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AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Trade Fleets are flying and on alert, the garrisons are lazy as poo poo and living the high loving life

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Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
Yeah, I dunno. It's not like there's IFF. And all the ships seem to look the same, except for the imperial eagle on the player ships. Just seems weird that every time these nomadic desert people see anyone else they immediately send an APB out. I dunno, I guess I just thought they were supposed to be civilian traffic. If they're actually military transports then it makes a lot more sense.

Mr. Crow
May 22, 2008

Snap City mayor for life
It's not the end of the world getting noticed, usually a SG will just continue with what it's doing unless it's really close or there are several in the same area.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Levin posted:

Yeah, lost a squad and I'm pretty sure they didn't get wiped out by missiles, it was strange, I recall it looking like there was the rescue order bar above the city but nothing came up. Pretty frustrating given I hadn't reached a save point so couldn't even reload... Really enjoy the game but not allowing the player to save seems like a mistake in light of this issue.

Well when you exit to the menu or exit the game it saves? But in standard roguelike fashion you can't quicksave and quickload unless you make copies of your game save folder manually.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA

Larry Parrish posted:

I do really like the game, but I ran into annoying things a little too often, so I'm kinda just waiting for a patch too. Like it's really annoying that trade fleets report your position in seconds, but garrisons which presumably have lookouts and certainly have a longer detection range give you almost an hours leeway before they'll do it. Can't we get an HF jammer or something?

Yeah this has been low key bugging me too.

Anime Store Adventure
May 6, 2009


I finally beat the game (albeit with some alt+f4 save scumming - cheating, but some of the very end game things are frustratingly weird to handle where the difference between utter loss and near flawless victory is 1 or 2 seemingly minor strategic decisions) and I dunno. I enjoyed it thoroughly, but at this point I don't see a lot of reason to play it again. The war of attrition style makes you be efficient, which means that I don't have a great desire to try and make some wildly different fleet/doctrine for how to win - not to mention that the 1v3 being constant sort of limits what you'd want to field anyway.

I'm not complaining about the campaign, but for me it does feel like its really and truly a single playthrough game. I was sort of hoping for a more 'fleet-in-being' strategic chess game of war rather than a cat-and-mouse sub hunter. I think thats slightly a limiting factor considering the time pressures the game puts you under. The very end game is a neat change-up but not quite enough. There's so many awesome mechanics with recon/intel and all that but having to run away until you don't sort of pigeon holes how I even want to use them. I'd be very interested in a version where the time pressure was just "enemies get harder" instead of "all your money runs out and you use more fuel all the time."

e: also have a lot of very minor annoyances like the trade ship reports and other very minor things that add up to a feeling of frustration. For a game that has a cool, old school manual it sure doesn't tell you a whole bunch of important things about how stuff works. Also, let me target a ship in an aircraft bombing run.

Anime Store Adventure fucked around with this message at 06:18 on Aug 14, 2021

Anime Store Adventure
May 6, 2009


I should caveat that I don't want to say the game was bad, the campaign ruled and I loved it, but I can't imagine playing it at all differently enough that its fun to slog through it again in a meaningfully different way. I got my moneys worth in finally winning.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
I do have a lot of fun messing around in the ship builder, at least. My latest project is a dodgy ship with 4.7 TWR and twelve 57mm vulcans, the outcome of an experiment to see just how effective a bunch of vulcans can be.



Obviously not really campaign-ready with consumption like that, but it's a lot more effective than I expected on the test range. Turns out even 57mms will chew right through an armor plate if you put enough bullets in the same area. And with this many guns, just one full clip is enough to punch right through a large ship's armor and start chewing up its juicy insides. It's sometimes tricky to line up that focused fire since it can't afford to take many hits, but being able to shoot down artillery shells means it doesn't have to zip around quite as much as a Lightning does.

TescoBag
Dec 2, 2009

Oh god, not again.

