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Messages - Sundog

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1411
Suggestions / Re: Merge Ship Buying/Selling with Commodities
« on: October 24, 2014, 02:25:17 PM »
I think the awkwardness of switching between the commodity and ship trade screens should be addressed, but I don't think merging them is the best way to do it. It could probably be done in a way that would improve what we currently have, but that would take a LOT of work.

So what about this:
-Keep the same market selected when switching between ship and item screens
-Default to the 'buy' tab when trading ships, since we're just seeing what's on sale most of the time anyway

That should solve the same issue without resorting to a major UI overhaul.

1412
General Discussion / Re: Having a hard time finding Heavy Blasters
« on: October 22, 2014, 08:03:26 PM »
Welcome to the forum  :)

Heavy blasters are military restricted technology. There are three ways to aqcuire them that I know of.
You can buddy up with Tri-Tachyon until their military markets will sell them to you.
You might find one or two on the black market at Tri-Tachyon stations.
You can destroy Tri-Tachyon (and maybe some independent) fleets to salvage them.

1413
Suggestions / Re: Map filters and more
« on: October 22, 2014, 07:54:14 PM »
How to go to a specific market or named bounty fleet:
 -Check intel map to find a system with the desired market or fleet
 -Open main map and click the nearest jump point
 -Travel to and go through the jump point
 -Open main map and click the destination star
 -Travel to the system and go through the first jump point you see
 -Open the intel map to find the name of the destination fleet or planet (unless you memorized it earlier)
 -Open the main map and find the destination by name. If it's a fleet this will involve clicking fleets until you find the one with the correct name.

Going to specific places is an integral part of the game now, so I think it's important that the process is streamlined.

1414
Suggestions / Re: Loss of cargo upon losing a combat ship?
« on: October 22, 2014, 07:12:34 PM »
Oh, that makes sense. Otherwise you would have the opportunity to salvage the lost cargo.

1415
General Discussion / Re: So, what do people think of the difficulty?
« on: October 22, 2014, 07:04:03 PM »
Both characters were played with iron mode enabled, normal start, full damage, and max fleet size.

Bounty Hunter Playthrough:
  Early game - Enjoyably Challenging. The initial 3000c per frigate bounty in Corvus got me a good start. Bounty hunting nets good income, but expenses for repairs, travel, upkeep, and new ships frequently made my financial situation volatile. I destroyed something like 20 named bounty fleets before ever seeing one with a bounty of more than 30k, that's when things got easy.
  Mid game - Cakewalk. The payout for killing named bounty fleets suddenly jumped from 30k to ~70k, but the fleets themselves were only marginally more powerful. Larger bounty fleets had often taken serious losses before I arived, meaning I frequently earned oodles of money for trivial fights. Military markets started opening up, offering combat cruisers that easily steamroll the weak (D) ships.

Smuggler and Aspiring Drug Lord Playthrough:
  Early game - Easy. Lacking the scruples to avoid the black market makes it really easy to turn a decent profit, even with very little cargo space. There's no risk of combat casualties and only minor risk of unprofitable investments due to the ability to side-step tariffs. I amassed a small fortune of over 300k before everyone started hating me.
  Mid game - Brutal. The pirates begrudgingly tolerate me now, but half the legitimate factions won't trade with me anymore and the other half try to kill me on sight. Smuggling is much more difficult now that I can't even dock unless no patrols are nearby. I'm struggling to work my way into the good graces of the pirates, but they keep falsely accusing me of smuggling at pirate stations, which periodically worsens my reputation with them. All the worthwhile trade fleets always seem to be too well guarded for my small fleet of frigates to take on, so I haven't even tried proper piracy yet. The only destroyers anyone seems to be willing to sell me are the crippled (D) versions, but I recently had the good fortune to find a rare Madusa on the black market. I'm looking forward to finding out how the game changes now that I have the power to kill those pesky patrols and succulent traders >:D

1416
Suggestions / Re: Loss of cargo upon losing a combat ship?
« on: October 22, 2014, 05:35:30 PM »
I think losing cargo is better than the old way of choosing what to jettison, but the algorithm that determines what is lost should assume cargo is distributed in a way that's nearly ideal for the player. That way players aren't likely to want to micromanage cargo distribution (or even think about it). DR's suggestion would be a huge improvement, but I would add to it that the least valuable weapons/commodities be destroyed first - under the assumption that the player knew which ships were likely to be destroyed in the engagement beforehand and distributed cargo accordingly.

