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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 - Baqar79

Pages: [1] 2 3 ... 24
1
Suggestions / Re: Increase maximum possible number of stable locations
« on: February 11, 2024, 05:57:25 PM »
Also this sounds like there is a way to stack sensors?  I always thought they only counted for the system that they were in?
Stacking sensors is for the slipstream detection thing, not for in-system sensor range.



Also, given that the gate hauler needs a stable point, and there exist systems with three stable points and a gate, I would be all for allowing at least some four-stable-point systems to exist, and for the player to be able to add stable points up to a max of three.
Thanks for the clarification.  I'm also in favor of having or being able to create more stable points (though I got around it with a bug).  I have a comm relay, gate hauler (not deployed, as it seems such a waste to dismantle such a behemoth), and worm hole set up, so for my current system I really want 3 once I do finally deploy the gate (if I ignore sensors/nav).

It would of been neat to be able to use the wormhole technology to link two systems together (accessibility, trade, sensor/nav/comm-wise), but with the wormhole scanner being a requirement to navigating it, I guess that won't be happening.

2
Suggestions / Re: Increase maximum possible number of stable locations
« on: February 11, 2024, 04:46:31 PM »
There is a bug (.97RC8) where creating a wormhole at a stable point meant that point didn't count for the system maximum of 2 for me, so I was able to generate a third one as a result, though that is likely to be fixed in the next version.

Also this sounds like there is a way to stack sensors?  I always thought they only counted for the system that they were in?

3
I noticed something similar but ignored it the first time, where I talked to the Pather defector at my colony to get the location of the base and then after defeating that base none of the pather cells on any of my colonies were affected, so I had to go back to my colony again and talk to another Pather defector.

Just now though I found a Pather base that was supposedly supporting these cells just disappeared not long after moving into Hyperspace and the message reverted to saying that it didn't know the location anymore.  Is there some new mechanic with double agents at work collecting money and poisoning the legitimacy of information on pather bases? (I mean neat if so, though maybe since I haven't paid close attention to the text I may of missed the necessary clues that I was dealing with a fake).

If this isn't meant to happen I posted some screenshots and made a zip of the save file (before it occurs) if you want; just jump out of the current system and head south to Mel Texat...I found that the Pather base disappears from the colony threat map.

4
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 10, 2024, 08:12:58 PM »
In my home system I have 2 stable locations, but I wanted to try for a third, but was denied (fair enough, being a bit greedy there). 
Spoiler
However I was able to create another stable location after first setting up a wormhole first.
[close]
Is this expected behaviour? 

Spoiler
I did also send the Gate Hauler to my home system (on it's way) but wasn't expecting to have the room to set it up.  In any case it should make a fine tourist attraction for my system regardless of whether I can deploy the gate or not :D
[close]

5
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 09, 2024, 07:55:57 PM »
I noticed that the number of crew reported lost and recovered seems a bit off.  I might be imagining this, but sometimes it seems to not report any loss of crew when some are actually lost (for example I just took down a Luddic Path starbase and no losses were reported, but my crew went from 2000, to 1999 and I don't think I lost them elsewhere), other times it seems to over report the losses (eg instead of the battle report stating I lost 5 (after subtracting the numbered recovered from those lost) I might lose just 2 or 3).

Could the effects of Containment Proceedures and/or officers with Damage Control not be taken into account when displaying the number lost and recovered?  I generally run most of my combat ships with s-modded Blast Doors to keep casualties pretty low even if a ship is disabled and destroyed; and bigger ships I usually have officers with the Damage Control skill.

6
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 04:35:35 PM »
Many many thanks for the new release! (I posted elsewhere first, but I'm always excited to get a new Starsector update!).

Maybe a minor thing, but with the Sindrian Diktak questline (that agent that beats you up), I assumed it only triggered when landing on Volturn, but it seemed to start as well when I landed on Cruor.  Maybe it's meant to so that is ok, but I did notice that the image during the text did flick from Cruor's to Volturn's after being beaten up by the agent.