Vizuyos posted:

I do have a lot of fun messing around in the ship builder, at least. My latest project is a dodgy ship with 4.7 TWR and twelve 57mm vulcans, the outcome of an experiment to see just how effective a bunch of vulcans can be.



Obviously not really campaign-ready with consumption like that, but it's a lot more effective than I expected on the test range. Turns out even 57mms will chew right through an armor plate if you put enough bullets in the same area. And with this many guns, just one full clip is enough to punch right through a large ship's armor and start chewing up its juicy insides. It's sometimes tricky to line up that focused fire since it can't afford to take many hits, but being able to shoot down artillery shells means it doesn't have to zip around quite as much as a Lightning does.

I made something vaguely similar.



The 57mm have become my favourite CIWS if you're using at least 4 of them, as they're able to ruin smaller ships without any issue and can also do a fair amount of damage to larger ships too.

They're also quite effective against cruise missiles.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Another thing to think about and stated in game, is that sky piracy is a thing, so if a bunch of ships are coming up on you, and NOT comming you right away... you can assume bandits.

Also I finally started getting deeper into the campaign, Hit an event where I had to sit on a city for two whole days

I was lucky enough that I had via event acquired enough ships with really good point defense that I survived the cruise missile barrage

Then the strike force started to loom on the horizon so I waved out all my light missile bearing ships into it. Fired the missiles while jinking and shooting to wear out their point defense then retreated back to the city. When the strike force arrived I sent my lone heavier ship in. I had to retreat that ship after shooting down two and used the sevastopol to finish them off. Very tense

AtomikKrab fucked around with this message at 12:47 on Aug 14, 2021

TescoBag
Dec 2, 2009

Oh god, not again.

The bonus no longer accumulating is a bummer.

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !
I really would enjoy the game a lot more if I could bring more ships to a battle, like in Star Sector. Where I can pilot one ship myself, while leaving the others to the AI.

And then have the honor points influenced by the total tonnage you decide to bring. Smaller force = more honor.

It's so annoying to constantly be outnumbered despite having a large fleet to back you up.

Mr. Crow
May 22, 2008

Snap City mayor for life
I imagine with the pacing of the game it would be more annoying to have ai controlled friendly ships. I guess if you could decide how many to field at any given time but the pacing is primarily around how much time you can spend fueling and repairing. Having multiple ships active at once it's going to dramatically increase your repair times, and how would you tell ships to retreat? It's it automatic? Can the enemy ai now also retreat?

Not that it couldn't be done well but I don't think it's so simple as just adding more ships. Maybe being able to bring ships in and out rather than deciding the order once and having to stick to it would be a compromise? E.g. you retreat your first ship, retreat your second ship, and then bring out your first ship again.

Nitevision
Oct 5, 2004

Your Friendly FYAD Helper
Ask Me For FYAD Help
Another Reason To Talk To Me Is To Hangout
I see both sides of it, but I suspect a big reason you only get the ship you're controlling is because it would be really frustrating to lose ships that were being flown by AI while you weren't paying that much attention

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !

Nitevision posted:

I see both sides of it, but I suspect a big reason you only get the ship you're controlling is because it would be really frustrating to lose ships that were being flown by AI while you weren't paying that much attention

Yes, but just allow the player to set a damage treshold for them and once they meet that they should retreat.

Star Sector has some really great AI control. But ofc it takes extra effort to program something like that.

Dandywalken
Feb 11, 2014

Tbh a sandbox mode as a sky pirate would own

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


Dandywalken posted:

Tbh a sandbox mode as a sky pirate would own

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I'm fine with the way it is. But It'd be cool if you set up 1v1s and if you had more ships you could play it safer.

Like if I have 2 ships vs the ais 4 my ships would have to last longer and defeat more ships.

But then again It'd be too easy to 1v1 I guess.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
The game's AI is very rudimentary - basically just enough to perform the essential functions of operating the ships in combat. It doesn't even have a concept of friendly fire. This is acceptable when the AI's job is just to be content for the player and having exploitable limitations can be looked at as giving the opportunities to outsmart it.

