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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Topics - Avan

Pages: 1 [2] 3 4 ... 11
Suggestions / Escape Pod Hullmod
« on: March 11, 2012, 02:49:26 PM »
Significantly increases chances of crew survival if a ship's hull is damaged or destroyed (will NOT help you if your whole fleet is wiped out though)

I've noticed that when I'm flying around in a large ship, and I pass behind one of my ships with omni shields, it will deploy said shields in an attempt to prevent collision damage, even though I'm good enough to not crash into them. Not exactly a problem, unless...

... Enemies are incoming (missiles, fighters, bombers, capships, whatever), and either it decides to slowly rotate the shields around to face them at the last second, or it keeps them facing me the whole time. And then they die.

Pretty much the ability to use shield/engine colors not hardcoded into the game.

Suggestions / Change to weapon charge-up flux
« on: March 09, 2012, 10:31:18 PM »
All flux should be added upon firing; if the weapon cannot fire, it should not add any flux. It should only just not fire; no flux should be added. For energy weapons, the flux added upon firing can be used in the damage calculations for the power of the projectile at that time for the overcharge bonus.

There is a seriously problem with high charge-up flux generating weapons (ie, plasma cannon), where both players (because this is NOT EASILY APPARENT; sometimes it can be off by just a smidgeon and you get doomed anyways) and the autofire AI (which should know better!) do not know if there is enough flux for the weapon to actually fire, and so fire it anyways, and the weapon will charge up, generating flux, but when it reaches the max flux level, it just stops, leaving the ship with a massive amount of flux (and thus very vulnerable to overload), and utterly nothing to show for it. Its ASTONISHINGLY ANNOYING. With all caps. And bolded, underlined font. With the formatting lampshaded. With the lampshading becoming increasingly meta. That is just how annoying it is.

Suggestions / Stock variants with the normal PD laser
« on: March 09, 2012, 12:40:31 PM »
its rather weird that the lr pd laser is so much more common (to the point that it seems to have entirely replaced the pd laser on stock variants since .35a), and is a significantly suckier weapon in practice because of its 2/3rds DPS & the presence of hullmods. Currently the only way to get normal PD lasers is to buy them, and good luck getting a large stack of them...

Bug Reports & Support / Campaign map wall of asteroids
« on: March 09, 2012, 08:44:32 AM »
For some reason I've noticed walls of asteroids that sometimes form when the map is generated either on the bottom where you spawn or along the right edge of the map. Its rather annoying, since cruisers & capships dont take any action to avoid asteroid collisions, even when no enemies are in sensor range or stuff like that.

Basically what the title says. None of them qualify as "fast" ships compared to what should be there (frigates, fighters, etc). Ventures aren't even fast among cruisers.

Bug Reports & Support / Tri-Tach station does not get new ships
« on: March 08, 2012, 05:44:06 PM »
Over two games I have noticed they never received any new ships.

I have a screenshot, but its not on this computer. Anyways, I had captured all the objectives, but the AI was still able to send in more ships. Happened twice so far that I've noticed (usually they are able to deploy their whole fleet immediately or after the first objective, so its not that common).

Suggestions / Things that don't make sense about fleet speed
« on: March 08, 2012, 01:59:41 PM »
When you have more or equal hanger capacity to fighters, they should not impact fleet speed (as they are being carried along)

If I have a large fleet composed of a single slow capship and say, half a dozen tempests, the tempests should not penalize fleet movement; they are significantly fast that they would not hinder fleet maneuvers more than the slower capship would. Instead, only ships of the same travel speed tier should have a negative effect on fleet speed (ie, if I have one conquest and 12 tempests, that should move at the speed of a single conquest, but if I have two conquests, or an odyssey (which is in the same speed tier (120-129)), then there would be the fleet movement speed penalty applied.

Suggestions / Posting at 9am on the bus results in forgetting things
« on: February 28, 2012, 07:25:12 AM »
because its unrealistic to assume you can run forever (nominally you would run out of supplies, etc), this should be on a formula, where the slower the fleets relative speed, the faster it gives up, also meaning you don't have to Chase a barely slower fleet half way across the system.

Nevermind, forgot that we eventually get fleet splitting. How could possibly I forget that? No idea, anyways, nothing to see here. >.<

Bug Reports & Support / Null pointer exception during combat
« on: February 24, 2012, 10:41:35 AM »
I was playing along in my test mission [with my mod, yes, but every single thing in it had been tested before; I was merely trying out some damage tweaks to a weapon] when suddenly this occurred - it appears to have been an AI glitch anyways, not an issue with anything I modded:
"938324 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
   at Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.return.ôøÒ000(Unknown Source)
   at com.fs.super.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

Modding / old shuttle.ship file?
« on: February 23, 2012, 06:51:26 PM »
Someone happen to have the old shuttle.ship file?

Its possible for the player to spawn underneath an enemy at the player spawn point, resulting in them getting killed over and over and over and over...

Doing this:

SectorEntityToken tokenCIG = system.createToken(0, 15000);
tokenCIG = system.createToken(0, 0);
SectorEntityToken stationgs = system.addOrbitalStation(tokenCIG, 45, 7000, 55, "Orbital Station", "greensun");

results in a compiler halt, saying that it (tokenCIG) can't be cast, yet planets are also SectorEntityTokens, and they work.

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