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Messages - Sarissofoi

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376
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 29, 2017, 09:02:40 PM »
Quote
Fighter Doctrine and Carrier Command are overpowered, and it’s screwing with the AI. The AI wants to hang back and destroy fighters until the replacement rate is sufficiently low then engage when the carriers have a minimal fighter screen, but +50% fighter replacement rate and -50% fighter damage taken means that’ll never actually happen. The two skills compound upon each other; the fighters take 2x as long to kill, and are replaced 1.5x as fast, so it ultimately takes 3x times as long as normal to drive down the carrier’s replacement rate. The enemy AI ends up hanging back forever while the fighters just pick everything apart. This is compounded by the EWar skill reducing enemy ships range, which makes them even less aggressive than they normally are.

Pretty much this.
I know that now carriers manufacture fighters but the old way having limited spare fighters that carrier could easily run off was much better for balance.
Now fighters just run and *** on everything and most of PD do not even scratch them and even if its do there comes another wave.
Reducing buff from skills and increasing replacement rate could do a thing.
Gonna check if I can test it.

377
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 29, 2017, 10:59:25 AM »
BTW Will you get officers with no combat skills?
Like officer who buff salvaging skills or scavenging, faster repairs, surveying capability outside skills etc.
Its strange that I can offset my no combat character by having combat oriented officer but can not find and bring master engineer, explorer or scavenger with me.

378
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 06:13:06 PM »
Well that its truth. Fixing stuff now maybe adding some additional controls or AI behavior later.  I still have the fun.
Also I running mostly salvaged low tech D ships. So offensive power is not great.
If I have fighters on my side its fine as they are aggressive enough but with no fighters its pretty much stalemate unless one side have big advantage.

Overall fighters are strong now and AI can not really counter them well. Also did carriers can run out of spare fighters like in old builds?

379
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 05:44:46 PM »
It would help if you could assign different tasks to carriers, maybe even it could help AI behavior.
Like if you assign carrier as escort it would use wings to to form defensive screens and protect allies, but when you assign them to support it would use wings to attack whatever target the supported vessel attack(in the case of player what he targeted), if you assign it as a strike group leader it will use his wings to strike marked targets or targets of opportunity(and if you use carrier to support carrier it would rally on him and use wings to support their wings, and escort would use wings to either cover carrier or attacking wings).
It would be neat if you could form strike groups and give them specific combat tasks.
I know that you can assign them to some tasks already but seriously I have feelings that AI is struggling right now and sometimes its kind of borked and totally not aggressive enough.
I have plenty of battles right new in my current amp where either side(as I mostly use autopilot) managed to actually fight successfully in battle time and the battle was decided but who endure it better(mostly by CR). Kind of not fun.

380
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 04:46:06 PM »

Well the current carrier AI can be quite suicidal. I think something is not right with them.
>my gemini just charge berserker and die even when he has full of fighter wing that could attack him.
I also miss the old fighters command and ability to tell your fleet fighters to strike somebody.
Is there really no way to mark enemy ships as 'fighter target' or 'fighter escort' so some carriers send their fighters to either attack or defend it?
Currently they are really limited in operational range.

381
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 28, 2017, 08:20:12 AM »
Reporting potential bug.
Taking contract for metal delivery.
Having three cargo freighters and some other ships.
Loaded to the max with metal(about 1000) and supplies, heavy machinery and some weapons(~650 cargo space). Max capacity.
After doing jump to hyperspace on my way to jengala i get approached by pirates who demand to hand them stuff.
Refused and try to run but failed.
3 cargo haulers get destroyed(mule, Gemini and colossus).
I run with two shepards, tanker and wolf.
Thing is I have only crew and fuel left.
Nothing completely nothing in cargo. I should at last have some supplies or metal I transported or spare weapons. But there is nothing.I still have ~+250 cargo capacity and was full(minus few supplies that was eaten).
I do not think that something like that should happen.
I will try to recreate it . Back log if anyone interested can send.

382
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 27, 2017, 12:26:14 AM »
Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

