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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 - Modo44

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31
Suggestions / Re: Why is Restore Expensive?
« on: December 12, 2020, 12:24:44 PM »
Same goes for ultra rare ships. On paper it sounds awesome, in reality, you get everyone wanting them and having to balance the whole game around them.
This already happens with mods that add "ultra rare" derelicts/blueprints. You often get a situation where exploration quickly nets you a fleet of special OP stuff. And no, it's not getting balance passes at all because "ultra rare". I'm looking at you, Nia.

32
General Discussion / Re: 11th Starsector Fleet Building Tournament
« on: December 09, 2020, 02:20:39 PM »
Watching this live, I feel like banning any specific ship or system from tourney use is inconsequential, and should not really be done. On the contrary, the banned stuff remains untested properly. If it stayed in, it would either get countered next time, or prove that a nerf is required. As it stands, every tourney shows new setups that may only be 'obviously broken' once, when they surprise.

33
Suggestions / Re: Why is Restore Expensive?
« on: December 09, 2020, 12:06:51 PM »
Since this is in "Suggestions", I'll share what I did to make my game more interesting. These are simple settings file changes:

1. Increased ship purchase prices considerably.
2. Decreased the initial restore multiplier to make it cheaper to restore a ship with 1 or 2 D-mods than to purchase a new one.
3. Increased the restore multiplier for every D-mod, so 3 and more D-mods make restoring increasingly silly expensive.

Now both buying, and restoring can make sense depending on what RNGeesus gives me.

Edit: These are the specific settings in Starsector\starsector-core\data\config\settings.json:
Code
	"baseRestoreCostMult":0.75,
"baseRestoreCostMultPerDMod":1.5,

"shipBuyPriceMult":2.5,

34
Are pirates suppose to go after fresh colonies that have nothing on them?
That is a feature of vanilla. Pirate raids can start almost immediately if build close to existing pirate bases. This is why it is recommended to save up for some defensive structures before establishing a colony.

35
General Discussion / Re: 11th Starsector Fleet Building Tournament
« on: December 02, 2020, 02:28:17 AM »
This time it was Twitch. The initial low number of viewers forced the stream to native 1080p, which breaks down easily on smaller channels. The only thing you can realistically do is keep refreshing with Ctrl+F5 until it gets better. This shortcut forces the browser to reload all page data, which 1) makes sure you get automatic/lower quality as soon as it is enabled from a higher viewer count, and 2) can switch you to a different, less overwhelmed Twitch streaming server.

36
Suggestions / Re: Tone Down AI's "Form Line" Behavior
« on: November 24, 2020, 09:08:22 AM »
Ships do not "form the line", nor do they perform any other formation flying unless you force it with the Escort order. Individual ships may move in and pull back to similar ranges depending on their weapons. If they have good health, they will try to engage. The more aggressive the commander, the more likely a low health engagement. In terms of cooperation, the autopilot only checks for nearby friendlies is to avoid friendly fire. Anything more complex would break battle performance.

What you are seeing are emergent situations. Good or bad, it's the individual ship AI making the decisions. To prevent suicides, make sure your smaller ships either a) are not in the big boy battle, or b) have a Cautious commander who is more likely to not engage everything in sight. Better yet, learn to use the battle orders. All of them.

37
General Discussion / Re: 11th Starsector Fleet Building Tournament
« on: November 24, 2020, 01:26:08 AM »
Nemo: Fewer wild mouse movements, more clicking on the "enemy" ships to show their stats.

38
General Discussion / Re: Conquest is bad - change my mind
« on: November 21, 2020, 12:16:17 AM »
Congrats on the powerful troll, OP.

39
Bug Reports & Support / Re: Issue with resolution
« on: November 21, 2020, 12:00:28 AM »
You can do poor man's UI scaling by setting the game to a lower resolution of the same proportions as your screen, and putting it into full screen mode. As long as you have GPU scaling enabled, this gets you a larger everything, including the UI. On a 4K screen, this would be 1080p with integer scaling. I can't say how this will behave with multiple screens, though.

40
General Discussion / Re: Diable Avionics Help
« on: November 17, 2020, 01:19:45 AM »
Wanzers only start working when massed. Do not count on them until you can bring 10+ wings with some fleet-wide and ship-specific fighter bonuses. Recovery Shuttles are mandatory unless you like to bleed crew.

Diable ships have "trap" missile mounts. If you try to fill them with anything but the cheapest 1-shots, you end up with insufficient flux stats to support the weapons/shields. Start without missiles, and only after that works, see if you can add any. The one difference is the Storm. It wants full missiles before full guns.

41
General Discussion / Re: Lasher is disgusting
« on: November 17, 2020, 01:14:50 AM »
Too bad the AI does not seem to be able to use SO ships as effectively.
That is only true if you leave its stance on Steady. SO ships require the autopilot stance to be Aggressive, or Hilarious (Reckless). You can do that by using an officer with the right personality, or set the stance for all ships without officers on the doctrine screen.

42
Mods / Re: [0.9.1a] Audio Plus 1.1.2
« on: November 05, 2020, 12:01:05 AM »
Huge download? Uh, is it 1990 or something?

43
You sold blueprints and other goodies on the black market, didn't you? That is pretty much the only way to make pirates scary. If you don't, their huge armadas remain junk forever -- more ship captain training than a threat.

44
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 21, 2020, 06:48:53 AM »
I didn't say that Conquest is a paper tiger. I sad it has less staying power.
And way more mobility, which makes it it deadlier in a fleet, especially to smaller targets. It should not match low-tech ships for armour. That would make it too easy to use in any situation.

45
It's not the rendering that is costly, it's calculating all the object interactions. Sure it can be "optimized" by various hacks that calculate less, and emulate complexity with purty graphics, but that is not at the core of Starsector.

Have you noticed that most games only let you control battles in turns, or use very generalized control that only seems to affect every detail (e.g. you control the flags, not individual fighters in the Total War series). Now you know why.

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