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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 - Serenitis

Pages: 1 [2] 3 4 ... 98
16
Suggestions / Re: More threats and rewards in the Orion-Persean Abyss
« on: March 05, 2024, 12:59:21 AM »
I wonder which of these blank lines handles the [SPICY BONUS] elements?
It is a mystery.

17
Suggestions / Re: make no atmosphere cancel temperature conditions
« on: March 05, 2024, 12:43:41 AM »
Average temperature.

In the vast majority of games with planets that care about temperature, you are only ever given a single figure (or similar) for the sake of brevity / simplicity.
It is impossible to express a range of values with a single figure, so an average or approximation thereof is used.
Starsector does this, just with descriptions rather than numbers.

Using Mercury as an example.
Dayside is 700K. Nightside is 100K. The average between them is 400K.
In Starsector planets can be Hot or Very Hot. (Also normal & cold but they are not relevant here.)
Hot planets can be habitable, wheras Very Hot ones cannot.
The highest temperature you could consider to be "habitable" for humans is around 320K (~50C).
So anything higher than that could be considered Very Hot.
The average temperature of Mercury is 400K, which is greater than 320 and so would make it Very Hot in Starsector terms, despite having no atmosphere and wild temperature swings because of it.

18
Discussions / Re: Ur-Quan and Starsector
« on: March 04, 2024, 03:01:23 AM »
A top-down spaceship shooter, with an "overworld" for travel between points of interest that has you searching planets of varying kinds for potentially useful stuff while you get bounced around by various extant powers, and one of the kind of hidden things is very... Red.
It's all just a co-incidence I'm sure. ;)

Now, didn't you mean to ask about flowers?

19
Here's a rambling incoherant thought...

Spoiler
If you do absolutely nothing about the League trying to bully you, take no action whatsoever, the blockade lasts roughly a year.
So that's the timeframe this event runs on.
Why does it need to be front-loaded?

There's some scope with this crisis to pull off some "cold war" nonsense with slowly escalating tension, rising stakes, and the odd overzealous League commander that could be a nuisance. Or an opportunity.
And this could potentially be more narratively satisfying, and have a much lower risk of accidentally pushing away some players.

The blockade starts off with the enforcer fleets being given permission to act more aggressively - and gives a -10% accessibility.
Every month after that, if the player does not capitulate or make some kind of deal, the malus reduces accessibility by a further -5% and some additional fleets (of varying size) are sent to reinforce the blockade.
Any fleets that are destroyed are replaced by roughly equivalent ones, so there will always be a League presence of some level during the crisis.

If by month 10 the player has still not given in, the grand fleet gets sent, and accessibility is set to -60% for the remainder of the crisis.
In this context the grand fleet could be the the same main/command s-mod fleet from the current crisis, with a pair of smaller support fleets since it is no longer the whole event.

If the player beats the grand fleet - they win.
If the player never gives in and lasts the whole year - they win.
If the player reduces the crisis bar to zero at any point during the event - they win. (Caveat: Every time a League fleet successfully turns away a trader it adds to the bar.)
If the player gives in and joins the League - they win (but differently).

[close]

21
The League crisis could stand to begin a little bit later...
Tbf, this would probably help a bit with some of the issues that people have had.
Quote
...they could make a bit more of an effort to protect the supply fleets - keeping a fleet watching over them...
Having one of the support fleets guard each supply fleet possibly might be a good thing.
Maybe have one support fleet assigned to protect each supply, but the fleets get thier assignments rotated every couple of weeks so there's a window of opportunity that can be exploited while they swap over.

22
Suggestions / Re: Built-in Drones should not be Fighter Wings
« on: March 02, 2024, 01:57:10 PM »
A year ago:
iirc the skills do have a floor, though idk how much sou need to spam to reach it
I'm not sure they do have a floor (aside from 0), just a very aggressive diminishing returns thing going on.
To get your fighter bonus down to 1/5 of normal (ie: +10% replacement etc) you need to have ~42 fighter bays.
And having 50 bays only pushes it down to +8%.

It looks like the bonus drops off like:
8 bays = full bonus (+50%)
10 bays = *0.8 (+40%)
16 bays = *0.5 (+25%)
20 bays = *0.4 (+20%)
42 bays = *0.2 (+10%)
50 bays = *0.16 (+8%)

You probably could get the bonus effect down to 1% (or less), but you'd need a lot more bays to do it than you'd ever realistically have.
Certainly much more than I have on hand rn.

Smol number of fighter bays = big bonus, which is nice.
Big number of fighter bays = smol bonus, which is less nice but still okay because you have a big number of fighters. With a bonus.
And you will always have a bonus, because you're never going to have enough fighter bays to get it to zero.
Going over the "limit" does not matter.

23
Buildin' free ports in the hot sun
I fought the League, and I won
I had a Retribution and the League had none
I fought the League, and I won


To me, the system almost feels too slow, but I guess that's the difference between vanilla and modded runs.
Same.

Eg the fuel "crisis":
I tried building more fuel plants in an effort to make the Diktat do something, anything. But it's tied to "highest single output" rather than "total output".
Things are ticking up at ~5 points per month, and I can't do a single thing about all those delicious and tempting raider fleets or all the pirates who are hanging around because it will remove progress.
Which is a shame because working off the total would have made more sense, and given an optional way of accelerating things.

The crises seem to be paced fairly well when you first have a colony, but really struggle to get going later on.
And it's really easy to accidentally avoid a crisis just by fighting pirates and other rando hostiles.
Super looking forward to being able to push a button and send Andrada a formal letter stating that he does indeed smell or something.

