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Messages - Clockwork Owl

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16
General Discussion / Re: Possible bug with the D mod removal skill?
« on: May 28, 2023, 10:51:40 AM »
One thing worth noting is that if you have a ship with a d-mod, and the skill had picked that one to be removed - this happens some weeks in advance - and then that ship is removed from the fleet, then no d-mod will be removed and another will be picked for removal in, again, about 2 weeks. So it's possible to have no d-mod removal happen by just removing the "wrong" ships from your fleet.
does having a ship disabled and recovering it post-battle, by any chance, count as removing it?

17
I fail to see information of any value in the presented data.

18
I do believe the endgame challenge is already somewhat planned, just not implemented yet.
Spoiler
Omega incursions. See faction file and its fleet names.
[close]
New Event system probably is the step towards implementation. We'll have to see.

19
General Discussion / Re: Ship fires its missiles into debris.
« on: May 11, 2023, 07:55:32 AM »
AI does really take debris or asteroid into account, yes. Not exactly bug, but... Let's say it's an undefined behavior. It doesn't know non-ship obstruction is a thing.

20
General Discussion / Re: Colony Threat event
« on: May 11, 2023, 12:13:34 AM »
Don't know if this is intentional, but you can get huge hostility reductions simply by settling and farming a high alert remm system. Like a singular remenet fleet is worth -13 to -15 hostility reduction compared to the largest pirate fleet that you can find which is like -7 or something. It saved a lot of time on my end. Also an advantage is that the remm fleet won't get squashed by your patrols unlike pirates and pather fleets
Another point against united Hostile Activity, this. Doesn't make much sense.

21
It is possible to get a production opportunity(sell production slots, illegal arms dealer) with an item with price that exceeds the maximum order value.
It is also possible for all the offered items in an opportunity to be more expensive than the order limit.

...turns out I missed RC15. shouldn't matter though.

22
Re: Gamma Thalos, the third purple system has the Red Planet.

23
Bug Reports & Support / Re: The Typo Thread
« on: May 02, 2021, 06:59:44 AM »
Beginning of the At The Gates mission, dialog from Baird:
"We're ahead of them in that respect, captain, so it shall be we who reap the ultimate prize."

"us" instead of "we" feels more natural.

24
Bug Reports & Support / Re: The Typo Thread
« on: April 26, 2021, 10:45:39 PM »
"...but with hostiles nearby and you can't safely run a deep scan or dispatch salvage teams to investigate and find $gaDA_widget."

Galatia Academy mission, Artifact Recovery from derelict ship, when you have a hostile fleet tracking you.

25
If you have Field Repair skill, acquire a ship with a D-mod(or had such vessel upon picking the skill), then restore the ship at the dock, you may get a notification informing you that the D-mod you already removed was repaired.

This seem to be one of the things that will never ever come up, but as current version contains certain cosmetic bug that bothers some of the people(myself included), I managed to accidentally run across this.

26
Using a jump point while this is happening results in the fleet following you.
Transverse Jumping out of a system while this is happening does not cause the fleet to try and follow you.

In both case, the fleet no longer shows anomalious behavior.

27

This should do all the explanation it needs.

No reproduction condition observed.
Potential condition(untested): defeat another fleet while it is detecting your fleet?

Attached is a save, in the middle of it happening.
No non-utility mod active.

28
The system I am instructed to perform dead drop changes every time I decline, visit the map, and talk to the NPC again.

29
oh frak the upload limit.

https://we.tl/t-H3S9sBJVsQ
should be good for a week

30
It would be nice to have a map widget that showed relative direction in the mission dialog. Or a full intel map widget.
Current mission UX flow is: read the mission, decline the mission, exit the dialog, go to the map, manually search for the system, switch to Intel, look at currently pending missions, decide to take the mission, go back to taking the mission, accept the mission.
A good widget will remove 2 to 6 steps from above.



Missing informations from current mission dialogs that really should have been:

* Raid competitor warehouse
Currently does not show which faction controls the market, distance, or - in case of contact missions - the number of marines required.

* Bounty
Does not show specific celestial body the target orbits around. Does not show in the intel entry either.
In fact, target doesn't seem to orbit around one celestial body. Or stay in one system. But that's separately filed for bugs.

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