Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - jupjupy

Pages: [1] 2 3 ... 9
1
I will see what i can do regarding smaller Superweapons, but i can't promise anything.
Meanwhile, here are more spoilers for next update:

While this might not be a superweapon on its own, I think you already did a good job showing what a smaller superweapon could be like with the tesla coil - just something interesting and out of the box!

At the end of the day its about making something fun to play with, right?

2
Suggestions / Re: Hoplon / Khopesh
« on: February 19, 2019, 08:58:36 PM »
I agree that if we see current inconsistencies, we should take action on them now.

Waiting longer will simply make it worse over time.

Of course, I'm sure there are other, more pressing matters, but nevertheless, if it can be fixed, I'd advocate for fixing it.

3
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 09, 2019, 08:04:15 AM »
As main problem - you realy need to do some work with ship engines, they look just as a pipe. And all of them are identical.

Now I wouldn't call it a main problem, or put it as bluntly as Drakon, but I do agree that the new sprite engines do look a little pipe-y. The identical-ness between them is fine, logical even, I just think they need a tiny bit more depth to them.

Overall, I do like the newer sprites, they feel much more utilitarian to me.

4
Mods / Re: [0.9a] Mayasuran Navy 8.1.5 RC4
« on: February 07, 2019, 06:15:54 AM »
I think the second draft looks pretty good, except that big square in the middle. That still looks kinda weird.

5
HerrFlex is using FDS in the AI tournament, and has reported to have soloed the derelict mothership with a Suffering (capital) while letting the AI control it, so perhaps you are equipping the ships poorly? Even with the standard variant any FDS ship should do good.

As someone who likes equipping factional ships with only weapons from that faction, I found the FDS ships to be generally extremely weak. Their weapons are not powerful pound-for-pound, and the only moderate range is made terribly obvious by the fact that their ships are so massive and have to get so much of their size within the enemy's firing zone.

I too have had trouble making this faction work, but I suppose its a weapon choice issue.

6
That Nessie just screams "Now this is pod racing!"

7
Suggestions / Toggleable Speed Up Time
« on: December 21, 2018, 06:44:53 AM »
As the title says, a toggle option for the "Speed up time" in game. Would be nice to not hurt my pinky finger constantly holding shift or some other button.

Can't really think of any reason that this -shouldn't- be an option, at least.

8
Oh, it's Okim!

Great to see you around, man. Hope you're doing well!

9
Mods / Re: [0.8.1a] Legacy of Arkgneisis 1.0
« on: October 08, 2018, 12:17:00 AM »
I really want to like these weapons, but my first impression is that they are very weak.

You want to elaborate on that?

Aside from the ion beam, I sort of see what cardgame means. Compared to some other weapons, the impact upon hit feels a little bit too small, and some of them are a little too 'clean' in terms of firing effects and maybe projectile weight. Nothing wrong per-se, just pointing out that they feel on the more piddly side, sort of like the vanilla Railgun. (Contrast, say, the Hellbore)

10
Suggestions / Re: Recovered ships automatically rechristened
« on: October 08, 2018, 12:13:23 AM »
+1 to this, bringing back a ship from the dead always feels good.

11
Just a side thought - If a scroll bar was to be added, it could be on the left side of the choice menu instead, near the numbers. Would prevent it from getting too far away without blocking text.

12
Suggestions / Re: Customizable Difficulty
« on: August 09, 2018, 12:04:34 AM »
This actually seems like a fairly good idea, even though I'm the exact opposite - I'd like to make the game more difficult for myself instead.

Any chance we could have these settings be adjustable via ingame sliders?

13
Modding / Re: [0.8.1a] Dreadnought Athena 0.1 (experimental)
« on: July 24, 2018, 05:29:11 AM »
That's a pretty damn sweet ship you've got there.

Would love to see it on the IBB.

14
Suggestions / Re: Battle Orders - Make me a captain, not an adviser.
« on: July 20, 2018, 09:52:56 AM »
We could always have a full-on micromanagement mode where the player can physically order ships around like in a traditional RTS, and when he selects a ship and right clicks a spot the ship's AI just turns off until it gets there, and reverts to its original AI when it does. Then, if the player issues an 'attack' command to a ship, either an attack move or whatnot, the ship's AI literally does just that - attack the selected enemy. Just like a regular RTS game.

Not sure if thats what people really want, but if it works as an alternative mode, I don't see why not.

15
General Discussion / Re: UI too small
« on: April 11, 2018, 08:19:13 PM »
I too would recommend a "UI Scale" slider in the options, though I have no clue how hard to implement that would be for Alex and co.

Perhaps just a few presets, like Small, Medium, and Large?

Pages: [1] 2 3 ... 9