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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - SafariJohn

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46
Hmm, you can actually pretty easily remove the pollution condition and IIRC the industry won't even try to keep re-adding it.

Issue there is maybe something else added pollution. Planets can have pollution from sector gen, for example.

47
Suggestions / Ships Lit by Engines in Fleets
« on: January 15, 2024, 08:18:43 PM »
It'd be nice if ships were lit by their own engines on the campaign map, especially in nebula and black hole systems where there is no directional light source.

48
I like both mortars and I use them frequently. Heavy mortar is easily acquired, effective early on for general armor breaking, and remains effective for non-SO brawler builds that want to economically spam HE damage. Light mortar is cheap and breaks armor better than LAG without burning loads of flux (see LAG).

49
There are definitely bugs with how far away ships think they should be from their targets.

I mean, probably?

Couple I have seen: ships hovering just outside of their own weapon range and ships backing off thousands of units for no good reason. What causes them? Who knows.

The actual shooting distance is one of the easiest things to figure out.

Is it? Devastator might not have a single shot reach max range. Rockets only inherit the velocity of their ship at launch, reducing their range when chasing and extending it when chased. Guided missiles (Atropos, particularly) launched sideways or backwards can have less actual range then their stated range.

I have seen each of those issues cause ships to miss repeatedly, wasting flux/ammo. I am sure there are many other cases where the "ideal" distance to stay at is not straightforward.

50
Weird thought, not likely: the ships might be calculating their desired shooting distance with the target's speed instead of its velocity.

There are definitely bugs with how far away ships think they should be from their targets.

51
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 11, 2024, 04:00:33 PM »
Sometimes you are tight on OP, sometimes you want to use small Annihilator over the medium. Most often you just don't have any medium missile weapons at the time.

52
Modding / Re: Question: Radar (Sensor) Dish Animation
« on: January 05, 2024, 05:11:45 PM »
Just put the vanilla sensor dish on a deco weapon slot - it already has a script to spin in circles.

53
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 06:05:12 PM »
As someone who suffers from the horrible syndrome of "Too good to use now" or "better not waste it now, I can deal with the enemy without it", I find myself almost never using missiles, despite how strong or useful they might be, because of their non renewable status. 

Think of all the times you had some powerful ship overloaded and you did 10% damage to its hull before it brought shields back up. With missiles you could have killed it instead.

54
General Discussion / Re: Cant find pirate bases
« on: December 31, 2023, 03:39:09 PM »
Factions often put bounties on bases, which tells you what system they are in. Look at the pirate tag in the intel screen.

55
Latest game version is 0.96a-RC10.

Please don't post multiple times in a row. You can edit your posts instead.

56
Suggestions / Re: A critique of flux as a game mechanic... maybe?
« on: December 24, 2023, 12:53:04 PM »
I think they should, yeah - but they mostly do, don't they? Unless it's a carrier or an SO build or some such. If a "normal" build doesn't that's likely an oversight.

idk, I don't look at autofit ;) out of sight, out of mind.

57
Suggestions / Re: A critique of flux as a game mechanic... maybe?
« on: December 24, 2023, 12:42:08 PM »
Maybe all capital/cruiser default autofits should have DTC/ITU?

58
General Discussion / Re: How to edit Abandon Colony Size Limit?
« on: December 23, 2023, 01:37:03 PM »
Editing a file in the API zip would do nothing.

AFAIK there is no way to edit the abandon limit without making a mod for it. Maybe there already is one?

59
Suggestions / Re: Some kind of deterrent for low-end pirate worlds
« on: December 17, 2023, 03:59:44 AM »
If all spaceports were immune to AM bombardment the Sector would make a lot more sense. PKs would have a purpose, too.

EDIT: and if initial spaceports were not immune, then it would explain why nobody is expanding: too easy to lose your investment.

60
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 12:44:19 PM »
Hitting the character limit, Alex?

Also, more pressingly, would you please consider retouching the skill's effect prerequisites so that the player can transfer command to the neurally-integrated automated ship pre-battle, and not need a non-automated ship with neural link deployed alongside it? (Or, make it so that the player can just permanently assign themselves to a neurally-linked automated ship, should they have both the prerequisite skill and hullmods installed? Could handwave it that the player character is physically present on another, non-automated ship.)

retreat the other ship immediately after making the transfer

When Radiant is the player's "true" flagship, having to deploy 2 ships and do the transfer every battle is pretty tedious.

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