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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 - BringerofBabies

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31
General Discussion / Re: Will there ever passenger missions?
« on: November 12, 2019, 06:17:55 AM »
Having specific destinations can be handled by having bulk passengers only as actual missions, from the bar and whatnot. Failed bar missions already have a penalty, so that could just be increased for failed passenger missions (because you presumably dumped them out the airlock or on some random planet).

That would leave just the UI around crew capacity, which would require some amount of extra work. A little while back in a thread about experienced crew, I suggested having different crew commodities having different values for pay & crew (work) provided - that would allow for experienced crew that get paid more but require fewer individual members, and passengers that provide no work but also don't get paid. This would require some changes to UI/UX, but I think they should be fairly minimal, relatively speaking. You'd also have to change how crew is lost during fights to try to avoid your passengers getting killed in battles where their transport isn't actually at risk, which would be a more involved change for UX (assuming it can't be done completely under the hood).

32
General Discussion / Re: Cargo/Transports ship deployment
« on: November 10, 2019, 05:37:07 AM »
But it was more so about why it has to be two battles rather then have them actually deploy them in the back in the first fight I mean the AI does know when to retreat albeit a lot of the time after they have lost just about everything. I wouldn't mind having to protect them at all, but again this is just a whimsical curiosity I didn't question it much considering "why would I engage my resource carriers in battle?" but after a while I simply became curious and wanted to know if I could have it like that. Not a gripe nor a problem I have with the game just something I'm curious if I could change or not.

It might be possible to create this behavior with a a mod that replaces the combat manager or something, but if possible it would be fairly involved, I think.
However, if the universally correct strategy for both player and AI is to immediately retreat your logistics ships, then having them deployed all the time is a waste of resources - both the player's time to have to order them to retreat, and computer resources to have to handle the ship AI and render them. The battle size setting isn't a balance limit but a limit to try to keep a stable framerate on all computers.

33
Suggestions / Re: Salvage Game Loop/Economy
« on: November 09, 2019, 11:39:21 AM »
From a discussion about intel clutter from a ways back:
Quick update here:
1) Confirmed that generally, exploration intel will be removed for items once they've been salvaged, and
2) Made it behave the same way for debris fields, in addition to also making debris fields only scavengeable once

It may have also been mentioned other times, but that was the most recent place I found it.

34
Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.

On a semi-related note, should outposts be valid targets for pirate raids? One was in the last game I started, which I realized when I got the notification that it had happened.

35
The use of more resources could be offset by a few things, like:

A) Better rewards
B) These stations send out a distress call or other message (adds intel, shows location) when in system so that they are both easier to find (replacing the "find this station" challenge with a "have these resources handy" challenge) and give you a heads up of what resources you will need.

That said, most of the game is about expending resources (supplies, fuel, marines) while doing things (combat, travel, raiding) to get rewards, so complaining that loot isn't given gratis feels disingenuous.
Having a more interesting (read: complex) decision than "expend marines to clear the staton" vs "come back later" would be ideal, but even without that I wouldn't be opposed to having the interactions for some more variety.

36
Suggestions / Re: Legendary officers
« on: October 26, 2019, 10:56:26 AM »
having a commission if applicable, and having a high reputation with that faction.

And perhaps if you no longer meet those requirements, some of these legends will leave you? I'm sure that the Hegemony loyalist who agreed to serve in my fleet would be a little miffed about that one time I ordered him to raid Chicomoztoc.

37
When commissioned, your faction's relationships are handled by the commissioning faction, and your commissioning faction would really prefer that when capturing planets that they get control (reputation hit if you take it for yourself instead of for them). Beyond that, I think that the free money is the only real difference.

38
How does one get loose .java files to become .class files?
I believe Starsector has it's own compiler or something?
(Please tell me I don't have to wade through either not-dumbed-down-enough tutorials or the internet in search of Java SDK 7)

Edit: And while I'm here, will this loop do what I think/hope it will? (Namely, testing if every entry between 0 and YunruCurrentCount is true)
Code
			if ((for (int i = 0; i < YunruCurrentCount; i++)  {
YunruCount[i] == true})) {
YunruCanBuild = true;
break;
}

Fairly certain, based on everyone else's comments, that Starsector does not have its own compiler. I haven't ever used Java, but unless it is radically different from everything else under the sun, for loops aren't expressions that output a value, so that loop wouldn't work inside the if test. I think you want something like
Code
			for (int i = 0; i < YunruCurrentCount; i++)  {
        if (YunruCount[i] != true) {
                                    break;
                                }
                                else if (i == YunruCurrentCount - 1) {
    YunruCanBuild = true;
}
}

39
Suggestions / Re: More Realistic
« on: October 20, 2019, 07:44:56 AM »
Commissions - Why does a faction give you tens of thousands of credits in return for literally nothing?

