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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - MindsEye

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1
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: July 16, 2019, 02:03:11 PM »
Thats really good. Imo thats a must for a game like this. So frustrating to wipe out a fleet and come back 5 min later to the same fleet.

2
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: July 14, 2019, 02:54:07 PM »
I cant remember if alex added a faction dependent economy? like each faction can only rebuild ships and invasion fleets if they have the money? Or does everything just spawn?

3
Suggestions / Re: A Re-Design of Ship Destruction, Boarding, and Salvage
« on: October 15, 2015, 07:02:41 PM »
Im a fan of boarding. I became one with EV. I liked its version quite a bit.With that said I think boarding should be player controlled.I like both ideas of a deep text based or combat boarding system.

I would like to suggest what is to me a more realistic approach(or my view of) to balancing out boarding.Instead of making everything ultra random or super expensive to capture ships I suggest to look at things like reputation.What if all ships are registered legally(except pirates) to citizen captains to faction.Any time you capture a ship from a faction and bring it in for repairs you take a rep hit for the entire region towards pirate status.After all at space dock the officials would be asking why said captains ship is in your possession or why you suddenly show up in space dock with an unregistered extra ship.

Basically I am suggesting a way to become accountable for capturing ships within the universe as apposed to arbitrary penalties.

4
Mods / Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
« on: March 18, 2015, 06:04:32 AM »
I think just above plugins like this.You can look at the core settings file to get an idea too.I put mine in the ss+ file.I have my numbers tripled but doubled is what I would recommend.



{
   "minTravelSpeed":50, # at max burn 0
   "baseTravelSpeed":80, # in units (pixels) per real-time second (10 sec/day)
   "speedPerBurnLevel":20, # speed per max burn level, in units (pixels) per real-time second (10 sec/day)
"plugins":{
       #"newGameDialogPlugin":"exerelin.plugins.ExerelinNewGameDialogPlugin",
       "newGameCreationEntryPoint":"data.scripts.world.ExerelinSectorGen",
       "coreLifecyclePlugin":"exerelin.plugins.ExerelinLifecyclePlugin",
   }
}

5
Mods / Re: [0.65.2a] Nexerelin v0.3.2 (hotfix 2015-03-16)
« on: March 16, 2015, 01:42:32 PM »
So with the new version + ss+ I can find sc pretty easily it seems.

6
Mods / Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
« on: March 15, 2015, 03:51:24 PM »
Is it possible to help other factions capture stations?I want the neutrinos to get another station. I have coop status with them and have beening watching the intel for invasion fleet.I was going to clear the way for them.

If not I would like to suggest maybe some type of system like this.

I am still having a hard time finding sc wings.
I vote for everything to be closer.One of the most boring things for me in ss is traveling.I just sit and hold space. I actually doubled speed of everything just for this reason.

7
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 13, 2015, 07:15:25 AM »
I havent noticed prices being the same on my second run so maybe that was a rare thing.

8
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 11, 2015, 01:38:07 PM »
Economy seems fairly well off. Some items seem priced wrong tho. I have seen regular ore and rare cost the same.In general things seem to cost the same.There could be some differences in prices to add more variety to the market.

I like how you cant just run around capturing planets without it cost you money.Kind of simulates war as being expensive.

Would love to see factions put high bounties against you for war crimes and send out massive fleets to attack you.Would be cool if they could group up and attack all at once.

9
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 10, 2015, 07:56:49 AM »
This is great so far. I love being able to shape the galaxy.

First thing is I have a hard time finding fighters and bombers to purchase anywhere.Im playing with most mods suggested btw.Most of the time seems to be only a few available sometimes in black market.

Second defense fleets seem really weak so far. I have eliminated 2 factions so far(tho they were weak).Also be nice to get some reward for capturing a planet or station. Maybe like everything is half off for that place for a short time(like you get to pillage).

Im curious how the economy works. Are spawning fleets random or tied to production? Can you support production of fleets any other way then capturing worlds?
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.

I also think it would be cool if you went to capture a world you had to fight a fleet plus a star/defensebase.Kinda like a boss ship fight.

10
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 09, 2015, 06:49:45 AM »
This is great. Thanks for updating. One suggestion so far is to move this thread to the mods page I didnt know it existed.

11
You took ammo out?

12
Great Ideas OP.

13
General Discussion / Re: My biggest issue with campaign mode - No point
« on: February 28, 2015, 07:56:55 AM »
Or there is uncharted space to explore which could lead to monstrously powerful space monsters and war with a super powerful alien race.

14
Mods / Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
« on: February 28, 2015, 07:48:33 AM »
Histidine Im glad you are updating this mod. I never got a chance to try it out. I left some time ago to come back to 65 to try out the new stuff. Would really like to try this mod out with latest ss.

15
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« on: February 27, 2015, 07:26:57 AM »
Really a great mod. I have been enjoying it alot! I would like to make a fighter request. An f111 and b1 type for isa. It would be awesome if you could make their wings move.Maybe have them with burn drive or something and then their wings sweep back during.

Really like the idea of invasions from monsters and aliens.Wish they would be more prevalent and powerful.I have the moscow right now and I pretty much feel invincible.

I think it would be cool if you ally with a faction and it is at war with another that you cant ally with both.Also if we could wage war and destroy factions completely.

Next I got the kentucky.It comes with fast missile racks and expanded missile racks but only has 2 missile points and 16 ballistics.Compare that to the novgorod which comes with ex mags,armor, and acc feed with 20 ball points.Kentucky seems like it should have more missile points or universal to benefit from all the mods it has.

ISa has a carrier gap in the cruiser line.Rsf has 2 c carriers but the ISA is supposed to be carrier based.ISA seems to only have 2 choices for carriers.Would be cool to have a battleship based carrier for ISA along with a cruiser carrier and maybe a few variants of the Idaho.


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