If the AI is going to be given custody of the player's ships in a campaign of attrition where minimizing incoming damage is an essential factor for success, the demands are enormously higher. Watching the AIs blow each other out of the sky is hilarious when the player is tricking the opposition into doing it and an infuriating run-ender if one of your own ships blasts another with a Zenith.

Making good AI is a tremendous amount of work. Alex has been iterating on the AI in Starsector for something like a full decade at this point, it was one of the primary focuses of the initial project, and stands as an impressive accomplishment in design now. Given the scale of the team involved, they probably made the right choice in recognizing the limits of their resources and designing a game such that basic AI would be sufficient.

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Give me ground units already!! I want to make a War Rig flagship

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


i feel like taking just the shooty parts and making it multiplayer would be a lot of fun

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


I want a version without any of the shooty parts

Mr. Crow
May 22, 2008

Snap City mayor for life

Voyager I posted:

The game's AI is very rudimentary - basically just enough to perform the essential functions of operating the ships in combat. It doesn't even have a concept of friendly fire. This is acceptable when the AI's job is just to be content for the player and having exploitable limitations can be looked at as giving the opportunities to outsmart it.

If the AI is going to be given custody of the player's ships in a campaign of attrition where minimizing incoming damage is an essential factor for success, the demands are enormously higher. Watching the AIs blow each other out of the sky is hilarious when the player is tricking the opposition into doing it and an infuriating run-ender if one of your own ships blasts another with a Zenith.

Making good AI is a tremendous amount of work. Alex has been iterating on the AI in Starsector for something like a full decade at this point, it was one of the primary focuses of the initial project, and stands as an impressive accomplishment in design now. Given the scale of the team involved, they probably made the right choice in recognizing the limits of their resources and designing a game such that basic AI would be sufficient.

I actually think it does a pretty good job of avoiding friendly fire :shrug:

They definitely won't shoot if you put an enemy in between another, including up to a certain angle of fire. In fact it's a great way to take on SGs, just keep a ship between you and you reduce the incoming fire by a quarter up to a half.

They do seem to continue firing their full salvo happily however so if you dive behind an enemy once they commit to shooting they will light up their ally. Missiles are missiles though and I love trying to drive them into their allies.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I mean you can really challenge yourself with different builds,

Like right now i'm going to try a game of rebuilding the sevestapol into a battlecruiser in game by piece by piece rebuilding her.

Mr. Crow
May 22, 2008

Snap City mayor for life

AtomikKrab posted:

I mean you can really challenge yourself with different builds,

Like right now i'm going to try a game of rebuilding the sevestapol into a battlecruiser in game by piece by piece rebuilding her.

I'm doing something similar except as a carrier

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

So once the Sevastopol gets over 200 km/h speed it will start being suggested as a sudden strike ship


Also, I took a merc city, and right as I got there I got an ELINT signal from the direction of the next city west. I so looked at the ships for sale, bought a yars, and yeeted 4 cruise missiles at the other city.

took out a whole strike group that was sitting grounded.

Roumba
Jun 29, 2005
Buglord
Oh boy, this game really throws you in the deep end nice and quick, doesn't it?

Also, less than 2 hours in and I'm already digging through audio files to add/replace the shipyard ambiance tracks lol. It's like a 30 second loop and I'm going insane.

Shuka
Dec 19, 2000

Roumba posted:

Oh boy, this game really throws you in the deep end nice and quick, doesn't it?

Also, less than 2 hours in and I'm already digging through audio files to add/replace the shipyard ambiance tracks lol. It's like a 30 second loop and I'm going insane.

