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Topics - Solinarius

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1
Bug Reports & Support / [solved] No Memory Allocation In Launcher
« on: March 27, 2021, 02:57:34 AM »
Here's my launcher options. Confused :-[

[attachment deleted by admin]

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Suggestions / Extended Alternating Weapon Functionality
« on: March 09, 2016, 12:59:15 PM »
Sometimes, it would just be plain great to have dual alternating weapons in a group of four (or even 3 out of 6). An Enforcer with 4 duplicate missile weapons instantly comes to mind. I'm sure the AI wouldn't complain either.

3
Modding / Mass Effect Library (music)
« on: November 02, 2015, 06:43:02 PM »
I've been playing Starsector with a select compilation of Mass Effect Trilogy music modded into the campaign for while and I just wanted to share the music and the fact that it fits extremely well. This submission is miniscule in comparison to the sizable amount of material the trilogy boasts. I shrewdly picked through most of said material, but it's fair to say that I haven't captured everything.

Afterlife and Virmire_Ride work best for markets.

http://www.mediafire.com/download/sx6ozbaj42ibth7/MET_OST.zip

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Suggestions / Fleet Detachment (Travel Map)
« on: March 06, 2013, 05:01:23 AM »
Hello all, I'm Aaron, and I love the potential of this game.

At first glance, I didn't connect the obvious similarities to Mount & Blade. However, once I did, I immediately remembered the thorn in my side that is party speed. In M&B there were mods that allowed you to form separate parties so you could dodge the artificially balanced downside of having a big army. I think we can all agree that this solution was better than how it is by default. What I'm suggesting for Starsector, is this solution be elaborated on in a balanced manner.

Solution A (conformed and balanced)
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Fleets remain as a single mass and have a uniform speed, but when attempting to engage, there is an initial speed boost and the bubble's range temporarily increases by an amount depending on the class of ships available. Obviously the ships available to you if you catch your prey should be limited to a small variety of the fastest ships you have. I believe this "ability" should also have some kind of short cooldown. This solution aims to keep the fleet system as close to vanilla as possible, while eliminating its flaws.

Solution B (practical yet fancy)
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A system is implemented that allows you to customize your fleet with detachment groups. These groups will break off from the fleet and move as if they were independent during an engagement, but will have limited range that depends on the classes within said group. Think of these detachments as scouting parties that can only be away from the main body for a short time due to supply needs. This solution attempts to add additional depth and functionality to the fleet system, while giving it some slight eye candy.

Solution C (functional but messy)
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A system is implemented that allows you to detach ships into designated groups that will follow the main fleet but become independent during engagements. I think this is already more or less possible due to how you assign ships in your fleet to planets you "own". This solution would be the least desirable, but still better than how it currently is.

By the way, what is the official name for the "travel map".

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