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Messages - Volfgarix

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31
Bug Reports & Support / Re: AI flies willingly to its own death..
« on: December 28, 2018, 04:43:56 PM »
Well, the Hounds in "For the Greater Ludd" have an aggressive personality, so it's probably not the best testbed.

Interesting. I actually suspected that it might had something to do with the Luddic Path thing for suicidal assaults, but assumed that under player's control all ships behave normally.
In such case I will need to download custom battles mod if there is something like this.

Ps. Btw. thanks for deleting the double post, I clicked the wrong button apparently.

PS2. Decided to test out a Hound that I have in my clunker fleet on my newest save. I pitted it against Brawler in Simulator. It seem to do okay with Heavy Mauler and Heavy Autocannon (forgot to mention I tried Autocannon in the mission as well), especially with Heavy Mauler - after initial "charge" (Hound doesn't stops soon enough and might take few hits) it stays quite well out of Brawler's range, sometimes landing a hit due to Brawler trying to flick the shield. It explains why my Hounds are doing a fairly decent job surviving the battles.

32
Bug Reports & Support / Re: AI flies willingly to its own death..
« on: December 28, 2018, 04:15:14 PM »
On ships being suicidal.
I decided to take a closer look at "For the Greater Ludd" mission.
You get a Hammerhead, three Condors and two hounds against Dominator, two Brawlers and Tempest.
I noticed that standard Hounds die practically every time if left unchecked - you can notice that they have a short range Assault Chainguns - 450 units of range against Arbalests' 700 that Brawlers have or 1000 of Tempest's Graviton Beam (it's kinetic damage, though, not that dangerous on it''s own).
I decided to refit the Hounds for more long-ranged role - tried Arbalests, HVDs(1000 units of range) and Heavy Maulers(1000, too). I put in Makeshift Shield Generator to give them some margin of error.
Nope, they still decided it's a good idea to close in and take damage. It was bad enough if they got in Brawler's face, but I often have seen them going right in front of Dominator, results are rather easy to predict.
Now I wonder, normally AI is set at Steady, which apparently takes Enemy's flux into calculations, and probably tries to get closer to force enemy to either take damage or overload and it seems to pretty overconfident in it's abilities.

It seems that ships behave a bit better when there is more of them against one target. In "A Fistful of Credits" you can give the Hound a Heavy Mauler and leave it alone, it can strike at enemy Mule fairly decently if Lasher is helping with flanking it. Give it the Elimination orders ends up with it getting right in the Mule's face, resulting in taking damage (but works for Lasher due to shields and weaponry and Accelerated Ammo Feeder, it still comes in closer than needed).


About station fights - yeah, it looks like ships cannot follow the part they're put dent in it's flux and generally act a bit weird (I have seen Odysseys Plasma Burning right into it a few times)


I cannot compare it with 0.8 because I wasn't observing AI behavior at this time.

33
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 27, 2018, 05:44:25 AM »
Looks like "Random Battle" mission doesn't roll Shrike at all.

34
General Discussion / Re: Raiding sucks (or maybe it's me)
« on: December 26, 2018, 04:40:31 PM »
I use regular raiding to get the stability down to -15 or so then breaking all their things like starport. The materials are just icing. I basically always decivilize pirate and pather planets/stations because i'm a little vindictive.
Done that with Pathers by accident on the first run. This still hasn't stopped them. Bastards got dedication.

35
General Discussion / Re: Raiding sucks (or maybe it's me)
« on: December 26, 2018, 03:33:53 PM »
Waiting three months for stability to recover one point is a long time to wait (when my raids take one to three points away) when I want to raid a market many times for blueprints.  I probably get to raid once or twice, move on, then maybe come back to that market to raid in about a year or so.  If pirates or pathers to bad things to that market in the meantime, that means I must wait even longer before I can raid for those precious blueprints.

From what I noticed, you can repeatedly raid the colony and you will get the blueprints in the end.
Now the problem is that it's easy to decivilize it.
I raided Garnir twice, and left it for it's devices at 2 or 3 stability.
It decivilized after a while. Somehow a place full of hardcore criminals and other tough types couldn't survive some stupid raiding.

36
General Discussion / Re: Raiding sucks (or maybe it's me)
« on: December 26, 2018, 03:23:34 PM »
Raiding as moneymaking venture is rather ineffective, especially at start where small colonies usually do not produce anything costly (so you end up with lots of ore quite often), on top of that you have to replace lost marines and pay out the salary.
I also noticed it's easy to accidentally decivilize a colony. Raid a pirate planet twice and it might end up dead withing months.
When it comes to getting blueprints, nanoforge or synchrotron, it usually takes at least few tries. I'm not sure if it should be made easier or harder, gotta be compared with chance of getting blueprints and industrial parts while exploring.

