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

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Messages - Soychi

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1
Totally missed this, and SMAC is one of top three video games all time.
Thank you so much for pointing it out, and David for being awesome!(cannot believe Yang didn't make it click!)

Definitely looking forward to some roleplay runs now. Not sure how that would work with Deidre, but maybe whatever leaves those slipstream trails next release will give me something to work with...

2
General Discussion / Re: Best Skill Tree 0.95
« on: May 10, 2021, 05:35:35 PM »
People are saying a lot of things about Tech, but I chose Combat because of the feeling of having my own ship get more powerful, and the extra oomph of the story points. Haven't played a ton of this version, maybe 6-9 hours, but styling on the AI is still my favorite thing in the game.

3
Suggestions / Re: automatic DTC to ITU upgrade
« on: February 10, 2021, 02:16:07 PM »
Can't hurt could it? Seems like a reasonable suggestion to me.

4
General Discussion / Number of Versions to 1.00
« on: November 02, 2020, 04:54:18 PM »
Hi everybody, this both a question to Alex if he cares to answer or fuel for us to speculate/discuss, but given we are coming from version .91 to .95, once .95 releases, we can expect the next release or the one after to be 1.00(I'm assuming). Which do you guys find more likely? The patch list for .95 is so awesome, and it seems to me like the game will be mostly(almost completely) done at that point.

What do you guys think will happen next? I expect it will be something like some small changes and significant content additions to.99, and then a lot of polishing to 1.00. What do you guys want to be in .99 that didn't make it into .95? What do you expect? Are there any mods you guys are waiting to really invest in(building or playing) until 1.00? I know Alex likes to spend a lot of time making the game wonderful, but I think we MIGHT be a year away from 1.00 as well.

I'm not including hotfixes in my count of version from .95 to 1.00, but I think one way we could get a bunch more updates is a transition to something like bi-monthly updates to .96, .97, .98, .99, 1.00, so it might be 10 months and 5 updates to version 1.00. (bi-monthly is crazy optimistic, given it was about 7 months from .9 to .91)

Let me know what you guys think, or what your guts say!

I'm so excited for .95 to drop(any day/week/month now) I think I'm just trying to distract myself by looking further ahead!


[attachment deleted by admin]

5
General Discussion / Re: Mod to allow more zooming out.
« on: March 04, 2020, 04:36:27 PM »
Be aware that there's no fog of war in combat, so you will be able to see ships that are technically outside your sensor range.
But... there is... At least I can't see ships outside a certain distance from my fleet.
This is true right? I feel like maybe I'm going crazy doubting myself now.

6
General Discussion / Re: Best runabout ship/fleet?
« on: October 04, 2019, 10:18:35 PM »
A Wolf, a Shepherd(or 2, or 3, or 4), and a Dram.

Also, take a look at https://fractalsoftworks.com/forum/index.php?topic=14458.0

You'll understand how it can be done profitably, and the Wolf makes that stage of the game much more fun in my opinion.

Edit: It might also be a bit more helpful to know how big a ship could be considered for this fleet. I was thinking small because this sounded like an early game question before you invest in 10-30 ships, but if you're looking to cruise around in a Conquest with 4 or 5 d-mods, a big tanker, a cargo ship, and a Wolf, that would be perfectly fun and possible, however I may not be understanding the bounds of the question properly.

7
General Discussion / Re: Next Update, Development Timeline
« on: July 02, 2019, 08:16:32 PM »
Oh my god I'm so incredibly excited I wish I never asked!SQUEEEEEEEEE ;D ;D ;D

8
General Discussion / Next Update, Development Timeline
« on: July 02, 2019, 06:01:21 PM »
So, I don't actually know at all what's going on. Is the next update .9.2 going to be out in like 2-8 months, or .95 out in like 6-15 months? I have almost no idea what is being worked on. I see on the twitter the UI/tooltips being improved. Are there new mechanics being added, or is it just content filling and mechanic balancing at this point? Anyone who could point me towards a tweet, blogpost, Alex reply, that would be much appreciated.

Sincerely,
Soychi

P.S. Alex is amazing at answering questions to stuff in the version release forum post. From skimming all 54 pages of posts in the most recent release post, I learned Skills are going to get adjusted(9). Also, it appears he's leaning towards next version being 1.0, and content generation is time consuming(12). Pirates might sometimes get banged up ships that they don't currently have access to(37). Terraforming maybe(45).  (parentheses are page number in most recent release post.)

9

there's a stacking penalty, 8 shepherds is pointless in terms of the gantry.  A few shepherds + 1 gantry is a good combo though.

What's this? What is the stacking penalty, or the correct number of shepherds? I've used multiple shepherds before and did not notice a stacking penalty.

10
General Discussion / Impressions and Questions
« on: November 28, 2018, 10:18:46 PM »
About to start my second game, think I'll do another un-modded runthrough.

