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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 - Mavolio

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1
General Discussion / Re: Officers: Are They Going to be Immortal?
« on: December 09, 2013, 01:10:39 PM »
Another thing. If they were to die, the second in command would take over, not some greenie. This would mean losing an officer wouldn't mean the new guy started out with no idea what he was doing. Perhaps the crew level would decide how good he was at his new role.

Second in command type thing would be a nice addition. Some thoughts i had on that were

  • Second in command can be transferred to become a new commander
  • Second in command are trained up by their commander
  • Takes X amount of time to train them, so its not instant
  • They get similar skills to the commander (for example commander has 10 in accuracy, 6 in speed and 4 in logistics. Then Second might get 6 in accuracy, 2 in speed and 3 in logistics)
  • Second in command contributes some or all of their skill points to the commanders, so they lose a small amount of total points till they get a new second trained up (not sure about this might be too complex)
  • Second in command has a separate dice roll for survival when commander dies

It might be too complicated to keep track of though if you have lots of officers. Depends how complex the rest of the game is, you dont want to spend all your time in menus messing abound with officers when there are ships to PEW PEW!! at  ;)

2
I haven't seen a computer with less than 4 gigs of available ram for gaming (after os usage) for a while, and 2 gigs on older or very low budget systems.  Memory allocation definitely should be kicked up a notch by default.

52.2% with 4 gig of ram or less

I2 gigs on older or very low budget systems.

14.13% with 2 gigs or ram or less

^^ steam hardware survey.

3
General Discussion / Re: Officers: Are They Going to be Immortal?
« on: December 02, 2013, 02:20:34 PM »
a highly aggressive captain would be a bit more likely to go down with the ship than a cautious one, for example.

Maybe the ship type can make a difference as well. A front line combat ship where the officer can do the most good has a higher chance of getting killed. But if you stick them in a long range missile boat or a carrier there might be a good chance they will live even if the fleet loses as they are so far back they can escape.

4
General Discussion / Re: Officers: Are They Going to be Immortal?
« on: November 30, 2013, 04:38:46 AM »
Having officers that never die sounds like a terrible idea. You will just have the same few because they have been with you for ages and have become super well trained. I hope mine die all the time so I can train up new guys with different skills so I can try out different stuff.

5
Mods / Re: Project Ironclads Total Conversion, version 6.6.1 (0.6.1a)
« on: November 09, 2013, 01:43:36 PM »
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.

6
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 04:38:34 PM »
WinRAR does not give the option to open with right click.

BTW, I'm using a Windows 7  64-bit OS if that has any bearing.

open winrar then just find the file you want to unzip instead. that was how i did it

7
Mods / Re: Project Ironclads, version 6.1a (for 0.6.1a)
« on: October 05, 2013, 03:50:54 AM »
What do you think about 'manual' type items that contain tips on various assets of the mod? Like a 'mining manual' that expains bonuses for mining efficiency and supply consumption. Or 'wrecks manual' that tells you how dangerous it is to board a wrecked station, but how profitable it can be.

These items would be put into player`s inventory on start up (taking no cargo capacity and costing a few credits). Or should i just write a manual for all the stuff in the mod in one file?

Is there a way to get it into the Codex? I'm not sure if its possible to create another top level group for them but that would be a good place to put them.

8
Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: October 07, 2012, 11:46:59 AM »
I quite liked the colour scheme of the original.

The only thing i didn't like was on the right it reads ISA [Flag] but on the left its [Flag] ISA but that prob isn't worth the effort of changing  :P

Love the entire mod tho. Nice to have a mod with all the sides actually changed so its not just 1 OP moded side vs vanilla ships!

9
Mods / Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« on: October 04, 2012, 09:50:31 AM »
If you post them side by side they have the same'ish outline and profile but only in the most broadest sense. But you wont ever see them sitting next to each other like that in the game and they look different enough that you wouldn't ever notice.


10
Modding / Re: Enemy ships always retreating
« on: February 29, 2012, 04:05:45 PM »
Can you post some stats for the star trek ships weapons/flux/speed, and which ships are they fighting?

If their ships aren't going to win either though your ships having too strong shields/armour, weapons are too strong or they are too fast to catch at the moment they wont bother to fight and will just run. You could try attacking the main fleet defending a space port as they are stronger so might not run.

11
Modding / Re: Star Trek Mod (idea - WIP)
« on: February 29, 2012, 04:00:23 PM »
It probably wont matter now but once you have done a few more ships you might realize that while they look ok on their own they start to look weird when grouped together. Considering how easy it is to look up how long the enterprise is for example (enterprise D was 642.5 Meters) it might be better in the long run to just decide to make them as near as possible to scale.

It would be easier to do now while you only have 1-2 ships then when you have 10-20

12
Mods / Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« on: February 29, 2012, 06:20:50 AM »
Can you be specific?

These are the only ships i've still got in order to check

Acclimator-Class - The middle right fighter laser cannon is fixed forward
Victort 1-Class - 4th turbolaser turret back on right side is fixed forward and all turrets need their firing arcs turned about 10 degree anti-clockwise on the left side
Nebulon B_class - Turbo lasers on right side need to be turned anti-clockwise 5-10 degrees,  The back 4 fighter laser turrets dont have symmetrical firing arcs and there is an empty weapon point on the left side which looks like it should be another fighter laser turret.

Not fixing them wouldn't be the end of the world but they just look wrong when you can see the firing arcs in a battle.

13
Mods / Re: Star Wars Mod Update: v2.02 ADDED TO CAMPAIGN
« on: February 28, 2012, 05:59:54 PM »
Had a nice looong play with this today and managed to get a few of the imperial ships. Its looking really good so far cant wait for the stations to appear so i dont have to spend ages building up ships that can take the star destroyers  :P


Might be wroth having a quick look at some of the turrets as well, i noticed 1-2 on a few of the ships weren't correct. They were either slightly out of place so not symmetrical firing arcs (1 of the guns on the left side of the nebula had that) or they weren't set as a turret (a few of the start destroyers) so 1 gun was fixed firing forwards.

14
Modding / Re: Star Trek Mod (idea - WIP)
« on: February 28, 2012, 05:51:37 PM »
If you made it crazy strong with like a million flux the AI will know it cant win so will just retreat. The only other thing i could see that might want work is the engines, shouldn't they be red on the saucer section not blue on the Nacelles?

15
General Discussion / Re: Preorders and Sales
« on: October 06, 2011, 10:09:00 AM »
Was there a facebook group that we can Like yet so we can get our friends to help fund this very promising game?

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