|
frankenbeans posted:After a succesful fight, make sure you're not going to get jumped and SAVE, for the love of satan. Once I realized to save after every battle I got a whole lot less frustrated by this game.
|
| # ? Feb 16, 2012 00:14 |
|
|
| # ? May 23, 2013 03:13 |
|
If there is anyone out there that wants to fly the expensive ships but lacks the patience to grind up credits -- the campaign.xml file can be easily edited to do all sorts of things. Yes this is somewhat obvious but here are the instructions. How to edit your credits 1) Navigate to your install directory and open your save. You should see a file named campaign.xml For example mine is located here: C:\Games\Starfarer\saves\save_CapnHector_4200061141280697139\campaign.xml 2) Open or Edit campaign.xml with your favorite text editor. Notepad is ugly but will work in a pinch. 3) The file is huge but near the very end of the file you will see a value for your credits. The easiest way would be to do a text search for the amount of credits you know you have in your game, since there are several instances of the <credits> tag. In my example, I knew I had 3616 credits so I searched for that value and found this 95% of the way down the file: code:code:This game really is reminiscent of Escape Velocity, except there's no resource fork or hex editors. Can't wait to see what awesome mods are waiting in the wings.
|
| # ? Feb 16, 2012 00:37 |
|
Malcolm posted:save_CapnHector_4200061141280697139 I'll register when I get around to it
|
| # ? Feb 16, 2012 01:00 |
|
Heh, popping hounds from 4000m with a Tachyon Beam fitted Apogee never gets old
|
| # ? Feb 16, 2012 01:03 |
|
b0lt posted:I'll register when I get around to it 11 year old me couldn't edit him out of the game but I was able to change his ship model to a shuttlecraft so when he went hostile it wouldn't matter. The golden days of shareware
|
| # ? Feb 16, 2012 01:04 |
|
Malcolm posted:If there is anyone out there that wants to fly the expensive ships but lacks the patience to grind up credits -- the campaign.xml file can be easily edited to do all sorts of things. Yes this is somewhat obvious but here are the instructions. If you don't want to grind up your credits, or cheat, there's a certain critical mass when you get as many free ships as you can handle. Once you're able to take on the tri-tach fleets and capture the points before they can bring out their entire fleet, what doesn't come out will surrender to you outright -- no damage, no marines needed. And, that tends to be the big stuff. ![]()
|
| # ? Feb 16, 2012 04:55 |
|
Roseo posted:If you don't want to grind up your credits, or cheat, there's a certain critical mass when you get as many free ships as you can handle. Once you're able to take on the tri-tach fleets and capture the points before they can bring out their entire fleet, what doesn't come out will surrender to you outright -- no damage, no marines needed. And, that tends to be the big stuff. I think that'd be something worth reporting as a bug. Shouldn't they just retreat instead?
|
| # ? Feb 16, 2012 05:52 |
|
Brainbread posted:I think that'd be something worth reporting as a bug. Shouldn't they just retreat instead? No I'm pretty sure that's intentional. Retreating ships are the most likely to be board-able by a big margin. I've done the same thing a few times (not by capturing points, just making ships retreat) and the results are good. One thing that happened to me which is definitely a bug is I exited a battle accidentally by pressing esc->yes (which I thought would just let me get to the main menu) and after my ship retreated it went to a weird victory screen where the last 2 remaining enemy ships had themselves retreated and were board-able. e: one serious UI bug (if it's intended then it's a specification bug) is that going pause->fleet/cargo/refit/whatever->esc unpauses your game. This has made me rage-out several times already. Seashell Salesman fucked around with this message at Feb 16, 2012 around 07:54 |
| # ? Feb 16, 2012 06:44 |
|
Seashell Salesman posted:No I'm pretty sure that's intentional. Retreating ships are the most likely to be board-able by a big margin. I've done the same thing a few times (not by capturing points, just making ships retreat) and the results are good. One thing that happened to me which is definitely a bug is I exited a battle accidentally by pressing esc->yes (which I thought would just let me get to the main menu) and after my ship retreated it went to a weird victory screen where the last 2 remaining enemy ships had themselves retreated and were board-able. Esc yes in battle just auto resolves it instead of surrendering or whatever, and the ai is decent enough to grab some improbable victories. Also, according to the manual, you're more likely to capture ships when their fleet was set to attack, less likely when they chose defend, and not supposed to happen if they chose retreat as long as they get a ship to retreat during the actual combat.
