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Messages - Dostya

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76
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.0 (Beta)
« on: August 21, 2017, 07:39:48 PM »
The resolution seems to be the problem, when I dropped to 1600x900 (1440x900 isn't an option) I encountered a similar issue. I've added an option to change credit costs to my dev version and I'm working on finding a better way to handle the UI.

Much appreciated, I look forward to the next release.

77
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« on: August 16, 2017, 11:24:52 PM »
I can't see what most ships and weapons cost in resources - I go to the production tab and get three columns total, with an unknown amount further to the right. The trading tab where weapons are bought is no help - it only shows a credit cost and whether enough resources are in the storage tab or not. It doesn't show quantity or type prerequisites. While I like the idea, it's hard to fulfill unknown requirements. Is there a table somewhere I'm missing about the costs, or an option to go back to straight credit payment?

If it helps, I play at 1440x900.

78
General Discussion / Re: Operation Center, the strongest hullmod
« on: August 13, 2017, 12:20:32 PM »
I notice no one ever tries to retreat before their peak time runs out so they can reengage at a lower CR level but with full peak time again.

I know at least part of it is that retreating is very dangerous, but I don't think I've seen anyone even consider it.

Edit: I mean retreating from combat, not the retreat scenario.
Doing that means forfeiting the battle salvage from all but the last engagement. It's something I do when I really want to win (like when conquering Chicomoztoc in Nexerelin, or in other strategic objective type combat situations) but during for-profit fighting it almost guarantees a net worth loss. It's a worthwhile cheese prevention mechanic, even if it's slightly annoying.

79
General Discussion / Re: Terminator Drones and Phase cloak - OP?
« on: June 02, 2017, 02:28:00 PM »
The idea is that by the time you've finished fighting other enemy ships (while managing the threat from enemy phase ships), the phase ships are already pretty close to exhaustion if not already ticking down. Fleet compositions tend to work towards this, with phase ships being much less likely to be found in smaller fleets. If this "CR battle" thing happens occasionally, it's... not great, but imo acceptable. If it happens frequently - i.e. a large portion of the times you're fighting phase ships - then it's more of a problem.

If you don't mind, this info would be very helpful - how often does this happen for you, and what fleets/fleet compositions are you fighting (and how much/what you're deploying) that leads to this happening?
The primary culprits here are the Afflictor and Shade, in low ship-count battles.

Generally speaking, the worst of this happens in destroyer and frigate level action, in the earlier stages of the game before the carriers take over in earnest. I can usually leverage a win within a couple minutes of contact, and after that the phase ships are the mop up. Fleet composition tends towards having low to mid tech destroyers (cheapness), with frigates all over the place depending on what's ended up available/whoever I've been fighting. Call it maybe 18-25 ships in both fleets combined at the most. Universally, I can designate a relatively speedy frigate with an attack (not eliminate) order on the phase ship(s) and ignore it(them) until the mop up phase, whereupon yakety sax might as well be cued up for the duration of the CR time. This tends towards being another several minutes as Afflictors and Shades tend to bounce far enough out of range while venting/repositioning so as to not be taking CR time while maneuvering during the actual fighting (a solid choice of maneuver and at a remove I can commend the AI), with this only stopping when three or four vessels have managed to surround it such that the only way out is through.

If that was it, and the fight ended there, I wouldn't be nearly as annoyed. On the retreat, if the AI pulled its phase vessel out in time, that's another few minutes down the drain if I choose not to just harass. If there's a freighter or four I want dead, well, that's five minutes of not much about to happen if the phase vessel isn't mothballed since I don't have the overwhelming force needed to simply make the AI abandon battle on contact. Especially if I economize on the vessels I send in, and don't send several for every phase vessel still in the fleet.

To be completely clear, bebopping around with destroyers and frigates is otherwise my favorite part of the game, and encounters with phase ships don't happen often enough to dampen my enthusiasm, especially if I give fighting Tri-Tach a miss. Starsector around that point very definitely nails the feeling of being an independent actor with influence on matters but who's ultimately a small fish in a big pond. While I'm otherwise venting on the subject, I'll take the time to thank you profusely for never putting Hardened Subsystems on these things. That random (infuriating) occurrence is one of the axes I could grind against a certain mod, but that's not on you. Excellent choice there.

