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Messages - SafariJohn

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General Discussion / Re: The good, the bad and the useless - Warthog
« on: February 24, 2023, 07:44:49 PM »
They used to have three mortars I believe and were hilariously powerful.

There was a bug that caused their mortars to hit multiple times per shot. For some reason they still got nerfed when the bug was fixed.

General Discussion / Re: Faction Mods Balancing Economy too much?
« on: February 23, 2023, 06:06:20 PM »
As you correctly pointed out, more planets means that just about every faction has allies/neutral markets to trade goods with, preventing deficits.

Enemies trade with each other, too, so there's even less opportunity.

Suggestions / Re: Kinetic AI fix
« on: February 22, 2023, 05:45:55 AM »
This happened to me the first time I tried to put a Gauss Cannon onto a Mudskipper Mk.2. The ship would dance about and not fire, until its Simulation enemy eventually sprayed it down.
... A couple of days later I tried again and the issue did not repeat itself.

Mudskipper needs extra capacitors to even fire some large weapons.

(Augmented Drive Field gives an extra +1 to max burn for its s-mod bonus, right now.)

TBH I am surprised ADF has an s-mod bonus at all. Does it still cost 8-16-24-40 OP?

Suggestions / Pursuit-Style Raid Battles
« on: February 16, 2023, 07:58:56 PM »
I suggest adding raid battles to the game because it will liven up assassinations (person bounties) and peaceful trading.
The way to do it is by basing them on pursuit battles.

- both raider and defender can only retreat at the top of the screen

- raider's slowest ship must be faster than defender's slowest ship (by Burn speed)
- raider must deploy all
- raider can deploy frigates on sides
- raider must deploy one or more of the defender's ships
  - must be slower than raider's slowest
  - uses defender's DP

Defender's Initial Deployment
- defender's initial deploy can only use ships faster than the raider's slowest
- defender's later reinforcements deploy from the bottom of the map

Unlike normal battles, the raider can win by escaping after destroying enough of the defender's ships the raider chose to deploy. Both sides can salvage in this case, albeit reduced from normal. The raider can only recover their own ships.

I think this would improve the game's challenge by encouraging smaller fleets that sacrifice combat power for speed. Combat freighters would be more valuable and the stat stick ships might even be seen more than once in a blue moon.

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: February 16, 2023, 10:46:17 AM »
Will the Fighter Clamps hullmod change to account for Converted Hangar changes?

Yes. Changes TBD.

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.5
« on: February 16, 2023, 09:12:12 AM »
Looks like the source market for a tech expedition was destroyed/removed. That or its destination system got removed, but that is less likely. It is triggering when you spot the expedition fleet.

I think you can avoid the crash simply by avoiding the fleet until it despawns.

If you can't avoid it, you can edit the expedition's source market ID in your save to one that still exists. It will be the "s" entry under one of your "roider_expIntel" entries.

Suggestions / Re: Combat Readiness cap increase to 115%
« on: February 16, 2023, 05:22:16 AM »
I have made similar suggestions in the past and Alex has pretty firmly said CR's cap will remain 100%.

Suggestions / Re: Sinister Weapons
« on: February 15, 2023, 08:09:58 AM »
This is actually fairly simple to mod in.

Was not aware of that! :o Glad to see it has been made into an easy-to-use lib.

Would still be nice for it to be directly supported by vanilla.

Suggestions / Sinister Weapons
« on: February 15, 2023, 05:14:28 AM »
It would be nice to have built-in support for mirroring weapons.

I would like to see:
- .weapon boolean (default false) for leftMirror
- .weapon boolean (default false) for rightMirror (because sometimes you draw a left-handed weapon)

- enum for weapon mounts (default AUTO) that specifies their mirroring (for when the ship does not conform to simple left/right side - forwards/backwards facing)

Is there a non-invasive way to replace a SubmarketPlugin?

I am trying to cull the BlackMarketPlugin's very generous equipment selection a little, to make faction markets more attractive, but it would seem that I cannot replace it (no Submarket#setPlugin method, no SettingAPI#setPlugin).

How does Dependency Injection work here? The game does not seem to use any of the common frameworks?
(I presume that this is somehow possible - a "plugin" that cannot be plugged in is not much of a "plug-", nor much of an "-in".)

You can edit the submarket's contents with (I think) an EconomyUpdateListener, or you can replace the submarket's plugin, or you can use a custom black market submarket for your markets.

Bug Reports & Support / Re: Mods not showing in list
« on: February 14, 2023, 06:01:36 PM »
I have run Starsector from multiple different drives with no problem. Are your mod folders nested? It should be like "mods/ModName/mod_info.json". If you extract it so it's "mods/ModName/ModName/mod_info.json" it won't work.

Suggestions / Re: Eagle and (base) Falcon remain anemic
« on: February 14, 2023, 03:18:29 AM »
An Enforcer by each Dominator would theoretically allow the Dominators to focus better. I kinda doubt it would push the Dominator's DPStot/12.5 up to 25, but maybe worth trying?

Has always seemed to me that the standard number of small missile mounts for frigates and destroyers is two, hence why two-mount destroyers do not get extra ammo from MA.

In my limited experience with spam, atropos are better because they can shoot over the allies in front which there will be a lot of when you bring 50+ ships.
Is that why Atropos exist? I never knew they can shoot over/under allies.

Also the AI can shoot Atropos from sideways missile mounts, though they tend to fire it when it will flame out right before it reaches its target.

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