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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Topics - speeder

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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).

Modding / Stuff needed for economic modding
« on: December 23, 2015, 08:10:41 AM »
1. there is a huge inconsistancy of what is implemented on API and what is implemented on a implementation...

For example some things can be done with MarketAPI, some only with Market

some things can be done with CommodityOnMarketAPI, some only with CommodityOnMarket

2. Prices calculation (that is one of the thigns that are most annoying me) are done automatically, always, and only by some functions that keep calling long chains of functions... there should be a way to override prices. (also, the price system should even for vanilla be different, the current system probably waste lots of CPU just by jumping around with all the calls needed).

3. There should be a way to actually stop the vanilla economy... telling it to update once every 4000 real world hours helped though.

4. The market information GUI is very confusing, I have no idea how to influence it... in fact this even apply as player, I have no idea what the market information GUI is showing and how it calculates stuff, I tried to understand, but it just looks arbitrary very frequently (even when playing a 100% unmodded game).

there are some other things, but this is what I remembered now :) I got inspired to make this post after seeing Histidine post about AI and Nexerelin coding problems.

General Discussion / The best shipping ships
« on: December 20, 2015, 07:36:09 PM »
I was trying to figure for my mod, how much it costs to ship stuff.

So I made a LOCalc Spreadsheet

Here are some notable info:

1. Shuttles suck, period.
1.1 Shepherd suck even more than the shuttles.

2. Cerberus is a mediocre ship, Hound is even worse, but still better than shuttles (by a margin of average cost of moving cargo being 1/4 than of a shuttle)

3. Best dry goods transport ships, assuming a route from Corvus to Askonia:

EDIT: Explanation of the number: The formula is: ( total space - space used on the trip ) / ( supplies + fuel price for the trip )
Example: Starliner at burn level 8, takes 0.21 of a month to make a 5 ly trip, this mean it needs 3.13 supplies, and 21 fuel, for a total of 1362.50 credits for the trip, also 446.88 of cargo space will be available (because you used 3.13 for the trip supplies), thus it can ship 446.88 cargo for 1362.50 credits, thus 1362.50 / 446.88 = 3.05

Atlas (1.89 per cargo unit)
Buffalo (2.52)
Tarsus (2.55)
Starliner (!!! 3.05)
Mule (3.34)
Gemini (!! 3.58)

4. Same as above, but for liquid goods (for now, only fuel...)

Phaeton (0.77)
Dram (1.13)
Prometheus (1.29)
Cerberus (O.o 5.71)
Starliner (!! 5.95)

honorable mention to Gemini (6.53)

all other ships are worse, most of them much worse, also Prometheus is seemly not worth it, unless you need its combat power...

5. Same as above, but to transport passengers (crew and/or marines)

Starliner (0.88)
Nebula (2.03)
Valkyrie (2.61)
Mudskipper (4.07)
Gemini (10.44)

6. Overall good ships:

Starliner is just awesome, better than the mule for dry goods, almost better than all non-tanker ships for fuel, and more than 100% more efficient than the second place to transport passengers.

Gemini in a surprising twist (to me at least), is a reasonable ship, that has flight decks!

If you don't care about cargo transport profitability, but do care about flexbility, all combat freighters are reasonably interesting (but if you care about combat + cargo only, then mule is the ship of choice).

Mudskipper and Nebula are one of the worst "cargo" ships that still have a utility as "cargo" ships, but overall they aren't bad, having all transportation costs in mid to low range.

7. Notably non-interesting ship:

Valkyrie, if you ignore the lore (that says it can land and provide fire support on atmosphere), suck.

8. Final conclusions:

Don't ship fuel with Atlas, only Valkyrie and the shuttles are worst there.
All cargo ships cost around 75 credits to ship a passenger... don't do it (even for marines is probably unprofitable)
Did I say that shuttles suck?

Oh nevermind, what matters is that Starliner is really *** great and awesome... and now I need to grip my seat hard hoping Alex won't nerf it...

9. Random useless trivia: the term "nerf" came from Ultima Online, when they tried to balance the Katana by making it suck, players started to say that the Katana was in fact a nerf bat, because getting hit by a Katana hurt as much as getting hit by a nerf bat, the verb "to nerf" then intended to mean turn a weapon into a nerf version of the weapon.

EDIT: shepherd suck even more than shuttles.

Modding / Please let me override the Economy engine!
« on: December 19, 2015, 07:08:59 PM »
I am... very disappointed with the economy engine, no matter how much I try to use workarounds on my mod to make the economy work better, it just don't work...

One of the biggest problems is the pricing system, and how markets buy and sell from each other, it create some bizarre bottlenecks in the economy (when markets need to move massive amount of goods, the price calculator breaks, if my calculations are correct, trying to sell millions of ore can make the price drop to 1, this is leading to a situation on my mod where refineries don't have enough ore to work, yet ore exists in massive quantities and is cheap, non-refinery markets are abusing the ore low price and stocking up, while refineries need to make massive purchases that break the price to them, and end not buying anything, thus they are stuck without ore).

I found no way to work around it, the only solution I can think is just override the Economy class.

Alex I saw you mentioning in other threads that you think the economy takes too long to reach its long tail.

While making my economy mod, I noticed 3 important factors in this:

1) current economy update speed is rather slow (in my mod I set it to 1 day, and saw no significant performance degradation)

2) the "rolling" average factor is too low, at 10% it means that if a market could not buy anything and started with an stock of "100.000" would take 110 updates to get to zero, as you can imagine 110 updates with 30 days to update is a LOOOOOONG time.

3) Production has some circular dependencies, that although usually is fine, combined with the last 2 facts make it a serious problem.

Example: The Autofactory makes machines from metal and rare metal, volatiles and organics, many producers of those take machines as input, for example volatiles explicitly produce slower if it don't meet its machine demand, so to step up production to maximum the autofactory need all those materials, then the material makers need the little extra machine made, to output a little extra materials, to output a little extra machine, and so on...

I need more testing, but to stabilize those "loops" it is seemly needed about 90 updates, thus on vanilla about 90*30 days (this mean 3.75 hours in real world time).

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