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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 - Tarran

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1
Bug Reports & Support / Re: The Typo Thread
« on: December 02, 2015, 09:38:51 PM »
Oh, another thing: Ragnar, in the Valhalla system, has a hover-over tooltip that calls it "Ragnar, Red Giant", which is clearly wrong: Ragnar is small compared to most stars, and its description makes it 100% clear it's a Red Dwarf.

2
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 02, 2015, 08:15:01 PM »
and maybe you might consider giving us a little more flexibility in choosing the difficulty other then editing the files.
Like adding a simple question for each of the settings.

The issue there is that you're asking a new player to make choices about things before they know what those things are. "A la carte" settings are also more troublesome from a feedback/debugging/meaningful discussion point of view.
Well, couldn't you just offer Easy, Standard, and Custom choices when choosing difficulty, where the custom option allows individual choices while Easy and Standard are still fixed? So if new players don't have any idea of what the options do, they can still pick "easy" or "standard"?

3
Bug Reports & Support / Re: The Typo Thread
« on: November 29, 2015, 11:28:32 PM »
Start of the Atlas' description, both in hover-over and in the codex:

"The Atlas-class ships are large space-borne cargo platforms with FTL drive and..."

I'm pretty sure it's missing an "an".

Also, further on in the codex:

"...on a seasonal basis. For the purpose, the Hegemony..."

"That" is probably the correct word, or "said". I'm not 100% sure which is best--I'm not an actual expert on the English language.

4
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 09:32:10 PM »
@Tarran
The Tri-Tachyon usually doesn't give a damn if your Transponder is on or off.  I guess there's separate levels of how hidden you are to how much the AI can care?

I think patrols generally go as far as they can before having to turn back and refuel.  Arcadia to Valhalla isn't too far, comparatively to the other star systems (like Penelope's Star, really far out).
Maybe, though I will note that the Tri-Tachyon was Suspicious with me, so that might be why they're giving me sass.

Yeah, I'm not really concerned about why they're at Arcadia. I'm concerned as to how they could possibly consider the system their space! It's... quite a stretch to assume that it is.

5
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 09:17:00 PM »
An amusing thing I noticed: Outside of Hyperspace, running dark, I got dinged and chased by a Tri-Tachyon patrol. They got upset about me running with the transponder off, understandably, in Tri-tachyon territory.

Except... this is right outside of Arcadia, which has no Tri-Tachyon bases... and this patrol is, apparently, from the Valhalla system. So I think either some Tri officers are on drugs or something, or that might be a slight bug. :P

6
Bug Reports & Support / 0.6a Corvus Hegemony station 0-crew bug
« on: September 14, 2013, 03:12:18 AM »
Alright, so, I found something interesting with the crew groups on the Hegemony station. The game started off alright, the crew on the Hegemony station looked perfectly okay, and what you would expect from the start of the game. The crew looked correct for game start, based on games from earlier versions.

However, when I came back quite a bit later, something weird happened. There were phantom groups of "0" Elite, Veteran, and Green crew members. And there were no other groups of those levels of crew. That does in fact mean the starting surplus of Green crew was entirely gone, besides that phantom group. Only the Regulars were okay, as far as I could see.

Then, even more interestingly, after shift-clicking, the group size on those phantom groups increased to 1 from 0.

Haven't tested whether it occurs every time yet, or whether other stations have the same bug, but I don't have the time at the moment.

7
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 19, 2013, 06:17:45 PM »
Posting in this thread to watch it, don't mind me do do do...

Oh, yes, I do in fact moderately like these new changes, by the way, if you the random reader are curious.

8
Blog Posts / Re: Combat Readiness
« on: February 20, 2013, 11:51:19 AM »
Alex, you missed my post.

Interesting mechanic.

A few worries about frigates losing CR though:

Won't you suddenly have a huge incentive for the player to micromanage their frigates even closer? Or will you add an auto-retreat or similar function for frigates?

Won't it be somewhat nasty to players with low-Command Point builds since ordering retreats cost CPs?

9
Blog Posts / Re: Combat Readiness
« on: February 19, 2013, 09:23:33 PM »
Interesting mechanic.

A few worries about frigates losing CR though:

Won't you suddenly have a huge incentive for the player to micromanage their frigates even closer? Or will you add an auto-retreat or similar function for frigates?

Won't it be somewhat nasty to players with low-Command Point builds since ordering retreats cost CPs?

10
Bug Reports & Support / Engine Flameout - Maneuvering Jets bug
« on: January 07, 2013, 11:12:38 PM »
I think I may have found a bug with Maneuvering Jets:

If your engines Flameout due to enemy fire, and you mash the special abilities activation button, your engines might reactivate, turn on Maneuvering Jets, then burn out again almost instantly.

I have reproduced this behavior twice in a Conquest.

11
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 07, 2013, 05:58:54 AM »
I really don't get why you're attacking me. I think you mistook what I said. And as I have expressed on this thread I myself really don't care much about the actual name.

12
Discussions / Re: New moderator introduction
« on: January 06, 2013, 10:03:32 PM »
Congrats man. Good luck against the spamming horde! Even though I have... never seen them...

13
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 06, 2013, 01:20:48 PM »
Honestly, I felt the old menu UI sounds were smoother and nicer. I don't know why, but the new UI sounds seem more fitting for a--what would you call it--board strategy game or something? In addition, at least to me, it seems to fit less with the visual UI.

The in-combat sounds... well, I suppose it depends on how high tech the equipment being used is supposed to be. Because the new waypoint sounds have a noticeable crackle and a slightly over-serious 'appearance' noise. Same goes with the cancel-waypoint noise.

But that's just me. There's a decent chance that there's some bias towards the old sounds. The old sounds, admittedly, were a little soft, but the new sounds to me seem a little too rough/serious. Then again, I have no idea of the level of equipment the player is supposed to be using.

14
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 05, 2013, 11:06:49 PM »
Not everyone on this forum thinks that way you know.

15
Announcements / Re: Starsector 0.54.1a (Released) Patch Notes
« on: January 05, 2013, 12:26:34 PM »
Also: argh, the Onslaught has a sensor dish in this release. It's not supposed to!
Lies. You just added it and wanted to see if anyone would notice.

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