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Messages - Bartcheeks

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1
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: November 27, 2013, 12:14:43 AM »
How would I modify the amount of XP we get from mining each time?

I'm tired of starting each new game and having no way of getting xp to get back to the point where I just was in the previous game (without it taking the hours it did previously).

I keep having to restart games after getting it because my faction always fails to expand early and ends up surrounded and only having one or two stations and camped by enemy fleets. Even if i kill the boarding fleets my station almost never produces fleets and the second it does they wander off and get killed by roaming fleets.

This is what I usually do.
1. Get a planet with a asteroid belt around for efficient mining.
2. Wait till the miners pop out, and then put them into the omni-factory.
3. Get miners as soon as they are produced in omni-factory and also from the station and keep mining and selling.

Eventually you'll get a good fleet going with the amount of money from selling supplies, and then you gain XP from destroying enemy fleets, not from mining xD (Make sure you only loot the supplies so you stay self-sufficient).
The problem you'll tend to encounter the most is usually getting to a good planet before the AI does, but once you've done it it'll be smooth sailing all the way!

2
Mods / Re: Uomoz's Corvus 15: Recruitment (Factions Collection)
« on: June 07, 2012, 07:48:11 AM »
Yay new dev! This is the only mod collection I care about whenever I log into the forums!

3
General Discussion / Re: How i feel when firing massed burst pd
« on: June 07, 2012, 07:46:43 AM »
Rule no.1 of dealing with trolls, you do not respond to the trolls.

4
Lore, Fan Media & Fiction / Re: A Starfarer story: Son of Assaracus
« on: April 14, 2012, 02:18:39 AM »
where has admiral ass gone to??!!

5
Modding / Re: Where would i find all the items in a "pierceSet"
« on: March 26, 2012, 05:39:45 AM »
Spinal Mount Ship Cannon just reminds me of Mass Effect so much xD

6
Suggestions / Re: Turrets tracking
« on: March 21, 2012, 10:04:51 AM »


Obviously you would have to specify Weapon Groups that track together, so that your PD isn't affected.

Yeah this is a good idea, would negate your PD group from following your cursor around mindlessly :P

7
Suggestions / Re: Area of effect weapons (not lame)
« on: March 21, 2012, 09:47:31 AM »
I think a way to limit the gravity bomb would be to make it cost extremely high flux, so only ships with a certain flux capacity (cruisers, capital ships) can use them, and maybe only a 1-time use. Also, it would be a slightly bigger and slower moving projectile than the normal bombs, with the gravity field slowly gaining power up to give faster ships time to escape.
Destroying it will cause it to explode at its location, resulting in a much weaker field. You could than perhaps be lucky enough to destroy it just as it leaves the ships, causing it to backfire on the ship itself!

As for the chain-effect weapon, perhaps ships with a high enough vent would be able to avoid damage (it is absorbed and vented out), or you could perhaps change it to an EMP effect or flux-bursting weapon, as the chain damage really is quite overpowered seeing how most battles results in the AI ships all clustering around the middle anyway, making it highly abusable.

8
Suggestions / Re: Area of effect weapons (not lame)
« on: March 21, 2012, 07:37:35 AM »
I like your idea of AoE weapons, would be fun to spam the mini-blackholes at carriers and see them being rendered totally useless!

9
Suggestions / Terraforming planets and planet-related stuffs
« on: March 18, 2012, 12:00:20 AM »
I was replying to a post when I though of this idea. First of all, will there be terraforming in the future?
I mean, with the number of planets that will be available in the future, I'm sure there could be planned uses for them other than simply eye-candy.
You could have slow one-use-only ships in your fleet meant for terraforming planets, and than perhaps a system to grade a planet's hostility (dangerous atmosphere/lots of big hostile lifeforms/pirate base etc etc) with each successful terraforming process being able to improve the planet's atmosphere and improve living conditions there. This could firstly help by
1) In the event you are making things like (land-based factories & colonies (income and free crew) another new idea!!!), the safer the planet's condition, the better the the existing ones are.
2) Safer and more beautiful planets will result in more tourists coming to your planets, providing yet more income.
3) This would also result in having more traders heading towards your planet, again more income.
4) As with no.3, you could form your own ai-controlled merchant fleets between orbital stations/other planets, with huge profits but also huge risks from being raided.
5) With the current system, you could be able to build up defense fleets orbiting your planets for an upkeep, and perhaps planetary defenses (planetary shields/weapon platforms) that come as items and can be "equipped" to the planet.
6) As with no.4, you will face occasional raids by your enemy for resources, or maybe to take over your planets. You could even raid or capture other planets.

10
Suggestions / Re: Planet landing and Resource collecting
« on: March 17, 2012, 11:40:43 PM »
The only way I would see this working without having to actually implement a time-consuming & totally different land-based system would be just the ability to send different amounts of supplies and crew (maybe even tanks/mechs for hostile planets) down to the planet, and than carry on flying your fleet around, with the ground crew sending back success/failure report based on the things you sent you down.
If it's a failure (planet too toxic/needs more crew/thresher maw attacks :P), you try again and hope for the best.
If it's a success, you come back periodically to pick up the supplies from the planet and and rotate crews.
This way, all you would have to do is implement a chance&reporting based system, rather than have to create a new engine for land battles.

11
General Discussion / Re: Unable to download .51a
« on: March 11, 2012, 10:02:44 PM »
Hi Whiteowl, I had the same problem as you, solved it by using the link in the preorder email. If you deleted that email, I have no idea how to help you :P

12
Mods / Re: Relics - misplaced tehnology
« on: March 10, 2012, 11:33:05 PM »
That big ass, so exposed :o

13
General Discussion / Re: Problem downloading new version
« on: March 08, 2012, 08:13:58 PM »
Hi Alex, I tried the link again, still receiving the same error :/ I'm still able to download things from other sites though, any suggestions on fixes for this?

Ps: Went googling, tried various fixed including using other browsers, still not working!


Pss: Its okay, I've solved it by using the links in the preorder mail, luckily I kept it.

14
General Discussion / Problem downloading new version
« on: March 08, 2012, 12:22:37 AM »
Hi guys, not sure if I should post this in the bug section or here  :P
I'm having problems downloading the latest version, It keeps telling me "the connection was reset".
Is the server overloaded from too many requests, or just me having problems? Kinda ruins the joy at seeing a new version being released  :'(


SOLVED

15
Announcements / Re: Starfarer 0.51a (Released) - Live Patch Notes
« on: March 08, 2012, 12:11:21 AM »
have patience my fellow starfarers, typing delete just takes less than 2 seconds of your life, which i'm sure all of you can afford :P

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