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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 - Morgan Rue

Pages: 1 ... 4 5 [6] 7 8 ... 10
76
Suggestions / Re: Send out your own task forces
« on: January 23, 2019, 10:47:25 PM »
There's a todo tab which doesn't have any functionality yet, Orders. This will probably be added with Orders.

77
Suggestions / Re: Friendly collisions with unusually fast large ships
« on: January 23, 2019, 10:46:23 PM »
SWP's Circe will do this a lot. I think this can also happen with ships with Plasma Burn

78
I like exploring with a smaller fleet and marking research stations etc. for looting once I get more cargo space. The main problem I tend to have with salvaging is that I cannot get enough cargo space to carry all of the not very valuable stuff.

I also like to stick to burn 10 when possible. The Colossus can reach burn 10 with Mil Systems and Aug Drive Field.

79
Entirely combat freighters. Fielding a fleet of Mules made me have much more respect for combat freighters.

Or Hound and Wolf pack. Hounds can act as both combat ships and logistic support ships with Expanded Holds and Extended Tanks. Wolves work well with other frigates. A pack with both ends up swarming and overwhelming early game enemies.

80
It would be nice to be able to set this kind of thing in weapon groups. So you can have weapon groups which fire when you select them instead of being selected. But this is more of a "when it's done" thing, not something needed right now.

81
Suggestions / Re: Expeditions At High Relations.
« on: January 06, 2019, 10:41:57 AM »
I suspect, though I do not know for certain and have not tested, that expeditions are weaker if you have higher relations with the faction sending them.

82
Do note that patrols want to use some freighters and tankers, so you do need to have at least one freighter and tanker prioritized.

83
Bug Reports & Support (modded) / Re: Ship collision avoidance issues
« on: December 28, 2018, 10:45:26 PM »
There was a lot of other ships. The battlespace was rather clustered, and this happened directly after deployment. I wasn't able to replicate it in the simulator. It doesn't happen reliably, but it sometimes happens in large(200-300 FP on my side) fleet deployments. I've only had it happen with the Maelstrom so far, but it is possible it could happen with an Onslaught or a Paragon, or maybe a Conquest.

I've also had ships get "stuck" on the Maelstrom's tall profile while trying to get to an Escort order, but they did not take damage and were able to eventually go around the rear of the Maelstrom.

84
Bug Reports & Support (modded) / Re: Ship collision avoidance issues
« on: December 28, 2018, 06:09:33 PM »
The Maelstrom is a Capital, so it's ignoring the Shrike. It also seems like the Maelstrom might be the problem here, since this happens mostly with the Maelstrom. With other ships there's usually just some shield bumping or at most light armor damage.

85
Bug Reports & Support (modded) / Ship collision avoidance issues
« on: December 28, 2018, 03:43:04 PM »

I've run into some similar situations, but this is the worst so far. Usually when this happens ships just bump shields a bit.

The Shrike has an Escort order and is trying to move to escort a carrier beyond the lower left of the image. It's moving, or trying to move, left and back. The Maelstrom is moving forward. This is shortly after deployment.
The Maelstrom seems to have a reasonable collision detection radius.

This issue seems to be caused by Escort orders. It seems like this only happens in very clustered deployments.

86
Currently there is very little reason for me to try to rescue other stranded spacers. If they told me some tales of their adventures and the things they've seen on the fringe, I would be more inclined to help them.

87
General Discussion / Re: All Planets Have 100% Hazard Rating
« on: December 05, 2018, 11:35:35 PM »
It isn't a scale from 0% hazard to 100% deadly, 100% Hazard Rating is the baseline value. You'll see values from 50% to 250% in the outsector stars.

Now, if you're not seeing values from 50% to 250% in the stars outside of the established core and everything everywhere is 100%, then you should post a bug report in the bug reports forum, with a copy of your save file.
Core Sector has a 50% hazard world I believe. Luddic Church world I think. If you sort worlds by hazard you can probably find a couple.

88
Suggestions / Re: militarized subsystems doesn't remove civilian penalties
« on: November 25, 2018, 01:41:32 PM »
Yeah, I've got a TODO to look at the (A) ship burn levels; they sort of got left behind. So to speak.
Why don't they have militarized hullmod built-in already? I mean, that sort of is what (A)s are.

Bolded the reason :)

Plus, the (A) mod has some other benefits so I want to look at it more carefully than just slapping MS on everything. Which I might end up doing anyway, but still.
In my experience, the major benefits of (A) ships are the increased armor, OP and speed. Hound(A)s and Kite(A)s are generally quite effective, while other (A) ships are not very noteworthy. Hound(A)s are especially noteworthy as being the fastest ships in the game, which is useful in chase scenarios.

89
Suggestions / Re: A "visibility" mechanic for colonies would be good.
« on: November 25, 2018, 01:21:23 PM »
Disrupted/destroyed spaceport must not totally cut down exports but reduce accessibility instead.
That's precisely what happens. You just don't know that space port gives +50% accessibility, a mega port +80%, and got used to it.
Not having a spaceport is also -100% accessibility, so trading without one is very hard. Or impossible, not sure.

90
Suggestions / A "visibility" mechanic for colonies would be good.
« on: November 23, 2018, 05:21:18 PM »
All structures and industries would have a "Visibility" rating, which indicates how visible they are to common sensors. Pirate raids and other expeditions are more common with higher visibility. Higher upkeep industries would generally have higher visibility.

Using Nanoforges and Synchotrons causes a significant increase in visibility.

Visibility is not a very good term for this and I would like a better one.

Maybe using AI cores could increase visibility to [REDACTED] and [REDACTED] could raid as well?

It would also be nice if there was an "AI core suspicion" indicator somewhere for Hegemony inspections.

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