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Topics - Clockwork Owl

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16
General Discussion / [Spoilers]Explorations thread
« on: December 14, 2018, 09:39:26 PM »
Share anything RNG had coughed up for you! nice system, events with absurd context, funny stuff, etc.

I'll start with the best colony I found...
Spoiler

.....unfortunately taken first by pirates.

one Bad Idea later

It seems they won't be raiding anyone for the foreseeable future.
[close]

17
Bug Reports & Support / Fleets defending dead bases
« on: December 14, 2018, 08:58:19 PM »

The Morthanth Cleansing is - was - a Pather base, currently undergoing rapid uncontrolled expansion. Player fleet marks its former position.
They do this for a while before "Standing Down", "Returning to <Station>", then despawns into the debris field.

I have a copied save if you are interested.

18
Bug Reports & Support / Core World NPC colonies getting decivilized
« on: December 13, 2018, 07:15:49 AM »
Happened twice in RC9, no convenient save spot to refer to. No reproduction steps discovered.

Sometimes the intel tells me that an NPC colony in the core world got decivilized. No prior warning, other than maybe mission postings I wasn't checking regularly. No player contribution or even interaction(haven't visited the system for a few cycles). Possibly after pirate raids, but purely speculative.

And there was this one run where I was actively waging war against Persean League, and one of their colony was held in 0 stability for months. the intel periodically notified me that the situation at the colony in question was getting worse, probably far longer than intended(possibly half a cycle or one full cycle), before finally succumbing and being decivilized.

Based on these events, I suspect the destabilization timer and warnings aren't working as intended. Most of the time a colony(at least NPC ones) barely sends out warning via intel before getting decivilized. Sometimes they do, for extended period of time.

19
Suggestions / Lower limit on planets per system on sector generation
« on: December 13, 2018, 03:17:57 AM »
......because I legit had entire constellation full of "empty" systems(a star and a jump point, nothing else), system with an otherwise decent but lonely planet, etc.

Adding rule such as
Quote from: RULE
Each systems must have 3 planets at minimum
If there are any high-value or low-hazard planets present, scale minimum planet count accordingly
or
Quote from: RULE
For at least one system per constellation, have an algorithm answer: "This system is interesting because...". If it fails to give at least three reasons, add more interesting features accordingly
should make more of the interesting systems.

20
Bug Reports & Support / AI not recognizing friendly mine as hazard
« on: December 01, 2018, 09:23:40 PM »
Seems to think it's a friendly missile so it is safe. Does not raise shield(and dies), phase ships unphase over it(and dies), generally no effort made to avoid its area of effect.

21
Suggestions / Proposing affix changes in 0.9
« on: October 19, 2018, 03:06:23 AM »
I suggest some of the hull affixes, such as (D) and (S), to be changed in 0.9.

Reasoning
As of 0.9, ships with D-mods becomes widespread to be the average. Adding a D-mod to a ship, however, comes with affix (D) as well as the description attached to the hull. This may be problematic as it signals players that this kind of hulls are exceptions rater than norm, and that of negative variety. Player hates being penalized. They want rare above-average gear(or in this case, ship) but will not mind average stuff available. Lower-than-average, however, would get thrown out almost without a hesitation.
While this effect will not fully manifest in Starsector due to several factors, it does affect players and nudge them towards certain mindset that might not align with current state of the Sector and therefore the player character.

Suggested Changes
Use (D) affix only for severely crippled variant meant for cannon fodder, such as Wolf(D) with sub-par system or Sunder(D) with reduced weapon mounts. Something player would almost never use.

Add affix indicating pristine hull without any D-mod. I would have gone with (P) for Pristine, but it is already in use and changing all the related things might be a hassle. (S) seems good enough with some changes to description and maybe giving some other affix to current Kite(S).

Expected Results
No mechanics change whatsoever. Though it would work well with changes to mechanics such as hull restorations, which I suspect is already in place.
Psychologically, it would signal non-D-modded ships are exceptional rater than average, affecting player mindset as such.

22
Bug Reports & Support (modded) / Assigning one officer in 2 ships.
« on: June 15, 2018, 11:47:19 AM »
Not sure how it happened but I assigned same officer in two different ships. I remember swapping for different officers a couple of times but cannot recall the exact process.
All attempts at replicating the error was failed.