Harbingers and Dooms tend to be rare enough that I've only encountered them after I'm rocking capitals and carriers or are supporting an allied fleet with the above. By the time carriers, cruisers, and capitals take over as the primary combatants, fights against comparable fleets tend to last long enough that by the time I'm done hunting other vessels (literally anything but the phase ships, seriously I don't even bother), the phase ships have had enough ships piling on that they've left or malfunctioned into dying. Obviously after the battle's largely over at this stage I can also pile on strike squadrons until the phase vessels die on returning to real space, but that's not a valid tactic during the problem times. Exceptions and limitations apply to retreats, of course, but I can just choose to harass, field an unprofitable overwhelming force to make it retreat, or field nothing as the AI chose to pursue and while I wanted salvage from the primary fight I didn't want to field anything myself. This last response also leads towards a few minutes of web browsing, but it's the price of doing business since you can't just leave the fight as pursuit starts and still have salvage.

I don't have a problem with phase ships' position in battle as harassers to draw attention, or that I occasionally just get a ship nuked by one in the fight (afflictor and heavily engaged capital ship is the major interaction, and the most pressing reason why I never let the AI pilot my valuable non-CV capitals) - that's fair and/or a valid punishment for a misplay. It's at the end of a fight that I have a problem with them.


AI is not that good at kiting. If you are in phase frigate/Hyperion/phase DE yourself, catching anything is trivial.
Scarab can probably catch phase too. Wolf can catch, but will have to do so at least twice (since one Heavy blaster won't kill fast enough).
Player piloted Medusa with character skills usually allows to catch them too. AI does not fully understand your ability to chain skim x3 + insta-melt it with Heavy Blasters when picking to spot to vent.
I've never found phase skimmers to be useful to kill phase ships. In my experience they'll be at incredible range when they choose to vent, and it's not like venting turns off engines. I've had the occasional lucky shot from just beyond the maximum range of something hard hitting with a triple phase skim, but luck is all it is. The occasional lucky shot, which happens with AI controlled vessels too, does not make it worth my time to fight. If I wanted to play a completely luck based game I'd load up a slot machine simulator.

It speaks well of the battle AI. It's also incredibly annoying.
Quote
All of above was without SO usage. With SO any frigate/DE + Aurora/Falcon cruisers will likely be fast enough.

Basically, you should not expect to counter phase by just moving in their direction and shooting. Using one of faster ships with mobility system is mandatory (or SO). Or just drown them in fighters, that works too.
Only if your fleet is capable of neither does waiting for CR become main method of fighting phase ships.
Hah, as if. SO frigates are, mostly, fast enough to keep a phase ship away from a fleet and I'll task them to hound phase vessels while the relevant ships fight, but I've never had one catch a phase vessel under any circumstances that I'd want them to - Lasher vs. Doom is a bad match up. An SO with anything larger than a frigate is just pointless. Manually piloted SO ships suffer from the same problem that AI ones do inasmuch as phase ships are effectively uncatchable. Sure, maybe I can cut one off at the map edge and down it if I don't get too close and cause it to clown through me and start kiting the other way before it vents, but then I've got my SO ship away from the fight dealing with one vessel of marginal value. And to be fair, I detest phase ships for being hard to kill after the fight, not because I think they're overpowered (they aren't).

In terms of fighters, it usually takes three to five squadrons with some decent HE missiles to reliably catch a phase ship and down it. Individual bomber squadrons suffer from slow ordnance that usually gets dodged. Dropping multiple strike squadrons on phase ships is a waste during the battle: those vessels don't have that much influence on the outcome. Afterward it just brings the time to delete phase ships down from literally all of their CR timer to the time it takes to kill anything else during the mop up plus however long the phase ship has left on its flux. And by the time I have that amount of strike squadrons to drop on arbitrary targets phase ships aren't as much of an issue anyway.

