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Messages - Cyan Leader

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Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 17, 2020, 09:19:49 AM »
Supporting this as well. By the time I have a colony I'm drowning in weapons, I only need to build a few.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 17, 2020, 08:17:10 AM »
Not much to comment this time around, looking solid. Thank you for your hard work.

Good luck with the playtests Alex, I know they can be quite time consuming.

Mods / Re: [0.9.1a] Unofficial New Game Plus 1.0.1 (2020/9/5)
« on: September 05, 2020, 04:13:01 AM »
Wow, that's incredible.

General Discussion / Re: 0.10a battle objectives change
« on: August 21, 2020, 06:05:38 PM »
To add some perspective, the mod Secrets of the Frontier added some different types of capture points, with the most important one being one that gave Remnant reinforcements. That point ended up being crucial to some battles, and I did reload some of them when at the start 2-3 of them spawned next to the enemy while having none for my side. So yeah, reloads could become a problem.

General Discussion / Re: Alex Appreciation Thread
« on: August 21, 2020, 08:21:16 AM »
I still stand by my promise to rebuy the game when it reaches 1.0 and launches on other platforms (though even if the latter doesn't happen I'll try to contribute some other way). While the development is slow, I hear tales of other small team projects such as Cube World and I can't help but be thankful for Alex's efforts.

But most of all, it's the communication. I really, really appreciate Alex taking the time to directly address almost every concern people raise about the game. The other day I was browsing a feedback thread in another game I'm interested in which shall remain nameless, and in it not only the devs decided to ignore most of the legit concerns, when they did reply they were arrogant and condescending. I'm very happy that if I have anything that I want to say, be it inquiries or worries, Alex will be here to listen and if he decides to respond it'll be always fairly, regardless if he agrees with my points or not.

General Discussion / Re: The - of editing
« on: August 20, 2020, 08:47:14 PM »
The levels get exponentially much harder to obtain, to the point that there is a mod called SkilledUp to fix that.

Yup but I wouldn't mind been proven wrong actually. Could you link the benchmark you were thinking of, Modo44? Preferably using the Ryzen 3800 or 3700 as base.

I came across an annoying bug. Dooms and mod ships that use mines will bomb neutral weapon platforms, making them impossible to be captured unless you micro those ships to stay away.

From the benchmarks I've seen, the performance gap wasn't that big while the cost gap was.

Alright that's fair, thanks. I'm eyeballing the Ryzen 7 3800X at the moment.

Yeah, it's immediately noticeable when both support fleets deploy their ships and they are all off-screen. Station battles are the worst actually in that regard.

I'll do my own research on CPUs with good single threaded performance but is there anything in the pipeline to make the game more multi-threaded? Not that the performance at the moment is bad, I realize this is a fringe case.

I like having large, 50vs50 ships battles which I know the game is not designed for, but are quite fun for me. The problem is that my FPS drops to like 10 when that happens. Which aspect of the computer does Starsector rely on the most in those scenarios? Is it the CPU or is it the GPU?

Mods / Re: [0.9.1a] ApproLight v0.8.5-RC1 (2020-8-15)
« on: August 15, 2020, 02:20:00 AM »
Oh wow, how many versions of the Scholar are we up to now? Not that I mind, the ship is great.

Blog Posts / Re: Personal Contacts
« on: August 13, 2020, 07:02:35 PM »
Is this eventually going to tie in with the relationships you build up with random people across the sector (ie. station staff, fleet commanders, etc)? At the moment that is a very much unfinished and placeholder system which I always thought was going to be replaced eventually. Maybe that's in the plans for another update?

This is a little off topic but how's the balancing going so far for story points, by the way? I imagine that since the last blog post about them there has been a lot of playtesting, is the rate in which we acquire them unchanged?

General Discussion / Re: AI, something like AlfaStar in StarCraft II.
« on: August 12, 2020, 09:57:04 PM »
I want to reinforce that a very good AI doesn't necessarily mean the most interesting or fun to play against. For example, if the optimum strategy is to kite the player for 10 minutes with a single ship and then chain deploy until the player's flagship CR runs out then it's going to do that every time. At the end of the day, what we want is an engaging experience and I'd say that the current AI already does that in spades.

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