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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

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16
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 20, 2021, 03:54:02 PM »
I just installed the game over the top of RC5, but I had this super weird issue where loading my game actually loaded my old save from 0.95a (which is in another folder).  I was extremely confused for a while and thought it had erased my save, though on reloading the same save again it then correctly loaded the actual save.

Maybe I loaded the older version of the game previously and when I hit continue on the newer version of the game (I can't remember if I hit continue or selected the save game) it may of tried to load that game save instead?

17
Suggestions / Re: Trade Fleet Disruptions
« on: December 19, 2021, 09:11:18 PM »
I posted something similar myself in the General section (https://fractalsoftworks.com/forum/index.php?topic=23221.0), but I'm still not clear on whether this is just a random malus that occurs rolling some sort of internal dice, or if it is actually based on a fleet being intercepted and destroyed.

If an outbound fleet is destroyed is that what causes the supply shortages?  I mean it still doesn't make sense in my case that the resources weren't delivered to the colony about 1 light second away first before leaving the system to deliver goods 10's of light years away, but it feels to me at least a little better than getting a penalty completely randomly due to a bad roll of internal probability mechanics.

I would very much like to see proximity have some sort of influence on internal trade security, and income loss due to having outbound fleets being intercepted rather than creating a shortage in your own colonies (if that is what is happening...I'm still not clear on whether it is fully random, or requires an outbound trading fleet to be destroyed).  On the other hand it does make sense that if my colonies were not located within the same system that there would be the possibility of trade disruptions if the trading caravan had several stops along the way to that colony and got wiped out before it could reach it.

18
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 19, 2021, 03:45:53 AM »
I only ask in a half-joking manner, not entirely clear how XP scaling works once a player gets to 15, since newest patch just listed assorted "fixes" to SP generation after player gets to 15... anyone check the new code yet?
I think it is a flat 1,000,000 XP per Story Point after reaching level 15 (progress bar counts up 1/4's as before and then just resets back to the start every 4 story points, or 4,000,000 XP).  This is just from observing the experience bar in my own game, so I haven't looked at the code.

19
Well that sounds positive then, no need to figure out if my PC is the problem, thanks!
(My CPU has been run permanently overclocked and is nearly 10 years old.  Recent hardware correction errors told me the CPU had degraded a little so I reduced the clock rate a little (which cleared up the WER hardware errors in Windows 10) and did a fresh install, but I'm a little suspicious of my PC's reliability ever since).


20
Yeah, that is what I meant by options (sorry I don't know why I chose to be non-specific there). 

When you say it isn't crashing for you, is that because you are running the new version of the game?  The crash seems to happen every time I've tested it (though it doesn't always happen immediately).  I'm still missing quite a few Blue Prints, though I guess you can see exactly which ones I've got from the save.

Oh maybe...when you say "blueprint intel" bar event is that where you pay to get the location of blueprints?  I have recently started taking those and have picked up three recently that way (in fact I was looking for more), the Revenant, Phantom and Kite(s).  Perhaps that is why I'm getting the crash then?

21
Bug Reports & Support / [0.95.1a RC5] Game locks up while entering Nortia
« on: December 18, 2021, 08:37:18 PM »
I've noticed the game has had a few strange lock ups in certain places, so perhaps it is on my end, but I have this regular lock up (requires terminating the process and reloading the game), when entering Nortia.  Sometimes it happens immediately on opening up the interface screen, sometimes I can navigate some of the options before lock up.

I've sent the save already, hopefully you might be able to see what I'm seeing, though if not I'll need to figure out what is going on with my end.

EDIT: Whoops! I just sent the email without any message content (attached save is there though).  Basically I've already got autopilot already set for Nortia, so just fly there and try clicking some of the options to see whether the game will lock up.

22
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 18, 2021, 04:02:45 PM »
I just noticed the Phase bonus can stick even with the Transponder on.

