets you dodge bullets, sneak around shields, and so on. Try it out in the simulator, you might like it.

29
General Discussion / Re: My Impressions as a Newbie to StarSector
« on: January 13, 2016, 08:53:17 PM »
You could do something simple, appearance-wise. Make a large dock station for the backdrop, and put a single relevant player ship within it. When you hit repair, put the most damaged ship or the one with least CR, when you trade pick the ship with the highest cargo capacity, otherwise perhaps just put in a random ship from your fleet. For bonus points, there could be some limited art such as miniscule cargo haulers flying about or sparks on a ship undergoing repairs.

Went and mocked up what it might look like, I guess. Dark.Revenant, if you'd like me to take it down because it uses your Cathedral-class ship, let me know.

The station should probably be on the bottom, since that area is more likely to not be covered by something else. I'm using the Cathedral as a placeholder for the station docked at. The bottom-middle ship is currently an Atlas to match up with the trading screen. And your other ships can be scattered elsewhere behind the UI.
Spoiler
[close]

30
Suggestions / Re: Varying ideas for AI ship usability improvements
« on: December 05, 2015, 07:02:52 PM »
A thought, perhaps: Maybe you should be able to assign as many orders as you'd like at the start of battle. After that, you're limited by your command points.

Doesn't solve the problem of having to assign escorts for every battle, though.

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