80
General Discussion / Re: Terminator Drones and Phase cloak - OP?
« on: June 02, 2017, 11:18:54 AM »
The most damning thing I can say about phase ships is what their supporters tout as a counter: CR battle. It's absolutely the worst kind of game play. Oftentimes I'll have destroyed the rest of the enemy fleet but for a phase ship or two, and then I'll just set my flagship to autopilot, unpause in the map screen, and browse the internet on my phone while things count down. I get as many phase ship kills doing that as I do piloting, plus I'm not as bored. There's something wrong when the right option is to not play the most interesting part of the game. There's something wrong when I'm hoping that maybe the next version will include an option to let me speed up simulation time for the battle phase by 10x or more or just autoresolve the end of a fight. Often I don't even get to kill them during the retreat phase, because they'll be on high enough CR to not be mothballed for it so they just phase out and leave. Well, if I'm lucky. Otherwise it's back to the phone. I gain nothing for their inclusion in a fight but a few minutes browsing the internet while the game plays itself.

The AI knows how to kite. Phase ships can't be killed while kiting. 1+1 = yawn. At the very least, phase ships need some kind of end-battle counter that's not waiting around for a few minutes. Something to make their inclusion a positive in a fight. As it is, seeing them is just depressing. If they're supposed to be a time tax, then bravo for executing on your design I guess.

81
General Discussion / Re: Rare Ships
« on: February 17, 2017, 02:26:56 PM »
I get around dealing with save-scumming and other unfun tactics by roleplaying it. The way I see it, if a faction is willing to sell me giant guns and enormous capital ships and I'm a faction hero that knows many higher ups personally, they'll let me commission their shipyards to make things for me at a premium (1x to 2x price, depending on rarity/class). There are limits to this, naturally, but as long as I have access to a sizable faction planet anything common is up for commissioning. Construction time is based off of Omnifactory times for lack of proper lore to work with.

The exceptions are as follows:

1. Prototype/special ships E.G. Excalibur, Snow Goose: Given that these usually have highly sensitive and proprietary equipment, I only let myself commission these if I own a significant faction shipyard (Nexerelin player faction). If I own the shipyard, the answer is "yes your majesty," not "no, you well-regarded free agent."

2. Unbuildable ships E.G. XIV-class, IBB bounties: These ships simply can't be commissioned, since there's no ability to construct them. If I have access to a large, trustworthy, friendly market and the ship is a class (XIV-akin), I'll strip something around to 3x-5x the normal purchase price from my credits, and start rolling low-probability dice each week for my ongoing (presumably advertised) bid to bear fruit. If it's totally unique I'm basically SOL until it comes up for sale somewhere. I don't go in for gamey tactics like buying out a market completely. I can use the bid system for common ships that I can't access shipyards for, but the downsides are obvious.

On the upside, I get guaranteed vessels of classes I want, on the downside it costs money and time. I figure it's fair. With luck there will be a shipyard commissioning ability when industry matures more from regular factions, and an ability to do some construction of your own with high-level outposts and industry commitment. Fingers crossed, anyway.

82
If it's not too much trouble to the streamers, could you guys keep uploading the Twitch streams of the tournament to Youtube? I can watch Youtube videos at 480p just fine, but even on mobile quality Twitch won't buffer fast enough for me to get an uninterrupted minute of their video with buffering times exceeding twenty seconds at a go. Dunno why.

83
Mods / Re: [0.7.2a] Starsector+ 3.6.0
« on: January 02, 2017, 09:35:56 AM »
SS+'s named bounties only working with certain factions seems like a leftover from before the DynaSector split. I'll see about making it use vanilla's eligible faction check instead.
In that case, I'll just wait for the good to continue getting better. :)

84
Mods / Re: [0.7.2a] Starsector+ 3.6.0
« on: January 01, 2017, 02:10:00 PM »
@Dark.Revenant

Apparently in the bounty system the Nexerelin player_npc faction and Dassault Mikoyan are not present. While I'm sure that the latter is on the eventual to-do list, I'm curious about the omission of the former. I've tried to edit the files myself, but the native Starsector compiler has no recognizable enum structure (which means it won't compile BountyType in any googleable enum form) and doesn't understand large parts of the mod's files; the empty <> identifiers for HashMaps and Arraylists and such, as well as the multiple error types in try-catch blocks amongst other simply time-consuming issues.