Start with the Transponder off with Phase ships in your fleet, then hit something like "i" to get the Phase bonus to apply, escape back to the campaign map.  Now just turn on your Transponder and the Phase bonus will stick with the transponder on until you next go into the Character/Fleet/Refit or inventory screen.

23
Neat!, I may end up with the best shipwrights in the sector with how much experience they're getting :)

24
This may be by design, but it looks like you can't rescue crew after forced to play through a second battle; normally I've stacked a lot of crew reduction losses, so I think I get around 75% back, but in this case none were able to be recovered.

[attachment deleted by admin]

25
From what I've found (maybe you are already aware), the Marines from the bar ("Tattooed roughs") seem to have a random amount of experience, some very experienced others not so much.  In addition the Marines you recruit from the bar are usually cheaper than buying them on the market, so I always go this route for Marine recruitment and just replace those lost using the green Marines as found on any market (The pool of experience seems to be shared for all of the Marines, so adding a few green Marines to a large number of Veterans doesn't have much of an effect on their overall strength).

26
Yeah, I'm sorry that I added work that didn't give you a solution.  I'll update here if I run into the same problem again (hopefully with some more useful information).  I don't have any video recording software which would of helped immensely when I first started seeing this, rather then going all "Happy Gilmore" at the AI :D

27
Perhaps the brilliant managed to knock out my engines each time?  It was pretty much right up against my Paragon when this behaviour happened. 

I don't think I gave enough information and my memory is like a sieve.  There were still ships on the field (mine and the AI's), so while it appeared that my Paragon was on it's own with this Brilliant, perhaps another ship was off in the distance keeping it's attention?  I just focused on the behaviour since it was so maddening so I probably blinded myself to other things happening at the time that would help. 

Sorry about that (not clarifying that there were still other ships, not just the Paragon & Brilliant).

28
General Discussion / Re: Termination Sequence
« on: December 15, 2021, 01:20:47 AM »
It seems good on paper (and looks neat), but early on in my game when I would send the Tempest's to escort a larger ship the AI still seems to be a little too gun happy on Termination sequence sending all of their point defense off to death for a momentary spike in damage.

Maybe the fighter replacement rate should be increased a bit (maybe a lot) after activating Termination sequence (frigate starts building them as soon as the current ones are primed for example).  I guess though that still won't stop the AI using them; in that case maybe a charge system might work better, two drones with a cooldown equal to their fighter replacement rate, but when used will replace the drones immediately after their destruction by Termination sequence; then you need to wait that fighter replacement time before activating the system again.

29
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 15, 2021, 12:51:20 AM »
Bug, fixed next hotfix.
I didn't realize it was a bug, so that's good to know, thanks.

30
I just ran into a problem where this behaviour caused the death of my Paragon despite being 100% preventable (I think this is the most I've been frustrated at the AI since I started playing).

I just watched as a Brilliant destroyed my Paragon from full health by this weird behavior where my Paragon would drop the shields to vent flux at ~20% or so (I was 100% health and armor at this point), during this time the Brilliant took the opportunity to fire off their plasma canon while my Paragon AI just sat there thinking about putting up the shields (at near zero flux at this point), finally decides to turn them on; shield slowly wraps around the Paragon (still taking more damage from the Plasma), looking good..and then vents at something like 10% flux, takes more plasma damage thinks about putting up the shields again, finally does, and it repeats in this pattern until death. 

At this point in the battle I was isolated, so only needed to deal with the one Brilliant, which kept itself behind me with it's superior mobility.  This isn't really too much of a problem since the medium mounts on my Paragon are filled with Phase Lances, so I should of been fine if the shields were kept up (even if it was just to wait for more help).

I thought it might take the armor and hull into account with this dangerous behaviour, but it didn't let up until it was destroyed.  I've sent the save, though not being able to generate the exact conditions to cause the behaviour probably isn't all that helpful, but if I can find something more solid, I'll update.

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