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46
General Discussion / Re: Which fleet doctrine do you use?
« on: June 09, 2019, 04:11:50 AM »
Steady. Often enough they take way too long to kill targets, even when the enemy is much weaker, but I'd rather have that than lose ships. :)

47
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 02, 2019, 12:37:25 PM »
I'm sorry Gotcha!, I'm afraid I can't let you do that.

Turns on ground defenses and brings station guns online.
Welp. Note to self: Avoid cryo pods and airlocks for the time being.

48
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 02, 2019, 01:25:29 AM »
Note to self: Thaago is a possible AI. Need to investigate further.

49
General Discussion / Re: Why Colonies?
« on: May 31, 2019, 11:48:15 AM »
So is the reality.
Majority of women don't care for that sort of work, never had and never will.
https://en.wikipedia.org/wiki/List_of_female_spacefarers

50
General Discussion / Re: Why Colonies?
« on: May 31, 2019, 04:52:15 AM »
For starters, I doubt there would be enough women in the crew for a functional society.

I hope you don't really think the crew we buy mainly consists of men. That'd be rather sexist. ???
That aside, I'm sure a colony's growth is mainly caused by people traveling from elsewhere to this colony, and not by reproduction alone.
Colonies in this game grow way faster than pro-creation could allow. Unless they use some kind of mass-cloning technology.

51
Would be nice! There's so much clutter.
It would also be nice if we could delete stuff ourselves.

52
General Discussion / Re: Manually creating colony fleets
« on: May 30, 2019, 01:33:32 AM »
Nope, you cannot. Probably a good thing too, since you'd lose those ships at some point.
The closest thing you can do is prioritize certain ships in Doctrine, and create your own autofit variants, since the AI will use those.

53
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: May 28, 2019, 06:34:44 AM »
Ok, I saw the button! Wow it costs a lot!

How can I apply a ship loadout (I made) to another one? It starts to get old when you have 10+ ships of a given type.
You go to the ship you outfitted, then click on Autofit. In that screen there are 4 variant slots.
Click on an empty one (or, if not available, remove an existing one and then click the empty spot).
Then click on the Current Variant.
Now you can go back to your other ship, open Autofit and select your own design.

54
General Discussion / Re: Kitting a Conquest
« on: May 26, 2019, 01:16:34 AM »
I like this one as well;  ;D

55
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 25, 2019, 03:10:40 PM »
Perhaps it warrants a look at bounty fleets getting stuck when trying to get to the nearest planet (I assume it's the nearest) after the bounty's timer runs out.
This happens when there's a planet closely orbiting a super giant; the fleet refuses to enter the corona.
Maybe force them somehow?

I'm not sure if they'll eventually disappear. I'm keeping tabs on two of these fleets.

56
General Discussion / Re: Planetary Bombardment
« on: May 25, 2019, 04:57:54 AM »
IIRC a faction that is completely destroyed will spawn a small base somewhere similar to a pirate or pather base spawn.
Are you sure about that? I removed several factions from my 0.9a game, and I never saw them again.

57
General Discussion / Re: How Do You Fight Station Battles?
« on: May 24, 2019, 03:40:48 PM »
(Hmm, they shouldn't.)

I'm thinking of the core worlds and stations, but they probably don't count then.
It's of no matter, I don't really have an understanding of a lot of the game's mechanics. ;) (It'll be a hell of a time getting my mods updated when you hit 1.0, that's for sure.)

58
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 24, 2019, 02:43:00 PM »
Am I just extremely unlucky or has the Odyssey become extremely rare?
Probably a bit of both. ;)

59
General Discussion / Re: How Do You Fight Station Battles?
« on: May 24, 2019, 01:53:02 PM »
There's a timeout for those, but it's shorter. The pirate base limit in the config only affects generic pirate bases, not ones created based on player activity.
It sure is short! At some point I defeated a pirate base that was bothering Duzahk. I didn't keep track of time, but I got the feeling it was only a matter of days before I got the message that pirates were bothering Duzahk again. :P
Time does fly when you're having fun, but it felt really short. I'll pay closer attention to it.

What's the use of this pirate base limit, I wonder, since pirates already have more than 3 bases on world generation and factions don't rebuild after I bombard their planets/stations?

60
General Discussion / Re: How Do You Fight Station Battles?
« on: May 24, 2019, 01:33:25 PM »
Pather cells should go sleeper for a year if their supporting base is destroyed - is that not happening for you? I think the only way that could be gotten around is if the cells dissolved entirely and then new cells were created; let me make a note about that, actually.
Sorry for the confusion! My comment was aimed at pirates.
Pathers do disappear for a year, yes, but pirates that attack your systems can come back right after you removed the base they originated from, attacking my same system again. I wouldn't mind a line in the config file that gave pirates a time-out before they create a new base. It'd leave me with more time for my true passion: Exploration.

Oh, sidenote, I think the max pirate bases line in the config doesn't seem to work. If I set it to 1, there's still always more than one in my games.

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