|
| # ? Feb 16, 2012 08:39 |
|
These controls are simultaneously really well thought out and utterly horrible. The concepts he has here are good, and the general UI is great, but I'm finding combat control to be an exercise in constant frustration, fighting to make my ship do what I want. I'll look at the bindings again tomorrow to see if I can figure something out, but even after rebinding everything I'm still having major problems.
|
| # ? Feb 16, 2012 08:55 |
|
I've found it a lot easier to just put everything bar missiles/torpedos on autofire and only handle movement and shield angling.
|
| # ? Feb 16, 2012 09:14 |
|
I really like the default control scheme, don't quite see what the problem is?
|
| # ? Feb 16, 2012 09:38 |
|
Anyone who has played and is still playing subspace will love this game to bits.
|
| # ? Feb 16, 2012 10:15 |
|
Is there a way to set the default state of a weapon group to be autofire-enabled so that I don't have to enable autofire for all of my point defense stuff manually in every battle? Also, this game would be a great foundation for a Starfleet Command mod
|
| # ? Feb 16, 2012 11:12 |
|
Are there any frigates or fast destroyers the AI is actually good with especially? I love pew pewing in a tempest or vigilance but against any mildly tough enemies my AI wingmen just get confused and explode themselves eventually. They seem to be able to handle themselves in medusas so maybe just a couple medusas backing me up?
|
| # ? Feb 16, 2012 11:25 |
|
I find Wolf-classes fitted with the close support weapon group to be very useful. They sit back and just spam lasers at any that comes near, so don't get blown up often.
nothing to seehere fucked around with this message at Feb 16, 2012 around 12:42 |
| # ? Feb 16, 2012 11:44 |
|
Either I'm really bad at this game or the battle autoresolve is funky. I had 3 frigates, a carrier and two broadsword wings vs. 4 pirate carriers and bunch of other crap. First I tried myself and lost with two pirate carriers left. Then I semiaccidentally bumped into them again after reload and decided to see what my second in command can do. He lost one broadsword wing and almost everything else came out without a dent. Also, the enemy AI seems to brainfart pretty badly every now and then. At the start of my game it was my two frigates vs two pirate frigates and talon wing. I dropped the talon wing and suddenly both frigates retreat despite being in flawless condition. Managed to capture one of them too.
|
| # ? Feb 16, 2012 12:23 |
|
Wait what? How'd you even manage to lose to pirate carriers, they don't have any real guns and provided your ships have shields they should be able to effortlessly weather the storm of Pilum LRMs that are speeding towards you. Assuming you are using harpoon missles you should be able to blow those suckers up really easily too.
|
| # ? Feb 16, 2012 12:39 |
|
Keywords are the "bunch of other crap", which consist of the fighter wings and frigates. But I forgot their numbers and types. But in any case, that's beside the point. No matter how horrible player I am, the AI seems to work much more efficiently if the player isn't there. Also, I just cheated money and lost two capital ships to one cruiser and "bunch of other crap".
|
| # ? Feb 16, 2012 13:17 |
|
With me in a tempest and 2 computer tempests I have had no trouble taking on pirate carrier groups etc. My favourite targets by far, though, are those mercenary falcons and hammerheads and whatnot. The computer can fly tempests but has absolutely no idea in a vigilance, despite them being basically the same ship?
