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Messages - c plus one

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1
General Discussion / Re: FIX THE DAME AI.
« on: November 24, 2021, 11:07:57 AM »
She doesn't like you. You had better watch yourself. She has the death sentence on twelve systems.....
 8)   8)

2
Indeed it is.
The Persean Sector: we're all in it together.   ;)

3
General Discussion / Re: Dun Scaith loadout?
« on: November 14, 2021, 06:16:33 PM »
I see no mention of a Dun Scaith in the vanilla game's Codex.  ???

If this is modded content you're referring to, it's likely best to post your query on the Modding forum in the thread dedicated to whatever mod it belongs to. That way, others playing the same mod who look in the correct thread will find your query and the resulting info will be located centrally with all other conversations about that mod.

4
General Discussion / Re: Noob needs help with ammo
« on: June 21, 2021, 09:29:18 AM »
For missiles specifically, pretty certain the only missiles that regain ammo during a fight are pilums, in vanilla at least.

...and Salamanders.

5
Suggestions / Re: More ballistic HE options
« on: May 13, 2021, 03:54:33 PM »
For that matter, it always struck me as very odd that expanded magazines applied to energy weapons as opposed to ballistics. Lots of room there.

It did formerly apply to both, back when ballistic guns had a finite ammo limit. That was numerous game-versions ago, and isn't coming back.

6
General Discussion / Re: Fly my [Redacted] pretties!
« on: April 14, 2021, 07:31:29 PM »
Why do you run bulkheads over something like hardened shields? (on the SO hyperion and scarab)

While on the game's ship-refit screen, read the tooltip for the Reinforced Bulkheads refit. It tells you that if a ship equipped with R.B. is disabled in combat, the hull will not break apart and is almost always recoverable after the battle. When you have ships whose hulls are uncommon or rare and thus, hard to acquire in quantity -- Scarabs & Hyperions are superb examples of this! -- then the installation of R.B. is a wise move to safeguard your investment in hulls which you cannot otherwise replace quickly, or cannot replace at all.

7
Suggestions / Re: Elite skills receiving bonuses from hullmods
« on: February 07, 2021, 12:27:17 AM »
Such bonuses would not only be an appropriate (and interesting) mechanical synergy on their own merits, but they would also extend player immersion as well. I like your idea.

8
Suggestions / Re: Suggestion to modify fragmentation damage type
« on: December 22, 2020, 04:47:01 PM »
I've made a personal mod to test minor vanilla tweaks, including making the Thumper a more multipurpose PD-capable weapon (though it'll prioritize ships when they're in range).
Intriguing. I'd very much like to play a mod which uses your Thumper values; care to share?

9
Suggestions / Re: Why is Restore Expensive?
« on: December 07, 2020, 03:27:25 PM »
a lot of the appeal of sandbox games is in being able to putter around and do things at your own pace (and fine-tune your own difficulty by being more or less prepared), so I think that's important to keep.

My $0.02:
I'm glad as well as relieved to read that statement. Sandbox gameplay flexibility (along a time axis as well as a space axis) is a large part of why I'm here in this particular game. If that aspect were not adequately retained, I would have to seriously re-evaluate my interest in Starfarersector despite otherwise being well-disposed toward most of the game.

10
General Discussion / Re: I had to stop reading the .95 patch notes....
« on: December 06, 2020, 04:34:13 AM »
<-snip-> stop making us wait so long!

"...so long?", you say?  ::)

BWAAHAHAHAHAAAA

I've been calmly waiting ten little years -- no lie; since December of 2010 -- for this fascinating and immersive game to one day be feature-complete and polished to a final shine.

It was this now-nostalgic *third* entry ever in the official blog (be sure to watch that video linked therein...) -- written exactly a decade ago, TODAY, and which I stumbled upon about a week later -- which first sold me on the concept of Starfarersector. This forum itself didn't even exist yet!

Regarding 0.95, we can afford to be patient.

(Pai Mei mode activated)

Others must follow same path. To me you are like little baby, padawan. ;D  Your eagerness is gratifying but you must be like mountain rock, ignoring the lash of wind and rain as the passage of seasons blurs together.

Another hour? After Christmas? Next year? Post-COVID19? After the Smartphone Uprising? The questions are meaningless, for time is elastic. Excellence will not be rushed by crying of mortals, singing ancient and honorable hymn of Shut Up And Take My Money. Instead, become one with the Tao of dev-timeTM, and you will have achieved true Nirvana-like patience with the blessed Alex (glory unto his name). The path to fulfillment beckons. Fear God! Honor the King! Smash the [REDACTED]! So sayeth Drunken Master.

