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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - speeder

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Suggestions / Please allow some formation commands
« on: April 20, 2021, 12:45:56 PM »
I keep reading all the angry rants about the AI and realize often the issue is that the game has zero control over formation.

Seriously just look at most battles, the result is ships making a weird ball and slowly slugging out until someone go nuts and break formation, then that someone gets murdered, or murder someone unexpectedly, or the usual: turns the formation instead into some "stringy" stretched thing, as sevreal ships pick 1 target on both sides, and the battlefield looks now like when you place your hand on slime and slowly raises it and there are those sticky strings between your hand the the beggining point.

So instead there should be a way to burn command points by making some formation.

1. I  would love if in some fleets I could tag some ships to stay "inside" and others to make a circle or square around it (for example to protect a carrier or a station).
2. Sometimes your fleet has heavy firepower in one direction, for example  when all your ships have frontal shields, or when playing  mods that introduce broadside ships, so being able to make a 1600s style battle line would be great.
3. To counter battle line, similarly great would be able to setup wedges, for example I bet 3 onslaughts using their burn drive in a wedge formation probably would managed to split a battle line formation in half and then focus fire in whoever is closer to them and slowly kill everyone.

Just these would help a lot. A ton more formations are possible though.

Modding / Mod Request: Colonization Targets
« on: April 15, 2021, 07:05:00 AM »
I saw a couple mods use the intel screen to display data that is missing from other screens.

So it would be nice if someone did a screen  similar in purpose at least, to one that exist in the game Distant Worlds: Universe, that has the purpose of helping you decide where to make your colonies.

The idea is the screen would let you filter your surveyed planets for information that is actually relevant, for example mininum amount of planets in the system, presence of gates or other structures, modifiers you want on the planets or the system, etc...

For example  suppose you want to start a colony for the production chain of drugs, you would want a system that has reasonable accessibility and low hazard + organics + suitable place for light industry and its items.

I know some hull variants are different mechanics-wise so this would be gamebreaking, but some hull variants are just for visuals, so it would be cool if you could change them.

biggest offenders:

(D) hulls that you fixed your skill to remove d-mods.

faction-specific hulls that all they have different is the paint on the hull, for example if you capture a luddic path ship and doesn't like green or something.

going beyond that: allow you to pay a faction that likes you, to turn a civilian hull back into a real military one... and allow you to choose visual design of ships that have multiple of them (for example some mods that add multiple visual designs for the same ships... currently you can replace all the designs at once, but it would be cool if you could allow Diable Avionics keep their red ships, while you can choose to have the blue variant yourself)

Suggestions / Too easy to never have enough cargo space.
« on: April 06, 2021, 11:15:44 AM »
I think this is not supposed to happen but... whenever I check on a bar mission for delivery, they ask me to deliver 2x my cargo space (not free cargo space, I mean total cargo space).

I saw this through multiple playthroughs, modded and not modded, seemly somewhere the game detects my cargo space to generate the mission, and then generate one twice as hard.

General Discussion / I miss the mission boards :(
« on: April 05, 2021, 10:14:41 PM »
Now that missions are only on bars, there are a couple problems.

1. It is not always obvious who you are working for, there is no information who is your employer.
2. There are way less missions, it is super hard to find appropriate missions to improve your reputation with a specific faction, sometimes all their bars are empty or have characters that is not of their faction.
3. When we had the mission board, you had a bunch of intel on the mission, like seeing it on the map and all, now we don't, the guy tells you the distance but doesn't tell you if it is on the left side or right side of the map, so you might end accepting a mission on the direction opposite the one you wanna go.

General Discussion / How I do delivery missions?
« on: April 05, 2021, 03:40:16 PM »
I noticed for a while now, every time I get offered a delivery mission, they want me to deliver more than I have space.

I never seen a mission I can do.

I am doing something wrong? How I make sure I can do these missions?

For example: new save, have to deliver 300 itens, I have 150 cargo space.

In my old save: got offered mission to deliver 6000, but I have 3000 cargo space.