Good for you, I found succumbing to the madness relieving.

a fatguy baldspot
Aug 29, 2018

The supplies music is so relaxing

Anime Store Adventure
May 6, 2009


a fatguy baldspot posted:

The supplies music is so relaxing

The hurty gurty strike fleet battle music is the most inspiring music I've ever heard.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Ok. So I was shocked at how hosed up I got from changing to hard difficulty.

What exactly are the changes apart from more and more difficult enemies in towns? I think the enemy ships fire more often and that it hurts a lot more to get hit by them? (I mean my designs that could take shots from cruiser sized weapons just got kinda stomped?)

Also transports are escorted by light cruisers on occasion.

Affi fucked around with this message at 10:02 on Aug 17, 2021

Friction
Aug 15, 2001

1.12 is out!

quote:

Fixed a problem with missing bonuses. Many changes for aircraft. Fixed several bugs with the mouse cursor. We really wanted to add key binding to this version, but bug fixes have not yet allowed us to finish it :(

Here is the complete changelog:

1. Fixed an error when installing a module in the editor, which led to the incorrect design of the ship.
2. Fixed an error where the ship was completely disassembled when clicking on the bridge of the ship.
3. Fixed an error that did not allow exiting the editor without saving the design.
4. Fixed graphic artifacts in the editor.
5. Fixed an error that allowed to set planes vertically with the SHIFT button.
6. Fixed an error that allowed you to get an infinite number of any items for free with the SHIFT button.
7. Fixed an error with the direction of aircraft and their attachment in the editor.
8. Fixed an error with the destruction of the take-off deck at the start of drones.
9. Fixed a number of errors with the launch of aircraft during the battle against ships.
11. Fixed that aircraft were previously unusable when protecting aircraft carriers from missiles / airstrikes.
12. Fixed crash when destroying a squadron that launched aircraft.
15. Fixed an error that caused save files to be written to the wrong folder.
16. Airplanes have limited cannon ammunition now.
17. Fixed an error with a crash after testing an aircraft carrier in the editor.
18. Fixed an error that caused the landed ships to be destroyed when other ships were landing.
19. Fixed an error with a penalty for ramming when restarting a campaign.
20. Fixed an error in the dialogue with Gulaev.
21. Fixed an error due to which reinforcements were issued not in Khiva.
22. Fixed an error due to which the mouse cursor appeared to be motionless.

Mr. Crow
May 22, 2008

Snap City mayor for life
Glad they're focusing on bugs so quickly. Think I'm gonna take a break till they finish bugs and some final polish (better handling of ship customizations in game, sharing to campaign etc). Already put like 30 hrs into it, give it 8.5 as it is today, easily a 10 with some big fixing to iron out the campaign and some polish that seems inevitable.

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Anyone know if the Polash APS does anything against cruise missiles?

Roumba
Jun 29, 2005
Buglord
Does carting around extra stuff (parts, planes, ammo, gold or fuel) increase your fuel consumption? I bet it's not that complex and more like Ship A's design's consumption is always 1.5t/km + Ship B's + C, etc. since gold and parts are shared across task forces, but I wanted to check before I bother stripping down to ultra high-speed low-drag mode for 0 benefit.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
It does not, you can extend your range by pulling all the armor off a ship and cramming it in the magic cargo void. Only thing it costs you is shipyard time if you want to put it back.

Back Hack
Jan 17, 2010


Capntastic posted:

Anyone know if the Polash APS does anything against cruise missiles?

Don't think it matters either way, if APS does activate and hit, you're probably still screwed anyway since you're in the blast radius.

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Back Hack posted:

Don't think it matters either way, if APS does activate and hit, you're probably still screwed anyway since you're in the blast radius.

Makes sense.

Anyone know if having more crew during a salvage attempt makes it go faster?

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

an explosion outside the hull itself is still better than a direct hit.

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a fatguy baldspot
Aug 29, 2018

Still having problems with ridiculous slowdown in battle mode. Even with everything turned down and a computer above the recommended specs. Anyone else with this? Thought I had fixed it but it’s back.

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