Also, after losing a ship in three separate battles I didn't realize this feature had been added. Is there currently a way to see what was lost? If so I missed it.

1417
This might be a bug. Not sure

Currently, clicking notification icons does open the intel screen, but it shows the report/event/info that was previously selected. I think it would be more intuitive and helpful to bring up the intel screen with the information corresponding to the notification when a notification icon is clicked.

Let me know if I'm being unclear. I should be able to use screenshots to explain better.

1418
Suggestions / Re: Ships hulls earning permanent modifiers; +ive & -ive.
« on: October 21, 2014, 06:16:42 PM »
I second harsh penalties that are difficult to remove. That would provide more viable choices than the alternatives I can think of.
-Pay the steep price to repair the ship
-Keep using the ship in its diminished state
-Sell or scuttle the ship

A mechanic like that could also make it more interesting to salvage ships.

1419
Bug Reports & Support / Stacks of zero weapons
« on: October 21, 2014, 04:19:10 PM »
Some of my weapons had a quantity of 0 when I opened the trade screen.

Sequence of potentially relevant events:
-Destroyed two pirate fleets without incident.
-Lost my flagship (a hammerhead) in a fight against a named bounty fleet (due to hubris)
-Retreated with no other losses.
-Disengaged without a pursuit battle.
-Flew to Tartessus to lick my wounds and opened the trade screen.
-Noticed that four of the seven weapons in my inventory had a quantity of 0, including the Heavy blaster I've had from the beginning of the game.
-Tried to sell them to see what would happen, but they just disappeared after making a 'krchnk' sound.

The three other weapons had one per stack, and none of them were attached to my hammerhead when I got it blown up.
Sadly I didn't create a copy of my save file before I made the anomalous weapon stacks disappear  :(

1420
Suggestions / Re: Lack of transparency in trade prices
« on: October 21, 2014, 02:15:12 PM »
Having the average price per unit show up on the trade quantity slider would be excellent!

1421
Mods / Re: [0.6.2a] ICE Faction
« on: October 20, 2014, 11:27:42 PM »
Heh. Yeah, we've certainly got our work cut out for us. Frankly, I'm just happy to have ICE to the point where it doesn't crash the game anymore (that I know of). I was worried it would take days to get back to that point.

1422
Modding / Re: How to add star systems in 0.65a?
« on: October 20, 2014, 11:23:27 PM »
Gotcha. Glad I asked. I was convinced I was failing to tie the system into the economy correctly or something.
Thanks Alex!

1423
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 20, 2014, 11:18:59 PM »
Having a blast so far Alex  :)
These are a few of my favorite things:
 -The progression curve is slower, but somehow much more fulfilling. The high tier weapons and ships are a great incentive to buddy up to the factions, but the black market is extremely tempting. In spite of the tier system preventing me from splurging on large ships, I still find myself low on cash fairly often thanks to misadventures, miscalculations, or simple attrition.
 -The ambiance is great. Paint jobs, orbiting fleets, intel, fleet variety, and customs all make the sector immersive and alive.
 -Fuel is useful! Traveling is necessary, risky, and fun.
 -Best of all - No more lugging piles and piles of supplies home after each fight!

Related to engines: Salamanders are now scary strong and almost always give a full flameout. Its nearly impossible in a Hammerhead (what I was flying) to stop them, even with 4x lrpd lasers. On the other hand they are finally a weapon to be reckoned with, so maybe its not a bad thing...

Hmm, really? Turning into it to help the lasers aim seemed to work for me, but I haven't tried it in a while.
It's been working for me too, but that's with unstable injector and 5 points in helmsmanship.

You removed my favorite character avatar, what gives!? This will not do one bit.
I really liked the first version of the old hegemony admiral (portrait_hegemony05), but the new, cranky version is good too. Still, I don't see why he had to be replaced. He was one of the best portraits in my opinion.

1424
Mods / Re: [0.6.2a] ICE Faction
« on: October 20, 2014, 06:00:39 PM »
Yeah, this update shuffles the campaign up quite a lot, but why sadface? Think of the possibilities!!!  :D

1425
Modding / How to add star systems in 0.65a?
« on: October 20, 2014, 05:49:44 PM »
Has anyone done it yet? I've haven't been able to get around the NPE below without creating other issues.
Spoiler
Quote
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent.checkRemotePrice s(TradeInfoUpdateEvent.java:124)
   at com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent.advance(TradeInfoUpdateEvent.java:75)
   at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.O??0(Unknown Source)
   at com.fs.super.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

It would be great to see a working example. If I manage to make one I'll post it here.

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