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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 170607 times)

EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1785 on: January 01, 2019, 02:59:40 am »

I think the carrier thing is a glitch, or some kind of ill advised AI change that will be reverted.
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1786 on: January 02, 2019, 03:38:14 pm »

It's the result of officer AI and weapon choices intersecting.

Aggressive and balanced officers will try to engage directly. Ships with direct-fire primary weapons will attempt to close and use them. Give your carriers the cautious officers and avoid giving them medium/large direct fire weapons if you don't want them fighting up close.

You'll never be able to perfectly micromanage, but the default AI is pretty smart with the right ship builds. Keep in mind that they just don't handle certain types of ship and build very well, particularly ones which hinge around careful resource management or timing.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

Majestic7

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1787 on: January 03, 2019, 04:33:19 am »

I'm sorry, but this is not true. Even carriers armed only with Pilum LRM's and balanced officers (who should hang back) results in the carriers wandering on the brawling range. This didn't use to happen in the previous version of the game, so clearly something has changed in the AI behaviour.

I haven't tested cautious officers because they used to use fighter wings solely for protection. So not only would they hang back, they'd put the fighters into escorting themselves unless you command them manually. It is possible careful officers + constantly giving orders to carriers might work better, but it is too micro intensive to be fun.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1788 on: January 03, 2019, 12:22:48 pm »

I can confirm that in the current version Pilium LRM Condors will sometimes attempt what appear to be ramming maneuvers.  I can also confirm that did not do that in previous version of the game.
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etgfrog

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1789 on: January 03, 2019, 09:24:32 pm »

The carrier tries to stay in range of its target, the target moves to the back line to vent or whatever, carrier tries to chase. Fighters now have a range of 2500.
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Karlito

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1790 on: January 04, 2019, 01:36:02 pm »

Pathers always try to ram my capital ship with their Colossus Carriers which always results in them exploding after about 5 seconds of sustained fire, so I think maybe the AI could use some tuning there.

Honestly, I've embraced it. Every carrier in my fleet is a Legion or Heron or Mora, which at least have some ability to defend themselves.

EDIT: There is at least one acknowledged bug with carrier behavior
« Last Edit: January 04, 2019, 01:41:48 pm by Karlito »
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Orb

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1791 on: January 04, 2019, 02:39:54 pm »

Heron's are very good anyway, and I would never bother with a Condor. Their ability to buff the damage of their wings puts them in a class above the Condor in a carrier role.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1792 on: January 04, 2019, 08:16:18 pm »

Condors are the cheapest and lowest deploy cost way to get wings in the air.  Sure they don't have many ordinance points, I'm not sure I'd put dagger wings on them for example.  But for filling the sky with talons or wasps there's nothing better.  A Condor with longbows can punch so far above its weight class its not even funny ("Imma disable this Dominator, hold my beer").

I personally thought the Heron was crap, until I plopped a heavy blaster on one and modified it with the flux for sustained firing.  Only use I've ever found for a flux inefficient weapon.  My problem with the Heron is if I'm going to pay for a cruiser, it should actually fight like a cruiser.  The stock Heron builds can't accomplish anything with the ship hull itself, only the fighters.
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1793 on: January 10, 2019, 12:31:57 pm »

Well, that was fun, but I’ve accomplished everything I wanted to. Colonies are hilariously broken right now. Once you have one going, it just explodes. I was clearing 500k a month with just three, and if I felt like tracking down administrators and installing AI overlords, I could have easily colonized the western half of the sector. High tech fortresses and high commands on each colony ensure that raids are ignorable.

I did end up installing a console to confirm that Medusa and Aurora hulls almost never come up for sale. Its a shame, since they’re two of my favorite designs.
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1794 on: January 10, 2019, 03:03:22 pm »

Lore-wise those two are supposed to be some of the fanciest and most technologically demanding hulls, right? Hyperion, Medusa, Aurora, and Paragon are the elite 'hangar queens' of their weight classes. Been over a year since I last played, though, so I may well be forgetting or things have changed.

I played with lots of mods, anyways, so when I wanted hangar queens I always turned to Blackrock.
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Blue_Dwarf

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1795 on: January 11, 2019, 11:28:09 am »

I got the game, and it's actually a lot of fun to play. The almost complete lack of fleet tactics, strangely, works ok. Ships are kind of like dwarves, doing their own thing, while you are trying to figure out wtf is going on.
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EnigmaticHat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1796 on: January 11, 2019, 03:15:23 pm »

Lore-wise those two are supposed to be some of the fanciest and most technologically demanding hulls, right? Hyperion, Medusa, Aurora, and Paragon are the elite 'hangar queens' of their weight classes. Been over a year since I last played, though, so I may well be forgetting or things have changed.

I played with lots of mods, anyways, so when I wanted hangar queens I always turned to Blackrock.
Yeah, the lore is that factions aren't willing to trade fully functioning standard ships because they're so hard to make.  They certainly aren't eager to sell cutting edge hulls.

If you poke around the Tri-Trachyon black markets you should be able to get one eventually.  Otherwise I'd just go way out into space and find blueprints.
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1797 on: January 11, 2019, 08:36:55 pm »

Yeah, it's pretty trivial to get whatever hull you want now (relative to having to build rep/hunt down fleets with what you want): build a good colony, then go around raiding research labs/ruins/&c. for blueprints while it snowballs into absurd levels of productivity, then come back and order builds for whatever you want.
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Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
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Hanzoku

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1798 on: January 12, 2019, 01:57:57 am »

Oh true, but it does require the RNG gods to smile upon you. I kept getting repeats of already known schematics and more corrupted/pristine nanoforges.
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WealthyRadish

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1799 on: January 12, 2019, 05:43:32 am »

The RNG sequence for rewards from raiding settlements isn't locked in place by an independent seed or anything, so you can savescum raids on planets with heavy industry to get specific rare blueprints (or edit the save, they're uncompressed and it's pretty straightforward). In this version this seems like a reasonable thing to do if so inclined, since I think it's possible to explore the entire sector without getting a complete set of the blueprints that are possible to find, and actually raiding a planet the number of times that are necessary can easily decivilize it.
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