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Messages - Blaze

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196
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: January 18, 2015, 05:54:51 PM »
Say, I hate to be that annoying person, but is there a release date more specific than "sometime between today and the heat death of the universe"?

While the additions so far are definitely noteworthy, the one I really care about is the "Saves aren't so ridiculously huge" thing, as I'm playing the game on a glorified toaster.

197
Mods / Re: ICE Faction
« on: January 18, 2015, 03:11:44 PM »
From what I've seen, the exiled colony market NEVER receives traders, so prices go up and continue to go up until you actually get to sell to them. I've seen prices for supplies go over a thousand each and food go over 800.

The crash is caused when a food shortage event on the colony market ends when the market doesn't exist due to the fleet being dispersed. Worst still, the fleet being defeated is pretty much inevitable unless you sell supplies to them constantly due to eventual death via CR depletion.

198
General Discussion / Re: Not pursuing?
« on: January 17, 2015, 01:55:06 PM »
The small fleet trick doesn't work on freighters. Anything marked as civilian (all freighters excluding the hound, cerberus, and mule essentially) will never enter combat unless pursued. You can harry 20 freighters in a single hound until they run out of CR and they still will never enter combat.

As it should be, you should think hard about which faction you want to make your enemy. I usually target independents as they have more trade fleets, no exclusive ships, and their planets aren't really worth smuggling anything at.

199
General Discussion / Re: Today I learned...
« on: January 17, 2015, 09:51:31 AM »
The Hyperion's hit brutally by CR, at 40% (5 days worth) per battle w/o modifiers, you're looking at two battles before you hit attrition penalties. Not to mention it costs a whopping 15 deployment points, I can bring 3 other frigates for that much!

If its anti-capships I prefer to use an afflictor with 3x reaper, 2x AM blasters due to the "unphase inside shields" exploit. If it's anti-frigate/fighter you can deploy 3 wolves/lashers at the cost of a single hyperion.

200
General Discussion / Re: Today I learned...
« on: January 09, 2015, 05:59:30 PM »
Today I learned...

That when food supplies are low on a planet, the number of harvested organs on sale seems to vastly increase...

And the Luddic's Church of Redemption always seems to be in the market for weapons...

That's some grim correlations eh?

201
You're definitely not the only one. The combat system is very robust, but once you reach a certain point...

It's particularly aggravating that, despite how strong you are, you have practically no effect on the universe. I've annihilated dozens of detached forces with my squad of 3 frigates so I could finally land and sell my smuggled drugs on an enemy planet. Yet once have I slaughtered the last detached force the planet spits out another one like nothing.

Alpha is Alpha though.

202
General Discussion / Moving up in class?
« on: January 02, 2015, 08:45:04 PM »
So I've been playing frigates almost exclusively since I started the game, and two months later, I want to expand my horizons. I still want to enjoy the fast bob-and-weave combat of frigates, but I also want to enjoy the ability to use more than two guns :V.

I think the biggest factor to my aversion of larger ships is the fact that my first one was a Hammerhead. Slow speed, slow turn rate, slow burn, small mounts that can barely shoot past the front of the ship, etc.

Is there a destroyer that fits the bill? I'm also using SS+ if it expands those options.

203
Suggestions / Re: enhance market intel.
« on: December 30, 2014, 07:26:23 PM »
Um... Did you check the price tab and prices map tab?

204
General Discussion / Money for Nothing...
« on: November 26, 2014, 05:50:54 PM »
So I'm a solo frigate player. Well, frigate with fighter/bomber backup, but the point stands.

I've collected around 40 million credits and I have absolutely nothing to spend it on.

Maybe in the future we'll be able to spend ruinous amounts of cash to trick-out our ships to ridiculous levels; but for now, is there anything left to do?

205
Bug Reports & Support / Re: Massive Reputation Loss From Toll Evasion.
« on: November 22, 2014, 06:33:54 PM »
Huh, I've lost rep from being pinged before entering a warp gate, but nowhere near that amount. It was usually in the 2-5 range.

206
Mods / Re: [0.65.1a] ICE Faction
« on: November 22, 2014, 06:20:41 PM »
Maybe have the Citadel produce something worth-while aside from targets?

Honestly, the times I even bother to fly to the Citadel (Which is waaaaaaaaaaay out there), it rarely stocks much of anything aside from ships. In my latest game, it barely even functions as a market, much less something actually worth visiting. The trade fleets it spawns get wrecked by the massive detachments and patrols when they get near Paladin's gate; it's essentially an economical black hole.

207
General Discussion / Re: Boarding. 0.65
« on: November 18, 2014, 02:26:28 PM »
From what I've seen, ships will self-destruct if your crew is too powerful for them to have any hope of winning. I would suggest matching marines and their crew, you'll ALWAYS lose at least one marine anyway, so there's no point in going in full force. I generally keep a disposable ship for hard-docking, since launching crew tends to result in them speeding off or inflicting enough casualties before they board resulting in loss.

As for the "too damaged to use" bit, that's just a crapshot I suppose.

208
Bug Reports & Support / Re: Constant Save Corruption [Mods]
« on: November 15, 2014, 11:39:49 AM »
Bah, the batch file doesn't recognize the mods and attempting to edit vmparams to use 2048m or 2g instead of 1024m causes the exe to not work at all.

209
Bug Reports & Support / Re: Constant Save Corruption
« on: November 15, 2014, 09:50:18 AM »
Yep.

Console says Java heap error, out of memory. I'm fairly certain it wouldn't do much.

210
Bug Reports & Support / Constant Save Corruption [Mods]
« on: November 15, 2014, 09:40:08 AM »
I've only been able to play any given save for about 4-6 hours total before I can't load it anymore.

I'm pretty sure it's due to running out of memory (Due to Starsector+ and addons). To help compensate, I've reduced the maximum number of economic fleets, but it still doesn't help too much. I'm using an ancient laptop with only 4gb memory (The game is set to 1024, so I *think* I can safely up it to 2048, but I want to try other ways of reducing usage first.).

Is there any way I can further reduce save file size? I haven't been able to find the maximum number of patrol fleets/detachments, which are pretty huge and probably take up tons of memory. Will using unzipped saves perhaps help in some manner?

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