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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 - Amoebka

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16
General Discussion / Re: Damage Bonuses
« on: March 20, 2024, 05:05:37 AM »
Targeting feed seems to indeed be multiplicative with everything, because of the way it's coded:
Code
fStats.getBallisticWeaponDamageMult().modifyMult(id, 1f + 0.01f * DAMAGE_INCREASE_PERCENT * effectLevel);
So it's not even in the "special" category, it's a tier of its own.

17
General Discussion / Re: Damage Bonuses
« on: March 20, 2024, 03:33:29 AM »
So I assume that would be an example of getDamageToTargetShieldsMult().
Graviton is a damage taken modifier, applied to the target ship. getDamageToTargetShieldsMult() is a damage dealt modifier, applied to the firing ship. Imagine a hypothetical "deal 10% more damage to shields" officer skill, that would be it. I think nothing in vanilla currently uses it, though.

As already explained by float, damage taken modifiers are never additive with damage dealt modifiers, and have several "partitions" among them as well.

EDIT: On top of that, there are also combat listeners that can modify damage. Vanilla uses them sparingly, mostly for "bonus X damage against X" effects found on Squall / Mining Blaster / Breach. Even these are all different. Squall is a modifyDamageDealt listener. Honestly not sure how it interacts with other bonuses, but my guess is that it's affected by damage taken modifiers, but not damage dealt ones.
Breach / Mining Blaster / Disintegrator have their own dealArmorDamage functions, with full-on spaghetty manual application of damage modifiers. Hull size based and armor taken modifiers are applied, all others are ignored. So bonus armor damage from mining blaster, for example, should be affected by TA skill, NOT affected by energy mastery, and affected by entropy amplifier.

18
Some games have a fixed number of quicksaves, and only start overwriting the oldest ones when you run out of quicksave slots. Quickload loads the latest created one.

I'm also used to games showing me a list of my saved games when I save manually, so I can choose to overwrite or create a new one. And also, you know, let me name a save file, so I don't have to guess which one is which based on time of day it was created...

Honestly not sure where Starsector got its save system from. It's inconvenient and also uncommon at the same time.

19
General Discussion / Re: Prometheus mights need a nerf.
« on: March 13, 2024, 03:46:02 AM »
It doesn't count for leadership skills, because it doesn't actually benefit from most of them. Most skills buff combat ships only.

20
General Discussion / Re: Damage Bonuses
« on: March 11, 2024, 09:36:33 AM »
I would expect there to be a third type as well - getDamageToTargetHullMult(), getDamageToTargetShieldsMult(), getDamageToTargetWeaponsMult(), etc.
So the "100% to engines and weapons" from elite TA would likely be (1 + Z). Willing to test for that?
Based on the code, Beam Scatterer would be in the (1 + X) group, while PD skills and terminator core in the (1 + Y) group.

21
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 10, 2024, 05:19:24 AM »
Go ahead and do an explosive-only fleet against the Remnant then, see if it performs better than the all-kinetic one. Since apparently going all-in on either are the only two available options.
You are the one pretending it's all or nothing, saying an anti-hull weapon has "no practical use" against shielded enemies. Adding HAG into the weapon mix makes fights much easier compared to plinking away at hulls with kinetics.

22
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 10, 2024, 03:45:18 AM »
Go ahead and do a kinetic-only fleet against """high-tech""" remnants. At the end of the day, it's hull damage that kills ships, and HAG is exceptionally good at dealing it.

23
Suggestions / Re: Cryosleeper Buff
« on: March 09, 2024, 12:09:43 AM »
Yeah, the organics demand is killing the thing. Even if you do have a planet to import from, magical trading disruptions you can't prevent in any way will ensure you spend most of the time receiving less than half of the bonus.

24
General Discussion / Re: [SPOILER] Orion-Perseus Abyss Archive
« on: March 08, 2024, 05:26:29 AM »
This is the "normal" ziggurat ghost. It is easier to notice in the abyss, however, because ghosts spawn more often there, and only a few types can spawn (the ziggurat one being one of them).

The only ghost unique to the abyss is the "abyssal drifter", I think, which doesn't do anything interesting.

25
Suggestions / Re: More threats and rewards in the Orion-Persean Abyss
« on: March 05, 2024, 12:10:48 AM »
I'm just going to spend more time exploring the starfarer.api instead and call ***.  :)

26
Suggestions / Re: Hellbore buff?
« on: February 20, 2024, 02:59:41 PM »
Wasn't the whole point of the hephag buff to make it a reasonable alternative to hellbores?
Yes, but now that HAG is buffed, we need hellbore to be buffed to keep it good too. And then after that, HAG would be worse than hellbore again, so we would ask for another HAG buff, and then...

27
I've seen phase frigates fly so far off the bottom edge of the map I couldn't target them at all, even with R. Felt rather unfair.

28
General Discussion / Re: Tech mining in .97 (Updated)
« on: February 13, 2024, 06:27:30 AM »
The only case where the colony size matters is calculating upkeep/demand for precisely vast ruins on a size 3 colony (in which case it's the same as size 4 colony).
The amount of finds doesn't depend on colony size in any way.

29
General Discussion / Re: Lets Talk Harbinger
« on: February 13, 2024, 02:03:00 AM »
Comparing ships to player-piloted afflictor is simply not a fair argument. I've recently fought a full-phase assassin fleet with level 6 officers in harbingers, and they did perfectly fine, killing all of my destroyers and frigates by the end of the battle. AI isn't great at using the disruptor, but it's even worse at estimating the threat enemy disruptors pose. Ships run off to 1v1 a Harbinger and die instantly all the time.

30
I think a simple fix is to have the faction lower your reputation every month if you didn't do anything for them, eventually cancelling the deal. Gaining any reputation with them by doing missions or fighting their enemies would clear this reputation debt on top of the normal boost.

So let's say I get -10 with my faction for every month of inactivity. If I do a mission that would normally be +3 rep, I get +3 rep and reduce my inactivity penalty for the end of the month to -7. If I do enough for +10 rep, I just get those +10 rep and no penatly at the end of the month. If I do +20, I still only get +20 and no penalty.

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