(Is my bottle of sake empty already? Dang, son. :D )

11
General Discussion / Re: How to edit save file to add more credits ?
« on: November 27, 2020, 01:50:08 PM »
P.S. I did buy my own key a week after I used Sseth's but havent been able to use my key even after uninstalling and reinstalling the game.

If you haven't done so yet, I recommend that you post about that problem in a new thread on the Bug Reports & Support sub-forum.

12
Suggestions / Re: Gunnery Implant - gives additional weapons groups
« on: November 01, 2020, 02:59:31 PM »
IMPORTANT NEW VANILLA DEVELOPMENT affecting this proposal!
Info here:

http://fractalsoftworks.com/forum/index.php?topic=19331.msg301629#msg301629

13
Suggestions / Re: Finer weapon control without needing more weapon groups
« on: November 01, 2020, 01:55:18 PM »
Argh, I might as well just add more groups! That UI would benefit from an overhaul, anyway.

Thank you, Alex! This is wonderfully beneficial  ;D

14
General Discussion / Re: Gladius
« on: October 10, 2020, 06:37:37 PM »
I've heard that someone's tested out fighters with burn drives before, but the AI fighters weren't so great at using them.  Don't quote me on that, though.

Unless the game AI has all fighters in a given wing activate their Burn Drives in unison, that wing will be facing imminent defeat in detail. Without that guarantee, equipping fighters with a Burn Drive shipsystem is unlikely to be constructive or fun.  :(

The only exception I can see is if that shipsystem is given to a fighter wing consisting of a single fighter, which bypasses the likelihood of that wing's fighters spread out much too far for mutual aid (either defensive or offensive). To me, that's not very satisfying; tactically it's more like a single corvette, instead of several fighters cooperating. Breaks immersion.

If Alex could somehow see his way towards implementing code such that all fighters in a wing Burn simultaneously, I'd be pleased as well as grateful.

15
General Discussion / Re: Gladius
« on: October 04, 2020, 01:43:04 AM »
I've not played anything older than .8-ish, so I wouldn't know how the Gladius or previous versions of frigates changed since then.

Retry: in older builds of Starsector the original Gladius had no flare launcher, and I welcomed its inclusion on the modern Gladius.

Of far greater importance, each individual Gladius was formerly equipped with one Light Dual Machine Gun and with TWO IR Pulse Lasers! After game versions 0.7.2a-RC3/RC10, that turned out to be a tad too spicy for Alex's taste and said weapons loadout had a traumatic encounter with the nerf-bat. I understand why it happened, but on occasion I do yearn nostalgically for the old loadout's ROFL-stomp nature. ;D

Back then, the physical location and type of the gun mountings were generally the inverse of today's Gladius spaceframe. The IRPLs were mounted in the narrow line-ahead hardpoints on the wings. The single Light Dual MG was in the front-facing central turret, enjoying 135-degree traverse. Situated thusly, that LDMG excelled at swatting down incoming missiles and causing stress for pilots of shielded enemy fighters, albeit only at close range. I remember enjoying that.

Gladius' relatively un-maneuverable nature made the then-hardpoint-based pair of IRPLs somewhat sub-par when trying to engage enemy fighters. That was not an obstacle when engaging enemy *ships* of destroyer size and larger. If you could line up an enemy frigate in your cross-hairs, a Gladius wing would soon do a credible imitation of a diamond drill-bit going through a cupcake. Visually, the IRPLs' spinal mountings made an individual Gladius handle like a tiny imitation of an Onslaught trying to bracket a hapless foe with its mighty Thermal Pulse Cannons. It was intriguing.

Formerly having 300 flux dissipation and 1500 (! :o ) maximum flux to work with, Gladius wings frequently were brutal to their foes. But with two IRPLs to feed, the threat was too often of frustratingly short duration even with so much flux available. The secret No Weapons Flux fighter-hullrefit did not exist back in the heyday of the two-IR Gladius, so it had to accomplish its mayhem with its high base numbers for flux handing.

As an aside, I've previously done experiments with trying various shipsystems aboard a Gladius in addition to its guns and flare launcher. I don't recall specifics right now of any of those performance trials (they were at least two years ago; sorry) aside from that I had found them encouraging. Perhaps that is an angle you'd like to explore for yourself? "Chacun a son gout!"

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