Re: small questions
A) luck. There's a passive chance for all ships to be recoverable (15%? correct me plz), some officer skills or hullmods can make it %100 for certain ships
B) Not feasible with the current system. The way salvaging fields works is you don't know what's out there unless you go out and physically collect it and see what's there, which is the pull you get. You can do it multiple times but the haul is substantially smaller every time. You will never find a ship salvaging a debris field-- ship recovery and debris salvaging are two different things that are only done the same in the aftermath of a battle you're involved in, because all the debris is still there in the fighting area and hasn't had time to scatter. If there's a ship to be gotten from the battle that produced a debris field, it'll show up separately as a derelict.
C) The game doesn't currently tell you what the risk is but meeting the machinery requirement makes a salvage op safer (cost less). You can salvage without heavy machinery but doing so will likely cost you crew, or at least more so than doing it safely does. If you NEED what was dropped in a debris field then you can still try to recover it without machinery but it's less cost effective
I think we misunderstood each other.
Let me tell it in other way.
I fight enemy fleet and win.
Some of enemy ships are available to salvage after battle. From the after battle menu.
Then there is a debris field and sometimes there are derelict ships spawned from defeated fleet(and maybe even destroyed ones from victorious one) that you can catch and salvage.
Then you can check debris field and occasionally on this freshly spawned after battle debris field in menu when I scavenge from debris field sometimes there are  another ships from battle that can be salvaged.
So I am interested is why there is three ways to find and salvage ships from one battle. I think it make sense as probably the ships that player can easily scavenge after battle(from battle menu) are the ones close and easy to salvage. Then there are some more damaged and drifted away that can be problematic to salvage if there is not time to look for them or there is enemy close and hostile.
Quote
Refurbishment costs also seem excessive.  I understand that refurbishment is primarily meant to be a way to gain access to ships that can't be bought with money, but it doesn't need to anywhere near the current level of expense to accomplish that goal.  If a ship is readily available off the market, it doesn't matter how many times more expensive it is to have it refurbished; as soon as buying a new one becomes the cheaper option, that's what will be preferred.  Paying six figures to have a Tempest rebuilt is...harsh.

Well considering that ships in SS come from fully automatic shipyards that people do not really know how to work it make sense. To produce new Tempest you just put resources on one side and on the other you get ship.
On the other hand you get damaged one and to fix it you need guys who knows what they are doing, probably more time and specific components.
Its like modern electronics - its mostly cheaper and faster to buy new one than fix used - especially if you do not know how exactly it work.

383
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 26, 2017, 06:52:16 PM »
Alex are you plan to implement more detailed combat losses after battle? Mostly about fighters.
Like how many fighters get destroyed, how many unmanned drones, how many pilots died. It would help with managing fighter fleet.

Also small question.
What cause some defeated enemy ships to become derelict and drift after battle(still possible to check and scavenge) or drift inside debris field(still able to scavenge if check field) instead of being able to scavenge after battle?
Also can we  have some hope for getting more detailed info about scavenging debris fields?
I did not notice any difference in text that mention amount  or risk and it can wary from plenty to none.

384
Mods / Re: [0.7.2a] Portrait Pack v1.2.2
« on: April 25, 2017, 11:29:10 PM »
I personally didn't draw them, those are sprites ripped from Front Mission 2 and 3, plus a few other ones from TrashMan own portrait pack.

However, all of them have been tweaked to fit SS's original art a bit more. All of them have been resized via http://waifu2x.udp.jp/, which gives a neat painted effect that is hard to reproduce otherwise. I duplicated the original layer and did a high pass (radius 2) on it, set the layer as "vivid light" at roughly 40/50% opacity to get a sharper, more pronounced look, like David's original portraits. Plus some brightness/contrast/saturation/smart sharpen on top of that. Also a black background, obviously.

Like this :

Spoiler
[close]
Hello.
I am using GIMP and I am real greenhorn in it. I try to replicate your process in it but honestly speaking I have no idea how to do that. If its not much trouble could you make a detailed explanation how to do it in GIMP(if its even possible to do it in GIMP)?
Spoiler
Just explain it like to a complete idiot.
[close]

385
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 25, 2017, 01:42:01 PM »
BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.

386
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 25, 2017, 01:20:03 PM »
The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.

For me it's actually harder with the neutrino detector, because it's always leading me nowhere and I end up going further away from the probe.
Easier to just fly around more or less randomly until I get it.

Some of the signals are false which mean there is nothing but they never change direction so you can easily find which are not real.

387
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 24, 2017, 01:05:11 PM »
Sadly I continued playing the game so log is probably worth nothing.
Will send another if its happen. Hopefully not.

388
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 24, 2017, 09:25:31 AM »
I was using gryphon in battle and game crashed.
Get some message about missiles in combat environments.
Is there a easy way to report bugs and is there some logs that I can attach to this(and if they are where I can find them)?

389
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 23, 2017, 10:22:27 PM »
I had strange bug recently.
Scavenger fleet was shown red and when I attacked them they were marked as pirates.
But I reload and let them go do their buisness and when I trun my drive on they chase me demand transponder on and when I agree then greet me as independent.
So I go look for a derelict and they find me again and these time were on red and aggressive and attack me as pirates.


390
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 23, 2017, 04:18:20 PM »
Alex I want to ask about scan derelict missions.
Are there sometimes no object to scan or find?
Because I get few missions where i can not find a quest object.
I could find some other derelicts in expected places but none of the quest ones even if I start scanning empty space.

Shouldn't be, but sometimes it could be on a pretty far orbit (a bit beyond the outermost entity) so it's hard to find.

Also: if you take two missions targeting the same type of entity in the same system, and they happen to be the *same* entity, only one mission will be completable. Which is a bug.

Thanks to clarification.
I find it at last far away in empty space thanks to neutrino detector.

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