Modlist:
Spoiler
Dynasector 1.4.2(Outdated)
Autosave 1.0f
Common Radar 2.4c
Console Commands 3.0 WIP 6
LazyLib 2.2
Save Transfer 1.11.3(Outdated)
Simulator Overhaul 1.4(Possibly outdated)
Unknown Skies 0.21
Upgraded Rotary Weapons 1.31
Version Checker 1.7c
Audio Plus 1.1.0
GraphicsLib 1.2.1
[close]
...though I suspect none could interfere, here.

Enclosing save.

https://drive.google.com/open?id=1UluCSVgzHHoriyr-KxRDXojZLkWMId08

23
General Discussion / 2018/02/24 Alex tweet - new items!
« on: February 23, 2018, 05:11:51 PM »
https://twitter.com/amosolov/status/967176630585249794

It's about moving stacks of items quicker but we see some interesting stuff here.

1) what can be the autofactory parts. Red one seems to be heavily damaged, green one pristine.

2) right next to them, some weird purple thingy.

3) first 4 blueprint packs. What could they be?

24
Bug Reports & Support / Transverse Jump ended up in wrong position
« on: February 05, 2018, 01:16:52 AM »
I was directly over Tibicena, Magec, and I jumped to hyperspace via Transverse Jump. This is where I ended up:

Tried to do it again, but that just placed me in the normal position.

Steps to reproduce: Attempt to reproduce failed.
May be relevant: I activated Transverse Jump, cancelled it by clicking Tibicena to bring up a dialogue and closing it, and tried Jump again when it happened.
Active mods:

Specification:
Windows 7 x64
Intel i5 3570 @3.40GHz
8GB RAM
GTX 660Ti

25
Suggestions / More types of bounties.
« on: January 21, 2018, 03:01:40 AM »
Apparently we get these assassination bounties when we get commission, which is nice. We could use some more types of bounty, though.

*General:
 - Bounty on a pirate fleet after it achieves certain kill counts, for terrorizing faction space.
 - Escort mission you accept from mission board and get paid once it reaches destination.
 - Payment and rep boost for protecting relief convoy, either from the sender or from the receiver.

*Commission specific:
 - Bounty on enemy relief convoy. Commission specific because I'm fairly sure it's war crime IRL(and probably in pre-collapse Sector too) and they certainly wouldn't want to admit they do it.
 -- or some random convoys, say it carries important thing/person.
 - Reward for disrupting enemy market. i.e. dumping food in black market on food shortage, supplying hand weapons and stuff on a black market, etc.
 - System blockade bounty, destroy everything that burn drives(especially convoys) for certain amount of time in certain system.
 - Sabotage on enemy outposts? If NPC outposts becomes a thing, that is.

26
Modding / [0.8.1a]Bugs regarding modular ships
« on: July 23, 2017, 10:23:15 PM »
If you place the modules within firing group 1~5 and edit the firing groups, weird things happen. Such as selecting a module replacing it with parent module. Shouldn't the mounted modules saved separately? Like, setting firing mode of a firing group to "MODULE" which will make it not appear in group edit UI.

27
both noStrafing = TRUE on ship_systems.csv and ShipAPI.setControlsLocked(true); via script does not prevent a bomber from strafing near its target.

28
Suggestions / Swap position of DTC and ITU
« on: May 28, 2017, 05:33:24 PM »
It occured me that while Dedicated Targeting Core is available from the beginning of the game, the player do not have cruiser or capital from the start. By the time they acquire one, they are likely to have acquired Integrated Targeting Unit too, so DTC(which is inferior anyways) is never used.

Suggestion:
1. Make ITU, not DTC, available from beginning. This will allow the player to actually use a range-increasing hullmod in frigate/destroyer phase.
2. Adjust the numbers so that DTC provide higher range bonus on cruiser and capital. This will give reason to use DTC.

29
Suggestions / Option to display custom silhouette for fighter LPC
« on: May 28, 2017, 05:22:06 PM »
It would be nice to have option to display a pre-made silhouette sprite - not the actual fighter sprite - in the corresponding fighter LPC. An optional field at wings_data.csv will do.

DA's Wanzers have so many moving parts and decorative weapons that they have broken LPC sprite. Would be a good way to fix that.

30
Steps to reproduce:
1. Make a carrier faster than its bomber. SO + UI Drover sits at 185 and comfortably outruns a Piranha wing.
2. Enter simulator, summon a large ship with poor PD. Atlas would be most desirable.
3. Order fighters to attack the enemy while running in the other direction.

Result:
1. Flight decks begins to reproduce bombers as soon as one in the field delivers its payload.
2. Flight decks produces bombers, going over than 3 per wing even without usage of systems such as Reserve Deployment.

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