Might I ask if there were any reasons for the player_npc omission that I'm not seeing, and what compiler you used for the mod? Thank you for your time and a great mod, I just had the urge to tinker with it.

85
Those aren't binary systems (such are clearly identifiable with the "<star name> B" names). I assume it's failing to use the extended positions list somehow, although why it'd do that I have no idea; will have to debug.

EDIT: Can't reproduce on Nexerelin v0.7.5c+ dev
I went and re-downloaded and reinstalled, that seems to have fixed it. Something must have gone wrong with my recent download. Sorry for bothering you, and thank you for looking.

86
So I've been generating random sectors to play in, and experienced an oddity. I've been running the map generation function, and I keep getting six stars staying right on top of each other. It's playable, but inconvenient from a perspective of using the intel tab to find out what's in each system. I'm running the Starsector & co. set of mods and some compatible factions, but nothing that should have an effect on map generation.

Settings: 16 stars, maximum possible planets and stations, zero empty stars, omnifactory random, prism freeport

Screenshot.

Is there a trick I'm missing?

87
Mods / Re: [0.7.2a] Interstellar Imperium 1.12.1
« on: May 23, 2016, 12:19:10 PM »
As others have said, this is a solid faction that's balanced, fun, and fits in with others to make a colorful and diverse game. One bit in particular stands out - the Sledge Gun/Cannon's SFX. That thing's firing and hit sounds are beastly, and to be honest would fit well with a bigger gun that does more damage. When that sound plays as a shot strikes home, I sit up and take notice before remembering that the sound belongs to a long-range weapon with effectively plink damage. I never use them because they just don't hit for much. It does keep me paying attention in II fights, as whenever I don't it sounds like my ships are getting pulverized. Still, I'd prefer if my ships were actually being pulverized in connection with that sound because that audio earns it.

88
Am using all faction mods for nexrelin and most general quality of life mods(version checker, ect)
When I launch the game with these three mods, which, as a homewolrd fan I very much want to use, I got this error on my starsector log, any ideas as to what I did wrong?
I had the same error and fixed it using Java 8 instead of Java 7, a solution suggested a page or two back by DefiasOne. This does open you up to some random crash bugs, though, so save more regularly than you're used to. DefiasOne, could you note in the download section that the Homeworld faction requires Java 8? I'm not sure about the other one but if it also requires a different Java version than is packed with the game to work a heads up somewhere more visible than wherever you've got it would be prudent and save problems for people.

89
oops

Here, use this fixed .jar (place in Nexerelin/jars). I'll publish a fix later.
Worked like a charm. Thank you for your excellent support response on top of an already excellent mod.

90
For the specific save I've tried the most to work around; I've got a character with a Tri-Tachyon commission. I want to backstab Tri-Tachyon and steal all their planets since I've gotten all of their ships and weapons to the Omnifactory. I have one big problem. When I invade one of their planets I get an infinite loop of "Your commission with Tri-Tachyon is annulled!" Eight to ten notices posting every second for as long as I cared to try and play on. In about 15 minutes of time accelerated play the repeated notices showed no sign of stopping. This happens regardless of if I invade them with or without leaving the faction first. All other faction relationships seem to default appropriately, however.

I've started multiple games with different faction commissions, the problem appears universal across all factions. I tried waiting for a long period before invading, but the same issue reoccurs. I can provide my save file on request. I did not open an issue on the bug tracker because it wouldn't let me for some reason.

Representative screenshot: http://www.ultraimg.com/image/wNi0

Enabled mod list (If one of these is a known troublemaker, I'll eliminate it and check again):
Starsector+ 3.3.0
Blackrock Driveyards 0.8.2
Combat Chatter 1.4
Common Radar 2.2
Console Commands 2.7
Diable Avionics 1.61
Interstellar Imperium 1.10.2
LazyLib 2.1
Nexerelin 0.7.4b
The Knights Templar 0.9.5f
ZZ MusicLib 3.1.0+
ZZ ShaderLib Beta 1.2.1

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