7
Bug Reports & Support / Re: The Typo Thread
« on: February 04, 2024, 03:34:20 PM »
EDIT:
I think this is another typo (posted the image, but had to resize it to fit it), for ferrying the Luddic Church splinter colonists back home.  I think "or" was meant to be "all"

That looks right to me, actually!
Just let me check:
"The curate welcomes the refugees as they bow, hands clasped, or fall to their knees in repentance"

I figured that "or" was accidently used as it sounds a bit similar to "all".  Reading it a bit more maybe "they" could also be used?

EDIT: Oh I realize my mistake now, doh!,  they were either "Bowing with their hands clasped" or "Falling to their knees in repentance".  For some reason my brain refused (until just this moment) to see them doing different things and so I thought that they all were dropping to their knees in repentance after bowing with their hands clasped.   My bad, sorry :D

8
Bug Reports & Support / Re: The Typo Thread
« on: February 03, 2024, 06:29:33 PM »
Latest version 0.97-RC7, planet Yesod

I think that "for" here was meant to be "to", or maybe "appear" is meant to be "appearances"? Or something else maybe, not really sure.

EDIT:
I think this is another typo (posted the image, but had to resize it to fit it), for ferrying the Luddic Church splinter colonists back home.  I think "or" was meant to be "all"

9
General Discussion / Re: Finding the Apogee and Black Market Question
« on: August 28, 2023, 08:30:19 PM »
I've found them pretty rare as well, but that could be because I'm focusing on them in particular; so it's relative rareness may be similar for finding other ships (thinking about my current game the Aurora was pretty rare as well).

For my current game I found my first Apogee relatively early on (from the normal market, but with d-mods), but that was the last Apogee I ever spotted at a market.  My third & fourth Apogee was acquired through a bounty where the opposing side had them (so battle salvage); and my final fifth one was found through the main campaign quest line.  After 5 colonies (3 of which are population 6), I have yet to see another Apogee on the market, but I did stop looking after I pretty much found that two Apogee's fully upgraded were sufficient for planetary surveying cost reductions (80 Supply & Heavy Machinery reduction, which in previous versions would require 4 Apogee's, thanks to being able to upgrade the already built-in surveying equipment).

In my previous game I think it was the Persean League that had most of the Apogee's I bought on the market, but that is a pretty subjective interpretation of it, as I found I didn't have much luck in my current game with them (and the one Apogee I did find I can't even be sure was from a Persean League planet).  I might give the independents another go on my next playthrough to see if my odds are higher there.

10
Bug Reports & Support / Re: The Typo Thread
« on: May 07, 2023, 07:48:15 PM »
I don't know if this is a typo; but at the end of the Ludd shrine visit and talking with Sophronia; I noticed the word Prosthelytize.  I admit that I have had to use google to look up the definition of a few words, but the closest I could find here is Proselytize (so just to be clear here, I didn't know the meaning of the word until looking it up).

Anyway, apologies in advance if this is correct and how it should be.

11
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 08:16:09 PM »
I can do a proper bug report (if requested), but I noticed the little Hermes shuttle's d-mod you pick up from Asharu's abandoned mining platform can't seem to be repaired with Hull Restoration.

I noticed this when I picked up a heavily d-modded Astral which I was hoping to repair while mothballed and noticed it had been a bit of a long time before the last d-mod repair.  Were d-mods still removed from ships when mothballed in 0.95.1 before, or maybe I just had assumed wrongly without testing it properly?

In any case once I took it out of mothballed mode and left it for a while it did start repairing the d-mods so I'm guessing that even if it wasn't like that in 0.95.1 that it is intended to work like that for this newer version.

Anyway, the rambling post was because I wasn't sure whether the Herme's shuttle was preventing further repairs but I discovered with a bit of testing that no, it wasn't the Herme's, but the fact that I had mothballed the Astral...however the Herme's d-mod still can't seem to have it's d-mod removed with Hull restoration so that is still a small bug I'm guessing.

Also, many thanks for the new update; I was part way through 0.95.1 in anticipation of the new release (so was rushing through that game so I could have a fresh comparison ready), and I had intended to start a new game if 0.96 released (and play through it much slower) and so it did!