|
| # ? Feb 16, 2012 13:31 |
|
Seashell Salesman posted:No I'm pretty sure that's intentional. Retreating ships are the most likely to be board-able by a big margin. I've done the same thing a few times (not by capturing points, just making ships retreat) and the results are good. One thing that happened to me which is definitely a bug is I exited a battle accidentally by pressing esc->yes (which I thought would just let me get to the main menu) and after my ship retreated it went to a weird victory screen where the last 2 remaining enemy ships had themselves retreated and were board-able. Its a bug where if they cant field their big ships because you outcap them, they are basically given to you.
|
| # ? Feb 16, 2012 15:56 |
|
How do I get refit points?
|
| # ? Feb 16, 2012 16:18 |
|
-Troika- posted:How do I get refit points? Remove guns, remove vents/cap, remove existing refits. I took the missiles off of my flagship for augmented engines, so far it's been a good trade.
|
| # ? Feb 16, 2012 16:28 |
|
Coylter posted:Its a bug where if they cant field their big ships because you outcap them, they are basically given to you. Yeah, even the most ardent self-preservationist is occasionally going to consider that surrender isn't a viable option. Fighting them on the beaches, etc. No quarter, etc. It shouldn't be automatic, and it maybe should be checked per ship in a fleet.
|
| # ? Feb 16, 2012 17:32 |
|
Outcapping them should just "end" the battle once all the fielded ships are dead, so that whats left of the fleet should get to retreat/regroup, let them fight again. Just because you blew up their advance fleet should not end the fight.
|
| # ? Feb 16, 2012 17:39 |
|
Wolf with a heavy blaster on the nose mount and maxed flux venting is an amazingly fun ship to pilot. But you can't deal damage and tank with the shield at the same time, so make sure you have some fighters keeping missiles/other fighters off your back while you snipe behind shields.
|
| # ? Feb 16, 2012 20:00 |
|
I wish there were some universal mounts that could take energy or ballistic weapons. The Medusa is a great ship if you load it with Harpoons, but jesus does it flux like crazy in a fight. If you could fit it with flak for PD or swap out the lasers for assault cannon it'd be so much more survivable.
|
| # ? Feb 16, 2012 21:39 |
|
Is there a way to tell your Condor carrier captains that no, they are not a front line attack ship? Mine keep slow boating its way into range of some frigate or bomber squadron and then just kind of spontaneously combusts. They've always been on no orders.
|
| # ? Feb 16, 2012 21:56 |
|
PlotDevice posted:Is there a way to tell your Condor carrier captains that no, they are not a front line attack ship? Mine keep slow boating its way into range of some frigate or bomber squadron and then just kind of spontaneously combusts. They've always been on no orders. Give a 'carrier group rally' order wherever you want the carriers to hang out. Otherwise, they'll automatically join with the rest of the mobile elements..
|
| # ? Feb 16, 2012 21:59 |
|
PlotDevice posted:Is there a way to tell your Condor carrier captains that no, they are not a front line attack ship? Mine keep slow boating its way into range of some frigate or bomber squadron and then just kind of spontaneously combusts. They've always been on no orders. Set a fire support or carrier rally point away from where you expect the fighting to be. I also set light escorts for my carriers, and haven't lost one since making that habit.
|
| # ? Feb 16, 2012 22:00 |
|
Ah hah, awesome! I'll have to try that out. Another thing that's been bugging me: Is there any way to adjust the leash length of the escort orders? I like having my little Lasher buddy follow me around and keep frigates off my back but he loves wandering off after his targets. It seems like he only rubber bands back after getting around halfway across the map.
|
| # ? Feb 16, 2012 22:25 |
|
Brainbread posted:Outcapping them should just "end" the battle once all the fielded ships are dead, so that whats left of the fleet should get to retreat/regroup, let them fight again. It definitely seems from the posts on the official forums that capturing all the points and killing what the enemy brings in is meant to end the fight. There are a couple missions where that is the gimmick you need to use to win.
|
| # ? Feb 16, 2012 22:54 |
|
Does the stock of ships at the space station replenish over time? Those Broadsword fighters are so drat good, it really hurts when you lose a wing, but there's only two at the station ever.