There is other issue (imo) - you simply silently raid a starport, wait few months for heat to die down and then simply sell anything there and make mad cash. Nobody else notices the opportunity.

37
General Discussion / Re: Hegemony inspection - WTF?
« on: December 22, 2018, 10:09:39 AM »
The OP mentioned it was set to resist and the cores were stolen anyway.
Ah, my bad.

38
General Discussion / Re: Hegemony inspection - WTF?
« on: December 20, 2018, 01:10:30 PM »
You should have checked possible actions to do (Avert in Intel menu, while you browse inspection info, if I remember well).
The default option is to let them do the inspection, other is to flip a bird to them and fight them, the last one is just bribe them.

39
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 05, 2018, 10:08:29 AM »
Sooo, I installed a sniffer in my own Comm Relay. I guess it isn't needed in first place, right?

Edit:
Guuyyss...
Spoiler
[close]
This happened after battle with some bounty target, had to ALT+F4

40
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 22, 2018, 09:41:16 AM »
I don't want to start a new thread, but there is a thing I have an issue with:
When I attack a trader fleet, then Obviously I get lowered reputation, of course, but when One ship manages to escape battle and I catch it again and finish it off, I get a hit to reputation again, isn't that a bit pointless? After all they were attacked by me moments ago.

41
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 11:25:01 AM »
Is there a way to make your patrol actually stand up along with you to fight the invasion? My patrols run away from "Expeditions" despite my fairly decent fleet sitting by the planet.

42
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 09:44:40 AM »
AI Cores are quite useful, when used moderately.  Otherwise the Hegemony get involved and you end up having to give them up or have your facilities disabled for an unreasonably long amount of time.

Tech-Mining on Widespread (or larger) Ruins will instantly earn you the ire of the Persean League and Sindrian Diktat.  Tell me about it, both of those factions have decided to raid my base regularly, at the same time, every 6 months or so.  I literally can't leave my colony alone nowadays, they'll just have their asses handed to them.  I did just get the reward for a certain story arc though, and I've yet to test it, so maybe that'll improve my chances.  Orbital Stations and their upgrades have been pretty much useless in my experience, as the raid fleets are becoming so big and numerous not even that combined with my patrols are doing anything useful.
Well, hegemony already wants me dead for Free Port things, The Church as well is sending an "expedition". So some AI cores wouldn't hurt.

Now I don't understand why would League and Diktat get mad over ruins.

Edit:
On other things. I'm thinking about shutting down refining plants if AI core won't help. Mining is able to pay for itself, but smelting not.

43
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 09:22:32 AM »
NEEEEEVEEERMIIIIND
Hegemony already wants to wreck my colony because of "Free Port" status. At least I didn't have to spend money, they liked me enough.

EDIT: AW SHIET I GOT SYNCHROTRON CORE.

So, uh, I guess I'm not allowed to have a colony.

Spoiler
[close]

Spoiler
[close]

Two capital fleets roll in to raid my size-4 colony and put it into -110k per month for 6 months. (It peaked at +25k per month previously.)

Not super sure what the lesson is here - don't start colonies until I'm ready to go toe-to-toe against the main powers of the Sector?

The lesson is that you should have some green on you. Money=power, simple.

44
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 08:48:21 AM »
1. Managed to get money for the bribe for Diktat
2. Tri-Tachyon wanted the fun, too, had no money for them. Miraculously managed to fight them off. Dear god, they had phase ships and two herons.
3. Net income for my colony is about -$18000, so I THINK that if I manage to upgrade, then colony might be able to pay for itself.
4. I was considering getting heavy industries, but i will have to wait for a while
5. I have to survive by taking bounties and other missions
6. Money from academy has run out
7. I wonder if getting AI cores will be worth getting in trouble with/paying off Hegemony, I got decent relations with them.
8. There is a planet (200% hazard score) with Widespread Ruins in my system, I heard tech mining is profitable.
Current state of my first colony ever.
Spoiler

[close]
Have as little infrastructure on high hazard planets as possible. Colonise low hazard worlds (desert, tundra, the like) and build the infrastructure there, where it's cheaper and it's easier to increase colony size.
I had problem finding low-hazard world with decent resource, originally I wanted to get with decent farmland.


Edit: Holy crap, the colony grew to size 5. Apparently hundreds of thousand people like this hellhole. Hopefully income will rise a bit.

45
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 18, 2018, 07:14:07 AM »
Decided to found a colony on planet with ultrarich ore and ultrarich transplutonics.
The catch?
It's a goddamn volcanic planet, 250% hazard rating. It turned into moneysink, obviously, but maybe things will turn around when I get heavy industries...
On top of that Pathers created a cell in that colony, they're going to wreck things for sure and I'm too weak to deal with their station, so yep, I'm screwed.
What do?

Edit: Guess what? Sindrian Diktat sends an expeditionary force, they're mad over my production of transplutonics...

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