12
I recently upgraded my PC to an all AMD laptop (Ryzen R9 5900HX CPU + rx6800m GPU) and Starsector performance has suffered (despite my last PC being 10 years old).  When I force both java and starsector to run on the dedicated GPU on Windows 10, performance decreases as well as seeing a weird shimmering effect on asteroid belts around planetary bodies.  Forcing the integrated GPU for both java & starsector does seem to help improve things (shimmering disappears), though while the framerate is ok I get a lot of big pauses while flying on the main map.

I think Linux has an OpenGL to Vulkan wrapper which might help, though I haven't really used Linux itself.  MS Store has an OpenGL to DX12 plugin for free, but after downloading and installing it, it doesn't help; though that could be because it only supports up to OpenGL 3.3 which I guess is more aimed at photo products with OpenGL acceleration (well I do use Lightroom occasionally, so maybe that might help).


13
Suggestions / Re: be a good game instead of scientifically incorrect
« on: December 22, 2021, 10:20:02 PM »
I'm not sure if there have ever been any sizes mentioned on this ships themselves (are the relative sizes between ship classes about right?, or would a frigate appear like a tiny fighter in comparison to something like an Onslaught or Paragon?).  It probably won't be ever elaborated on so imagination can fill in the gaps (much less to pick at when the audience fills in the gaps), but I still would like to know. :)

The other thought about lasers (I'm not complaining or requesting a change just thinking about it a little more) is in a vacuum you aren't going to be seeing them from an overhead view; not much matter for light to scatter from.  Though space isn't completely empty so a solar system (especially closer to the sun) would have a greater concentration of matter then deep space.  From one place I was reading around 3 to 10 particles (protons & electrons) per cm^3 average inside our solar system, while at the Heliopause (where the solar winds from the sun can't hold back the interstellar medium) it drops to 0.002 electrons per cm^3 (not sure what happened to the protons, maybe they lose energy well before reaching the Heliopause because they have more mass?).

I don't know but perhaps the energy is so intense from the laser that the sparse gases that fill the vacuum of space is forming super energetic plasma of some sort which is then giving off light (maybe....I don't know, just making stuff up).

14
Suggestions / Re: be a good game instead of scientifically incorrect
« on: December 22, 2021, 04:43:14 PM »
Space doesn't have drag. Someone tell Alex please; he should probably fix that.

Bit of an oversight tbh.
Elite Dangerous which has a much more realistic interpretation of Space (well the Galaxy scale and orbital mechanics are reasonably solid) and it can't get away from Space Drag; internally I find it easier to come up with my own explanation for why things are the way they are (I generally explain it as to be a side-effect of the Hyper drive or a Gravity generating system if the ship has one).

Consistency is important and....I know I should of let it go after all these years (Alex shot down this suggestion), but I still really don't like that all White Stars are called "White Dwarfs", which are dead tiny stellar remnants, regardless of whether they are actually normal full size stars or more 'correct' like Achaman in the Magec system.  It has some of the star types and labels them as such (O,G,K,M), but for White Stars (A & F roughly), they are all called White Dwarfs.

Weirdly I'm actually completely fine with the scale of the solar systems, but for some reason this star classification in particular bothers me... :)

15
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 20, 2021, 06:43:28 PM »
...Huh. I always figured that Recovery Shuttles was there just as a setting-theme thing, a sort of a reminder that yes, life is cheap, and no, you're going to pick the option that gives you more combat power over the option that preserves the lives of your pilots. (This is one reason that I vastly prefer to deploy drone fighters when I can. It just feels better.)

And turret gyros? Those are useful! I mean, okay, not something I install everywhere - but they're good on anything with wide turret arcs, and especially necessary for, say, turreted HILs, or ships using armored weapon mounts.
I pretty much install Blast Doors everywhere to lower casualty count...never mind if I wasn't so reckless and a little more smarter with how I play the game I wouldn't have those casualties to begin with.  I do prefer to use drones myself and my Apogee's have now migrated away from the Xyphos to the Lux Heavy Fighters.

I do make use of Advanced Turret Gyros though on my Doom...but I'm not sure exactly how much benefit they are giving...in fact my Doom build under AI control doesn't seem to be working too well at the moment (My measure of whether a ship under AI control is doing well is if it can beat ships in the simulator of similar Deployment points or greater, but it is failing there, even with a level 6 officer).

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