Because just existing in the sector has a big upkeep, which only grows as a player gets more powerful. And even if the commission holder doesn't actively engage in actions that support the commission giver, they're at the very baseline, still a fleet that is hostile to the correct factions. Having one more fleet that the other side has to worry about flying around is worth the peanuts the commission pays out. Tens of thousands of credits is not a lot of money for a faction.

And for a real life example of this type of thing, it is similar to the concept of a "fleet in being" - merely having such a fleet, even if it isn't actually seeing action, is a threat to enemies that they must consider.

40
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: October 15, 2019, 01:07:33 PM »
Q: What exactly is supplies, and why does so much of it get consumed to recover CR? Why do unmanned ships eat as much supplies as ships with hundreds of crew?

Supplies are an abstraction of everything you need to keep a ship and its crew active - rations, spare parts, ammunition.

41
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: October 14, 2019, 09:55:11 AM »
A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?

A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.

42
i think i found a way to exploit this mod, sry, but if i send in a few well armed cargo freighters it doesn't count them as combat capable ships and i can theoretically send in thirty of them and still it would show them as one point in fleet strength, this makes me able to just spam them with no problem regarding your mod and gain mad experience
i have no clue on how to fix this but i just wanted to tell you about this
Hmm... I'll have to give some thought to figuring out the best way to address that. Thanks for bringing it to my attention!

Determining what ships are combat capable vs purely civilian is certainly a tough issue that might even vary from player to player - I've only used HMI's Junk as a logistics ship, but some players may actually put effort into developing them into usable combat vessels.

43
Suggestions / Re: Fleet Maneuvers (Advanced Orders)
« on: October 02, 2019, 10:26:01 AM »
If you want a concept of ship groups and a broad flanking order, then it also stands to reason that the AI should be able to do the same.

This suggestion was absolutely intended to be both a player and AI thing, sorry if I didn't make that clear.

44
Suggestions / Fleet Maneuvers (Advanced Orders)
« on: September 29, 2019, 05:51:02 PM »
Something that I would like to see would be more advanced orders that involve particular movement and teamwork relative to the enemy fleet, that I am calling maneuvers here. Ideally it could make battles more dynamic by giving fleets something to do other than blobbing together and retreating piecemeal. Different factions (and commander personalities) could prefer some types of orders over others.
For the implementation, it would require a couple additions to the AI: awareness of ships as groups, and prioritizing moving over attacking in certain situations (also useful for capture orders).

Ship Groups:
Spoiler

Artist's Interpretation of ship group UI
[close]
Ships near each other would sort of take up space around them depending on size, and that "personal space" would be blobbed together where it touches, not unlike some methods of rendering physics driven fluids in 2D. This allows a group of ships to be considered a semi-persistent entity, even if ships enter or leave the group (but can split the group if there is no ship to fill the area). Generally, maneuver orders would be given while targeting a ship, but the order itself would target that ship's location in the group.

Example Order - Flank:
Spoiler
[close]
For the flank order, you would target a ship at the side of a group to give the order, and assigned ships would move to the side of the group before engaging - moving to that area is more important than attacking en route, although if it can attack without risk and without needing to slow down and turn, that is allowed. Once there, ships would engage any ship in that location in the group, hitting it from the side (presumably the main battle line is hitting it from the front) and eventually folding the enemy formation in from the side.

Example Order - Breakthrough:
Spoiler
[close]
The breakthrough order is more complicated, as it has multiple parts and multiple roles. It only makes sense in a large battle setting of mixed sizes, where the battle has settled into two rough lines of ships wailing on each other.
Selecting a target in the middle of the group where you would like a hole to be starts the order. Assigned to the order would be one or more heavy ships to serve as hole punchers (hello, Onslaught!) and some number of faster ships (mostly destroyers/frigates, although fast cruisers could be included). The hole puncher(s) would attack any enemy ship in the target area to drive it off or destroy it, while the faster ships would escort the hole puncher(s) in order to help out, but more importantly be nearby.
Spoiler
[close]
Once a hole has been achieved, the fast ships would cease escorting and instead move into/through the hole as possible so that they can engage the enemy from behind while the battle line is broken. Again, moving into the attack position is more important than actively attacking, because the goal is to get (semi-)safely to a position to hit the enemy from multiple sides. Just like cavalry breakthroughs in real life, some losses may be taken moving in and reinforcements can make this risky for the units moving through the hole.

45
I am pretty sure that they are randomly generated - the inhabited core worlds are always the same, and the uninhabited planets are always placed/named the same but the planet generator is let loose on them (in 0.9 there was a bug that prevented that from happening, so the uninhabited ones were always empty).

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