General Discussion / What are best burst damage weaponry?
« on: April 05, 2021, 01:39:15 PM »
I installed a "mod", that all it does is re-enable the old teleporting Hyperion.

Having a blast with that ship... but it obviously need burst damage, it can't out-DPS anything, can't brawl, etc... all it can do is teleport to someone engines, unload everything, then teleport away.

So what weapons (and hullmods!) are good for that?

Suggestions / Make skill choices be about playstyle
« on: April 01, 2021, 07:45:15 AM »
So I thought the base game mechanic of going through tiers and then going back to start cool...

Except the choices right now amount to:

1. You often want both skills of a tier and...

2. You often DON'T want any of the skills in a tier.

This is because each tier focus on a different playstyle, instead of you choosen BETWEEN playstyles.

I think a easier way to design this would be imagine the players can pick 8 "classes" for their cahracter, with them being grouped in pairs.

So example for industry:

The skill that increase common but not rare salvage, NEED the skill of better cargo. Meanwhile a salvage-oriented player will be probably avoiding combat, or doesn't have a combat-focused flagship, thus the tier where both skills give combat bonuses for the piloted ship is useless.

so instead a salvager would want the extra cargo in tier 1, and extra salvage in tier 2...
meanwhile a pirate would want one industry flagship combat bonus in tier 1, and the other industry flagship combat bonus in tier 2.

You want to be governor? You should be allowed to pick each tier for colony skills... Right now isntead you are forced to max out 2 entire lines, because you want 4 tier 5 skills, something that is impossible anyway!

You don't need to nerf colony governors by doing that, if you put all colony skills on a straight line, players would be already spending a third of their levels on colony skills, thus making them weaker in combat skills anyway.

Also this way you would allow colony governors to spend their remaining poitns any way they wish... right now you can't be a colony governor that love missiles.

General Discussion / Game launches with .bat but not with .exe O.o
« on: April 05, 2020, 08:26:11 PM »
So... my game right after install, worked fine using the .exe, although it was awfully slow.

So I remembered the memory trick... and edited the vmparams.

Now it only launches with .bat file inside the "starsector-core" folder, using the .exe outside that folder doesn't work, at all.

General Discussion / How I tell my ships to not suicide?
« on: April 04, 2020, 11:51:26 PM »
So... got attacked by a ridiculously larger force (they had I think 80 capital ships? nevermind smaller ones...)

So I decided to use new "disengage" mechanic, so I grabbed my best ships, parked them all near the bottom of the map telling them to defend a point there and slowly chipped away the enemy fleet.

It worked perfectly... until one captain at each side of my fleet, decided it was great idea to split off and wander off, the arrows on the map still showed them "going" toward the spot I told to defend, yet they both decided it was great idea to fight alone... one of them ended having to fight 4 onslaughts at same time, I manually clicked that guy, told him to go back, instead he used his ship special to jump into one of the onslaughts and got himself killed instantly.

Thing is, guy wasn't reckless, none of my captains are, yet this happens often, they just... lose track of what they were supposed to do and wander around.

So any way to fix it? Also, any way to tell my ships  to keep a formation? Another issue is the opposite: a few times had some of my fleet ships that can phase decide that the best course of action is phase in front of my artillery line of fire, or outright phase into the middle of my formation and get killed by collision damage with my own ships.

Modding / Any mod add a "midtech" supership?
« on: April 04, 2020, 07:49:46 PM »
I like having my own ace-custom flagship or something.

With my mods currently installed, one of them added a ship called "Champion", it is a really cool ship... but overly reliant on phasing, and I am not into piloting those ships, I like using shield, positioning, etc..., I don't like cloaking,phasing,etc... spam.

So what mods add cool ships to steal, buy, whatever I can use as flagship (that maybe can even duel Onslaughts and whatnot) and is not about spamming phasing?

General Discussion / Economy is still weird
« on: April 04, 2020, 09:13:33 AM »
So... back when 0.9.0 launched, there was a bunch of posts mad at economy.

I ended stopping playing the game at the time in part because of it.