I feel combat is weak, that I sacrificed late game content for early game power. I took combat to 3, Miss Spec. and Ordnance to 3, and Target Analysis to 2. Thus, 11 points. I've reached level 39, and am under the impression level 40 is the max.

I'm level 39 now, and don't have any points in Planetary Operations or Colony Management, and feel like there's not enough reason to continue the game without them, and I also only have the 1st level in officer management.

With that in mind, could someone tell me about the ranks of ruins you can find on planets? I noticed there are different ones, but I'm not sure how many, and the different effects, and when it becomes a big draw just for tech mining.

Also, any recommendations on where to look for warning beacons? I've had rotten luck finding them, with just two systems with warning beacons.

Questions to modders, can I mod in quest lines now? I haven't wanted to dip my toe in unless I could write storylines, and I'm wondering if that's possible now.

I'm also curious about the sector, and how moddable it is. To what degree can you change it? Can you have a more or less populated core, a more spread out or denser core, and can you have a totally random core or do away with it?

Another question I have is, (and I feel like Megas will crush this question), what's the optimal late game skill spread, what do you spend your first 8 points in? I plan on 3 points in Tech, Leadership, and Industry, a point in coordinated maneuvers and Electronic Warfare, 3 points in Colony Management, Planetary Operations, Fighter Doctrine, Fleet Logistics, Loadout Design, Navigation, Salvaging, and Industrial Planning. (35 points)

I'm not really concerned about how the current iteration implies final product balance, but I do think 5-10 more levels/points would put me in a happier place, where I do take different skills in different run throughs, but still get enough without feeling how I do now. The only skill that looks weak to me is Gunnery Implants. I may be crazy, but those benefits seems weak to me.

Possible bugs or bits of confusion for me, I found a hegemony auxiliary template, and looked in my custom production for the hulls, and didn't find the kite auxiliary which is what I was most excited for. I then noticed I couldn't find any of the other three hulls I received. The other possible bug is looking under command, clicking on a colony, then clicking on a commodity, then hovering over my colonies production of that commodity, I'll see
Available 4
+3 from colony size (refining)
+1 from null
+1 from administrator
The +1 from null is concerning and confusing to me, and every single commodity(for one of my colonies) has it. One of my colonies has it for some, and my newest doesn't have it for any.

Sorry this is a little all over the place, just a lot of varied impressions and thoughts on the current game. Any answers much appreciated!

11
General Discussion / Re: Colony tips and tricks
« on: November 26, 2018, 02:36:44 PM »
Always check Duhzak when you start looking for a colony spot. Parts of it are procedurally generated and it's an orange star, so habitable worlds can spawn there. Even a mediocre world in Duhzak will make an amazing colony, because it'll have a massive accessibility boost from being right in the centre of the core worlds.
I had no idea! That's super cool, thank you!

12
Suggestions / Re: Raids are not legal grey areas
« on: November 24, 2018, 04:47:39 PM »
Yea, having run into this myself, the negative relation hit makes it feel like I'm the bad guy. I'm not the bad guy for defending my people and property.

13
General Discussion / Re: Release When?
« on: November 14, 2018, 05:07:41 PM »
I'm doing that thing, where I check every day, I've been doing it for two weeks. I've never been this excited for a release of anything ever. What do I do? Is there anything else I should be doing? I used to think the forum members who did that were crazy. Am I crazy?
P.S. Send Help. Please
P.S.S. Alex, you know how you could help /s

14
General Discussion / Re: Release When?
« on: October 11, 2018, 01:56:46 PM »
INB4 Alex releases a .10 after .9 >.>
Version numbers become an indicator of how many times Alex will need to rework the economy.
Currently hasn't he done this 8 times? I remember three "extensions" and he said this to be released version went through 5 iterations? So, if we just changed right now, wouldn't we expect the next version to be .8?

15
General Discussion / Release When?
« on: September 12, 2018, 07:12:37 PM »
The autumnal equinox is Sept. 22 this year everyone. As we all know, Alex is a russian volshebnik or koldun1, and his powers derive from natural forces, growing in strength around the equinoxes and solstices.
I for one, am very excited2 for the upcoming release :D I think we can expect it anywhere from 2 days ago to 3 weeks from now.

Sources3:.52a release, 1 week after the spring equinox 2012
.53 a, released 9 days before the summer solstice, 2012
.54 a, released 8 days before the fall equinox 2012,
.54.1 a, released 6 days before the winter solstice, 2012
.6a released 1 week before the spring equinox 2013
.6.1a released 2 days before the autumnal equinox, 2013
.65.1a released 11 days after the autumnal equinox 2014


1:Google translations of wizard and sorcerer, no offence intended if there are connotations I don't know about in russian.
2: I cannot express how excited I am, I'm so excited.
3: Dates derived from initial post dates on forum releases in announcements section.

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