24
Suggestions / Re: Built-in Drones should not be Fighter Wings
« on: March 02, 2024, 08:24:07 AM »
Just tried using Engage on a Venture and Tempest and, yes, it kills the 0-flux boost.
Tried the same using a Heron full of Mining Pods - same.

25
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 01, 2024, 05:04:26 AM »

It would be nice if there was some optional means of hurrying crises along.
Waiting for this bar to fill up while you scrupulously avoid any kind of conflict around your base is absolutely tortuous.

I've always thought the ability to assign officers that have no skills but exist to add behavior settings to ships would be nice.  Add that to support doctrine or something.
That's been floated a couple of times previously independantly of skills, and never seemed to have any interest.
Which is a shame, as it solves a recurring problem with current mechanics/resources.

26
Suggestions / Re: My wishlist for the next update
« on: February 29, 2024, 05:13:47 AM »
Oh. So it's choice someone is making, and not a fundamental limitation of Safety Overrides as (wrongly) implied.

I disagree with the premise presented, and consider point defence weapons to be both useful and desireable on an overriden ship.
Because PD weapons (except one) all have very short ranges and so don't care about the range cutoff, at all. They have fairly decent dps which is very accessible given the range such a ship will be fighting at. Many of them output kinetic damage, which is incredibly useful in this environment. And they still shoot down missiles etc just fine.

There might be some difference in the choices you make with high vs. low vs. midline ships where the calculus does not favour PD lasers and such.
But that is failing of energy weapons, not Safety Overrides.

27
Suggestions / Re: My wishlist for the next update
« on: February 29, 2024, 02:35:24 AM »
Quote
When you are doing SO, you have no point defence.
I can put PD guns on a ship with overrides, and they shoot at missiles + stuff just fine.
Explain pls.

28
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: February 28, 2024, 04:29:27 AM »
Quote
Version 1.12.1 (December 25, 2020)
- Renamed Revenant to Nightwalker
Try updating the mod.

29
General Discussion / Re: Officer Templates
« on: February 28, 2024, 03:57:55 AM »
They're in the API.
\com\fs\starfarer\api\impl\campaign\rulecmd\salvage\special\CryopodOfficerGen.java

In case anyone doesn't want to go spelunking:
Spoiler
Code
// BEGIN LEVEL 7 OFFICERS

// fast high-tech ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.base.add(Skills.COMBAT_ENDURANCE);
t.base.add(Skills.HELMSMANSHIP);
TEMPLATES_EXCEPTIONAL.add(t, 10f);

// slow high-tech ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.HELMSMANSHIP);
t.elite.add(Skills.ENERGY_WEAPON_MASTERY);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.base.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 10f);

// hull/armor tank, low tech
t = new CryopodOfficerTemplate();
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.POLARIZED_ARMOR);
t.elite.add(Skills.BALLISTIC_MASTERY);
t.elite.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.MISSILE_SPECIALIZATION);
t.base.add(Skills.GUNNERY_IMPLANTS);
TEMPLATES_EXCEPTIONAL.add(t, 5f);

t = new CryopodOfficerTemplate();
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.POLARIZED_ARMOR);
t.elite.add(Skills.BALLISTIC_MASTERY);
t.elite.add(Skills.TARGET_ANALYSIS);
t.base.add(Skills.MISSILE_SPECIALIZATION);
t.base.add(Skills.GUNNERY_IMPLANTS);
TEMPLATES_EXCEPTIONAL.add(t, 5f);

// phase ship
t = new CryopodOfficerTemplate();
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.COMBAT_ENDURANCE);
t.base.add(Skills.POLARIZED_ARMOR);
t.base.add(Skills.ENERGY_WEAPON_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 10f);


// generally-ok-for-most-ships, take 1
t = new CryopodOfficerTemplate();
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.POINT_DEFENSE);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.base.add(Skills.HELMSMANSHIP);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 5f);

// generally-ok-for-most-ships, take 2
t = new CryopodOfficerTemplate();
t.elite.add(Skills.FIELD_MODULATION);
t.elite.add(Skills.ORDNANCE_EXPERTISE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.IMPACT_MITIGATION);
t.elite.add(Skills.GUNNERY_IMPLANTS);
t.base.add(Skills.HELMSMANSHIP);
t.base.add(Skills.COMBAT_ENDURANCE);
TEMPLATES_EXCEPTIONAL.add(t, 5f);


// SO, ballistic weapons
t = new CryopodOfficerTemplate();
t.elite.add(Skills.COMBAT_ENDURANCE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.base.add(Skills.FIELD_MODULATION);
t.base.add(Skills.BALLISTIC_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 5f);

// SO, energy weapons
t = new CryopodOfficerTemplate();
t.elite.add(Skills.COMBAT_ENDURANCE);
t.elite.add(Skills.TARGET_ANALYSIS);
t.elite.add(Skills.SYSTEMS_EXPERTISE);
t.elite.add(Skills.DAMAGE_CONTROL);
t.elite.add(Skills.IMPACT_MITIGATION);
t.base.add(Skills.FIELD_MODULATION);
t.base.add(Skills.ENERGY_WEAPON_MASTERY);
TEMPLATES_EXCEPTIONAL.add(t, 5f);
// END LEVEL 7 OFFICERS
[close]

30
We have the old sabot now (the spread).
It was changed to a single giant shot somewhere around 0.7, and then changed back again because it was just straight up not fun to deal with.

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