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FuryoftheStars

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Posts posted by FuryoftheStars

  1. Found a bug with the new ship generator?

     

    I've found a faction where when you shut down the server and start it back up again, the generation for their freighters changes and they spawn without engines.  I've tested this several times with creating new galaxies with the same seed and no mods, fly directly out to one of this factions shipyards to confirm their freighters have engines, shut down the server and then start it back up.  Viola, no engines on freighters from the shipyard or new freighters jumping into the sector.  Subsequent shut downs do not see the engines return.

     

    It seems to only affect some of the factions, though.  Or more specifically, in the few I've checked, only this one has been afflicted.

     

    Galaxy seed: aCx8fEgJvg

    Sector where issue can be observed: 148, -36 (right outside the barrier)

     

    Let me know if you need more.

  2. Can you allow non-integer numbers to be used in assigning crew?

     

    For example, I'm working on a mod tweaking turrets.  I'd like to have each turret you put on your ship have some requirement of mechanics, but don't see the need for a whole mechanic per turret, so I'd like to be able to assign the need of, say, 0.1 mechanic per turret (I'd probably have it vary by size and other factors), allowing 1 mechanic to take care of the needs of multiple turrets.

     

    Thanks for the consideration. 🙂

  3. Also range scaling for turret size would be a nice addition

     

    Already does, but the affect on non-mining/salvaging turrets is small.

     

    turretgenerator.lua, lines 268 - 277

    local increase = 0
    if type == WeaponType.MiningLaser or type == WeaponType.SalvagingLaser then
        -- mining and salvaging laser reach is scaled more
        increase = (scale.size + 0.5) - 1
    else
        -- scale reach a little
        increase = (scale.usedSlots - 1) * 0.15
    end
    
    weapon.reach = weapon.reach * (1 + increase)

  4. Now to be constructive.

    There is quite simple solution to add replayability - challenging achievements.

    - Have no more than one ship at any time

    - Never use a mining/salvaging laser/fighter

    - Never build a turret at a factory

    - Never buy a system upgrade/turret

    etc.

     

    Perhaps, but some don't care about achievements so would have no affect on replayability for them.

  5. Hey, I just noticed a thread over in the Steam forums where someone was reporting (possibly) similar issues to you.  They noted something about the hangs being related to ship jumps and attempting to move to that sector after.  Not sure if it's the same/related.  At one point they were wondering if the ship involved having a 0s cool down could be part of the cause, but I don't think they tested that angle further.

     

    https://steamcommunity.com/app/445220/discussions/1/1658943116229489860/

  6. Well, I think there are two things.

     

    First, the new behavior where the ships try to stay at max range.  I think this is where most of the flying 200-300km out is coming from.

     

    Second is that yeah, large ships can get up to 1kps pre-boost while smaller ships can only achieve a few hundred m/s.  I almost feel like that should be flipped.  Big ships' advantage should be larger weapons (and thus increased range) and the ability to soak damage.  Smaller ships should be able to avoid damage through maneuverability and speed.

  7. So, I didn't get much of a chance to play against the stronger enemies while they were actually being introduced in beta, but I have now.

     

    While in concept I think the idea was good, the problem I'm seeing is that now small ships get toasted even faster than before.  It used to be that I could fight against a small group (3-5) of enemies near the core in even a 7 slot ship without huge difficulty (still required some creative flying and fighting to survive), but now my 7 slot ship can't even stand up against one savage ship most times.  I think it has to do with whatever buff their weapons are getting.  They can strip my shield and destroy the ship in seconds (I'm talking in under 4 seconds for each... which is made worse if you encounter an enemy with Pulse Cannons), making me have to constantly boost away from them until the timer regarding repair expires, repair, and then fly back and try to cause a little more damage before doing it again.  Last encounter I did this with was a small Xsoton encounter.  They only had 3 or 4 corvettes, two of which were of the tough variety.  I had to deal with each individually in this manor.  I think I did a repair 6 times before both were dead.

     

    Personally, I'd like to see the weapons balanced so that even regular enemies are not simple push overs before you seriously start considering adding these tougher enemies.  Maybe even balance HP and SP gains so that player ships aren't easily getting into the millions and tens of millions with such ease (diminishing returns)?

     

    Again, these changes are just making the use of smaller ships even more useless than before right now.

  8. So when ships in combat fly 500km away, you find it ''challenging'' that you have to fly all the way over there to join them? I cannot understand how you can even remotely consider or come to the conclusion for one second that this isnt a flaw in the game and somehow a feature. It is simply not defendable and by trying to suggest its a feature you are harming the prospect of a fix to an obvious Problem that you need to admit is a problem.

     

    I’ve not ever seen a ship fly so far away from me, so even if you aren’t exaggerating, it cannot be a “major” issue since it happens rarely and combat is often optional for advancement. I’ve seen them fly 100km for something else, but they return to me when they’re finished or dead.

     

    I have seen slow pirates 50km away, but I’m not required to hunt them, and no personal ship of mine is too slow to reach them within 50 seconds. When I try to flee from a deadly ambush, the speedy ships catch up to fight. Whether I’m weak or strong, it’s always fun to have to dodge and shoot at high speeds in a pirate sector. Both of us—the hunting pirates and I—fly at hundreds or even thousands of meters per second and exchange volleys. I love it.

     

    I spent a few minutes looking for pirates and tried to capture the high-speed chases I sometimes enjoy. I might upload a 30 second video to YouTube when I have the time to check whether the video captured what I wanted it to. Might not be able to, though, (and it’s not necessary).

     

    Maybe you can describe what exactly is unfun about how the pirates use speed? I might not be understanding you.

     

    I have had issues with the ships flying away.  You can see this behavior by watching sector security ships as they chase the pirates or whatever around.  I've had it, too, where I'm the only ship in sector and by the time I'm done, I'm having to fly back close to 200km just to reach the spot where I destroyed the first one.

  9. Do you have any mining turrets on the ship itself?  I’ve never tried it without any on the carrier itself, so can’t say for sure if that’s the cause.  I also use the carrier commander mod, so that may make a difference with me, too.

     

    I never had mining lasers on the ship. I had some salvage lasers that I took off, and it ran mined for a while, then started back again.  My laser only ship is going fine. If I can find a xanion or better laser, I'll see if that helps.

     

    Hmm, I wonder if a Xanion or better of any weapon type would work?

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