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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - Midnight Kitsune

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Blog Posts / Re: Personal Contacts
« on: August 13, 2020, 02:36:56 PM »
Just as the Hype Train was starting to slow down, Alex tosses another carload of fuel into the fires!

Suggestions / Re: Balancing Change Ideas
« on: July 04, 2020, 04:27:01 PM »
Yes... encountering a Heron with that skill was a nightmare just because of how well it could run away.
Then why not have it not effect carriers when fighters are set to engage? Or full on have a different effect for carriers?
The skill is pretty crap right now because it needs to either be crap to not make carriers more OP or it is useful on other ships but makes carriers even worse

Suggestions / Re: Debris Field Improvements
« on: June 10, 2020, 03:12:44 PM »
Just FYI - in the next release, debris fields can only be scavenged once, and in the case of overlapping fields, it'll use the un-scavenged one, so there's no need to fine-tune the fleet position to get the right field. Also, iirc, whether a field has been scavenged or not is also shown on the map tooltip.
Why not have the fields disappear after salvaging them? It would save on resources. And if you don't want them to disappear immediately, why not have a timer that makes them disappear if the player has been out of the system for so long?

Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: June 08, 2020, 07:26:46 PM »
Short answer: you can't

General Discussion / Re: What statistic defines a ships hull size ?
« on: June 07, 2020, 10:42:22 PM »
JUST in case you wanted to know where to look IN GAME on how big/ what ship class a ship is, I made this gallery and underlined the locations of where the ship size info is located in game

General Discussion / Re: What statistic defines a ships hull size ?
« on: June 07, 2020, 03:47:27 PM »
The hullsize is set in the .ship file in the hulls folder

The reason WHY the game doesn't have an autosave is that saving takes time; anywhere between 5 and 30 seconds. During which the game is stopped. Unlike many games out there, this one has no loading screens, so there isn't a place to "hide" the lag the game creates when saving.

That said, if it's at all possible I'd really like to see the save process sped up significantly so we can finally have a built-in autosave feature (and it'd be nice in general for saving to not take multiple seconds).
And if this isn't possible, then I would like to see something much like autosave's reminders and or a warning in game that the game doesn't have an autosave feature, even if the player skips the tutorial.

What I want to know is how you skipped the tutorial as a new player since it reminds you multiple times to save throughout the game. IIRC the game disallows playing without the tutorial the first time playing the campaign. So you either skipped the tutorial or you aren't a new player and are lying

Right now, 1920 X 1080 is pretty much your max "comfy" resolution that doesn't take special steps to use.
In the next update, SS will have UI scaling which will help with the issues it has with higher than 1080P resolutions

I would avoid AMD GFX cards for 1 big reason: AMD GFX cards have completely TERRIBLE OpenGL driver support. Hell I've heard that they have full on DROPPED OGL support for their newer cards and are focused on VULKAN. This means that certain cards might not be able to run SS at reasonable FPS levels even when they can run the latest AAA games easily.

Suggestions / Re: Nerf the Thunder via...
« on: May 23, 2020, 01:20:46 AM »
I'll be that person and I will ask: Why Meso? Why should they get nerfed?

General Discussion / Re: Low Tech ship non viablility
« on: May 19, 2020, 09:20:01 PM »
Yeah this is a bit annoying. Low-tech ships have more PPT than high-tech ones, but once PPT runs out low-tech ships burn a hole in your pocket faster than high-tech ones (and worse, do it in a semi-hidden way).
Maybe post-PPT CR degradation should be a multiple of CR % spent per deployment? Although that risks having weird effects on a few ships (e.g. with Hyperion's 40% CR to deploy)...
To some extent, that's mitigated by them having higher PPT, but, yeah, once CR starts ticking down... hmm. The rate being constant is something where it is how it is for simplicity, to avoid having yet another stat to convey, and a not super important one at that. Ideally, it would probably be based on CR to deploy.
This seems like it would just be pushing the issue from one tech to another. And the other ALREADY pays more to deploy AND has shorter PPT. Adding faster/ harsher CR loss just seems like kicking them while they are down. I mean look how useless the Hyperion is these days!

Having removed a couple faction mods and music pack this issue doesn’t seem to be going away.  The ram usage from console command doesn’t seem to ever pass 50% though. Having read through the log though i can’t seem to see what the problem is. Does anyone have any ideas?
Sadly no. We have few Mac players here and in combat freezes are pretty rare as far as I know.

Suggestions / Re: Make Phase Lances outright ignore shields
« on: May 14, 2020, 04:59:15 PM »
To buff the weapon...? Range is a bit short, no doubt, but I think its a great assault weapon as-is. Also, I believe Beams will have a skill next patch that allows them to do hard flux at reduced range. I don't know if the Phase Lance is in the mix for that but if it is, it will be more general-purpose than it is.
It will be a hull mod that halves the range to allow the beams to do hard flux damage. Note that the phase lance would then have a whopping 300 range... IE that of the light machine gun family

Have you disabled the shaders in the settings file in the GraphicsLIb Folder? If not, you might try that

I really want to play the Vacuum Mod but I cannot get Ver 0.6.2a to run. Does anyone know how to run the older version?
Good luck getting a mod and game version that old to work. Modders don't support, if they have any sense, any mods that are a version or more old. Something THAT old is like 4 years old at least

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