|
| # ? Feb 16, 2012 22:59 |
|
Pornographic Memory posted:Does the stock of ships at the space station replenish over time? Those Broadsword fighters are so drat good, it really hurts when you lose a wing, but there's only two at the station ever. Occasionally, assuming the supply shipments make it to the station and don't get destroyed by tritach.
|
| # ? Feb 16, 2012 23:04 |
|
Do you know if there are any plans to offer bigger credit rewards, higher ship capture rates or some kind of redeeming factor for challenging battles? If I get into a battle where I'm not at a massive advantage and I lose a few units, then that entire battle was a loss from a financial perspective. Other than that I am loving the game, I just don't like how every one of my fights needs to be a windshield kill, lest I lose 15000+ credits in fighters and only win 8000 to offset that.
|
| # ? Feb 16, 2012 23:15 |
|
I kind of hate the fact that fighters are destroyed so easily, yet still cost the same as other ships. There needs to be some kind of game change where fighters, even if the whole wing is killed, can be rebuilt after the battle. Wasps are super useful but they constantly suicide themselves into the big ships after all the fighters are dead. Micromanaging my fighters seems counter-intuitive. Maybe I should do that escort thing and just try to keep all my fighters in one big group of death. Also yeah, ship balance needs a lot of work. Now that I'm in bigger fights it seems like you just can't even use fighters and frigates anymore. Even the super fast ones that used to do well are dead meat. Big ships have so much point defense potential that they can even eat up frigates easily.
|
| # ? Feb 16, 2012 23:20 |
|
^^ My fighters tend to be great survivors - long as there's a carrier around. Talkie Toaster posted:I wish there were some universal mounts that could take energy or ballistic weapons. The Medusa is a great ship if you load it with Harpoons, but jesus does it flux like crazy in a fight. If you could fit it with flak for PD or swap out the lasers for assault cannon it'd be so much more survivable. Weapons: 2xPulse Lasers, 2xLight Needler, 2xPD Lasers (at 2 and 7 o'clock. Nice reach on those slots!). Hull mods: Expanded Magazines & Augmented Engines (debatable, but I do love a fast ship). Vents at max. The Needlers take care of shields awfully fast and then you wreck 'em with the Pulse Lasers (they're also great against Fighters). EDIT:: Maybe you're not piloting the Medusa. In which case, I'm not sure how the AI handles this setup. StickyNavels fucked around with this message at Feb 17, 2012 around 00:13 |
| # ? Feb 17, 2012 00:06 |
|
I like the little escape pod you shuttle between ships in
|
| # ? Feb 17, 2012 00:58 |
|
quote:This is just a super simple mod that adds a Tri-Tachyon station, along with appropriate cargo and a resupply fleet (focused on energy and missile weapons, and the more advanced ships - also gets a supply of veteran and elite troops). Saw some folks requesting a corporation station, and realized how easy it would be with the modding system in place - so here it is. http://fractalsoftworks.com/forum/index.php?topic=769.0 Pretty handy mod to come out a day after the new release!
|
| # ? Feb 17, 2012 01:02 |
|
|
| # ? May 23, 2013 03:13 |
|
Talkie Toaster posted:I wish there were some universal mounts that could take energy or ballistic weapons. The Medusa is a great ship if you load it with Harpoons, but jesus does it flux like crazy in a fight. If you could fit it with flak for PD or swap out the lasers for assault cannon it'd be so much more survivable. The Medusa can be amazing with just energy weapons. I've got mine kitted out with 2 Pulse Lasers (I think these are stock), 2 Tactical Lasers (on the mounts where the stock antimatter blasters are), and whatever the stock PD is. Get rid of the missiles, drop Auxiliary Thrusters on it, and then fill up the rest of the space with a ton of Vents and you've got a hell of a ship.
|
| # ? Feb 17, 2012 02:32 |




