Saw that 0.9.1 is out (well, kinda very late I noticed that but...) and tried playing it again.

Overall had lots of fun, fixed nexerelin is great and all but... economy is still weird.

1. Still too easy to accidentally corner the market and *** off everyone.

2. No obvious way to make your colony have decent fleets.

3. Before the hypermap updates, being a trader was bad, but possible, now it is not possible anymore either, because shortages or oversupply is extremely rare because of how the trading mechanic now works, often you press F1 on a random commodity, the lowest buy price, and highest sell price, is almost the same, always, everywhere.

I am wondering if it CAN be fixed at all, with a mod... I tried before but tried to go in a route where I would simulate too much. Maybe making the economy simpler is the solution.

Modding / Is it possible to make "shift" run even faster than default?
« on: April 03, 2020, 01:07:28 AM »
Title says it all... basically I wanted the game to run faster, really faster.

Part of my reason is... when I am not doing anything while waiting (For example waiting some construction to be complete)

the other is if I am testing stuff and wanna make game super-fast so I can see what will happen (for example messing with faction balance and see what ones will win or lose in nexerelin)

General Discussion / Colonies are ALMOST fun... but lots of work needed.
« on: November 25, 2018, 07:21:43 AM »
First... economy is still bad, I thought it was fixed on this version finally, but no, seemly it is worse even, there are no deficits or surpluses anymore because of the funky mechanics where one market can supply the whole galaxy somehow...

When I made my colony it had extensive ruins, so I build the tech mining... and now I suddenly have 50% of the fuel market share in the whole sector O.o

This results in the second issue:

What I most had fun is doing is exploring ***, I built that colony to have a place to drop off all the loot I was finding exploring, and is why I had every since character point in the industry track (zero combat, leadership, tech).

Yet building the colony dragged me into becoming its defender, because all factions started to send out attacks CONSTANTLY, the "colony threat" intel because of that colony often had 6, 7 items, is just ridiculous, I am still relying on the tutorial money and guys want me to bribe them for absurd amounts of money to avoid attacks with ludicrous amounts of capital ships... I started to resort to salvage and suicide my ships on battles and turned the whole thing into a ridiculous meatgrinder, turned my colony orbit into kessler syndrome incarnate, debris everywhere...

And again the econmy, seemly the production of ships is not tied to the real economy in any manner, as result there was more metal floating around my colony than there was metal being mined on the whole sector, just ridiculous.

In the end... it wasn't fun anymore and I decided to stop playing, I want to go out, explore, have some cool fights, I don't want to spend hours and hours and hours of endless "epic" fights with ships that have 4 D mods...

Modding / Mod idea: Eraser weapon
« on: December 24, 2015, 01:36:27 PM »
I had this idea, that is so absurd to make that I doubt anyone ever will (and I have no idea even how to make a normal weapon...)

I present, "The Eraser"

What "The Eraser" do? It erases targets, literally.

Actual combat effects:

Anything (including wrecks, asteroids, nebulas and control points) touching its main radius, gets erased from the map, immediately.
Erased ships (including ones turned into wrecks first) don't give any salvage or loot, and can't be boarded.

Starting from the "erase radius", ships get damaged, but the further it is, the less the damage is, point blank the damage is enough to insta-kill a unshielded (but still armoured) onslaught.

Campaign effects:

Anyone on the receiving side of a Eraser get relations set to -100 immediately.
Anyone on YOUR side, get -5 relations.

Everyone else decrease relations proportial to how much they are neutral to you or not (0 relations, lose 10 of relation, 100, or -100 relation, lose 50 of relation).

The reason why people hate its use, is because The Eraser actually damages the space itself, ripping it apart and erasing (or shifting to somewhere else, noone is sure), this causes a new jump point to be created, this jump point is unstable, you can use it from both directions (to come, or go to hyperspace), but require navigation skill 10.

If you created the jump from FROM the hyperspace (ie: the battle was there), the endpoint of the jump point is literally, random (thus a battle near Askonia can create a jump to Corvus).

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