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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 - Delta7

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31
Suggestions / Re: Uses for Mercenaries
« on: November 22, 2018, 12:24:09 PM »
Perhaps the player could fund a mercenary company who would work under a timed contract for the player faction? When not under contract, they could be hired to work for any faction. It would also give an alternative to having to show up and personally fight off expeditionary fleets, and dodge the reputation loss associated with doing so.

32
The system is Penepole's star, it does appear to be a handcrafted system. It makes sense for these unpopulated core worlds to be somewhat devoid of resources, but even "Thrinakia," a molten world close to the star, lacks modifiers such as "extreme heat" or "tectonic activity."

33
I was exploring a star system, surveying planets, and found 5 planets in a row to have "nothing of interest," no environmental modifiers, no ores or other resources, etc. I am unsure if this is a randomly generated star system or not, as it is right at the boundary of the core worlds.

Save file: https://drive.google.com/open?id=1wEa-AVCawI9HTHLotab6mqE3bcx_6pOs

Sorry about my post on the nebula bug, I'll try to make sure to make sure potential bugs I find haven't already been reported/ solved before posting my own thread.

34
Bug Reports & Support / Re: Possible ship salvaging bug
« on: November 22, 2018, 07:46:08 AM »
Here is my save file. Unfortunately, I'm not currently near a debris field, my apologies. I hope you can still work with it.

https://drive.google.com/open?id=1dcoRFRzQ9Z7EIMnS-gHR6cHa4yk4hZuC

35
Bug Reports & Support / Re: Potential pirate base bug
« on: November 19, 2018, 06:20:16 PM »
Note, in the save file, the base should currently be located near the south-western part of the outer system asteroid belt.

36
Bug Reports & Support / Potential pirate base bug
« on: November 19, 2018, 06:19:21 PM »
Pirates have been conducting raids on one of my colonies from a base located in the Gamma Bhel system for quite some time now. I have repeatedly searched the system, scouring every planet for signs of a pirate controlled space station, and only just now found it floating in the asteroid belt, quite far away from any planet. Are pirate bases spawning away from planets an intended feature?

Save file: https://drive.google.com/open?id=1dcoRFRzQ9Z7EIMnS-gHR6cHa4yk4hZuC


37
Bug Reports & Support / Re: The Typo Thread
« on: November 18, 2018, 06:55:54 PM »
Iron storm spelling error: "...<ost ships are not built to withstand...", should be "...Most ships are not built to withstand..."

38
Bug Reports & Support / Possible ship salvaging bug
« on: November 18, 2018, 03:15:42 PM »
Nearly every time I find a ship to salvage in a debris field, regardless of destroyed enemy fleet composition, the salvageable ship ends up being a nebula class transport.

39
Suggestions / Faction funded industrial sabotage, and counters
« on: November 17, 2018, 09:30:37 PM »
The colony infiltration via Luddic Path terrorist cells could act as a sort of prototype system for faction funded industrial sabotage of competition. One of my colonies was (almost) raided by an expeditionary force from a competing faction that saw me as an economic threat due to the fact that my exported resources were cutting into their profit margins. What if factions, including the player faction, had the option to fund anti-establishment or other rebel/ terrorist movements on opposing worlds in order to sabotage their production output without getting their hands dirty?

If the faction decides to provide enough aide both directly and indirectly to the rebels, they could start a revolt that, if successful, would have the colony declare themselves an independent state allied with (at least for a time) the faction that funded their rebellion. Providing too much direct aid to such a rebellion would obviously earn the ire of the targeted faction.

In order to counter this, factions could fund development of a secret police force designed to root out enemies of the state. Passive surveillance could cost relatively few credits and would have few if any negative effects, while temporary or permanent intensive surveillance could be funded to more effectively combat foreign power's attempts to disrupt the economy, but at a noticeable penalty to population growth and limiting the volume of trade with other factions. AI cores would likely provide a handy bonus to surveillance capabilities, with the higher level cores perhaps able to negate some of the economic and population penalties associated with increased surveillance.

40
version 0.9a RC7, only mod running currently is version checker

I've seen similar behavior with weapons intended to be built ins only, but which were acquirable through markets or salvage drops. I don't see a built in tag on the single hammer launcher however.

Here, this link should let you download it

https://drive.google.com/open?id=1PsEt9U5mA66DXk8g_Q6fAuQNA5KCq-t9

Thanks for getting back so quickly, I admire your dedication. Keep up the good work!

41
I have a stack of 5 single hammer class torpedo racks that I purchased from a Hegmony market, but when I am outfitting my ships, these weapons do not show up as an equippable weapon along with the other small missile weapons.

I included 2 screenshots taken, the first one shows the torpedo launchers in my inventory, the 2nd one shows the drop down menu lacking these torpedoes. I checked with several different ships in my fleet, these weapons do not show up as compatible weapons with small missile slots.

[attachment deleted by admin]

[attachment deleted by admin]

42
Blog Posts / Re: Once More, with Feeling
« on: October 05, 2018, 06:22:24 PM »
Single player Eve online! I approve!

43
Mods / Re: [0.8.1a] Nexerelin v0.8.3g "Battle Stations!" (hotfix 2018-08-06)
« on: September 07, 2018, 06:54:21 PM »
Question: Do followers controlled defense fleets paid for by the player to defend their planet have a set time before they return to base and despawn? If so, what files can I mess around with to change this duration?

A much appreciated feature would to have two types of defense fleets, the standard kind that are in the game now which can activate a relatively large fleet to patrol for a (moderate duration I think?) and which can be manually activated by the player in reaction to incoming threats such as raids and invasion fleets. The second type of defense fleet would cost more (perhaps twice the cost per fleet point) but would stay nearby and patrol around a planet for a significantly extended duration, possibly forever (until the fleet's destruction of course). Essentially, I want a player sponsored planetary defense force. Or, if this could be coded, allow the player to donate ships to the defense fleets. Not sure how you would code that though.

44
Suggestions / Re: Transponder checks outside of faction space
« on: September 02, 2018, 06:42:13 PM »
Spoiler


[close]

45
Suggestions / Transponder checks outside of faction space
« on: September 02, 2018, 04:37:01 PM »
Lately I've been mining in pirate controlled space. When a stray Hegemony patrol happened by and noticed my very civilian looking fleet (freighters, mining ships and escort frigates) loitering around a resource rich planet with it's transponder off, I was chased down and ordered to turn my transponder on... right next to a giant pirate fleet that had been ignoring me. I had two options, and both of them sucked. I chose to engage and destroy the Hegemony patrol. (Not an easy fight on paper, but many of my mining ships and freighters had hammer class torpedoes, so their Venture class cruiser was not much of an issue.) Thus begun my life as an outlaw.

Can we please have this issue fixed? Possible suggestions:
1. Patrols will not enforce "transponders on" rules outside of a certain radius of the station or planet the patrol originated from, thus giving them a sort of "faction controlled space boundary." Having this appear on the system map, with a warning upon entering or exiting a boundary would be tremendously helpful.
2. Upon being stopped by a patrol, you have a dialogue option to request to stay transponder dark without penalty if you have a sufficiently high reputation with the patrol's faction.
3. Patrols either ignore fleets which lack a significant number of combat ships, or make them a lower priority. They would still hunt smugglers and preform cargo scans, but wouldn't actively try to chase down and destroy transponder dark fleets which are primarily composed of freighters or industrial vessels.

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