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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Midnight Kitsune

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Suggestions / Re: Make fighter use fuel and supplies to reduce spam
« on: November 24, 2019, 11:19:54 PM »
All this would do is punish the player as the AI DGAF about supplies and logistics so no thank you. I to remember the fighters draining your supplies in .54.1a 
Also, this would require not only rebalancing and reworking of the current fighters, it would also need much MUCH more fine control over them or else it would relegate carriers to player only in order to not bankrupt the player

Blog Posts / Re: Skills and Story Points
« on: November 18, 2019, 12:31:30 PM »
So I just read the blog.  Very, very interesting!

Do we have an approximate release date or did I miss the download link somewhere
 I hope it's the latter  ;)
When it is nearly ready, Alex will post patch notes. Sad to say, going off of previous versions, this release is quite a ways off

General Discussion / Re: Where i can find the [REDACTED] avatars?
« on: November 15, 2019, 01:55:41 PM »
On windows it is "..\Starsector\starsector-core\graphics\portraits"

Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: November 09, 2019, 11:04:14 AM »
The reason why the mod is dead is the amount of complex code and all the differences between versions. At least if remember correctly

The Dong is here!

Discussions / Re: No blog posts, no updates for ~6 months?
« on: October 27, 2019, 02:13:25 PM »
Well as I remember, Alex said he's planning to do a 0.9.5 release before 1.0.

Aw man, I was pumped that it would be feature-complete for the next update...

Oh well. I'm along for the ride either way.
INB4 a 0.10.0 after 0.9.5

That would pretty much invalidate or greatly unbalance most of the combat layer and some of the ship fitting layer

Bug Reports & Support / Re: Requesting the activation code
« on: October 18, 2019, 10:54:19 PM »
I second what Alex is saying here. Back up your stuff ASAP!

Suggestions / Re: Modifying Skins of Ships Ingame
« on: October 18, 2019, 09:40:50 PM »
Yeah, we tried this way back... not saying it couldn't be done, but after spending some time in it, didn't get anywhere particularly good. And since it's also a decent bit of work per ship...
What about the ability to swap ship skins from already existing ones?

Modding Resources / Re: [0.9.1a] LazyLib v2.4e (released 2019-04-21)
« on: October 15, 2019, 02:31:00 PM »
Did you download the source by mistake? Or did you forget to unzip the file into the mods folder?

Bug Reports & Support / Re: no key because wrong email adress
« on: October 12, 2019, 06:34:56 PM »
Now that the issue is resolved, you might want to remove that email address Alex

I forgot to mention that the hotkey doesn't cause this bug; it has to be clicking.
Hmmmm, let me try my real mouse...
OK, THAT is weird: It ONLY happens with the trackpad! My real mouse doesn't trigger the bug...

(While my game is modded, I am pretty sure this is a vanilla bug)
So I discovered this the other day thanks to my laptop's trackpad. If you have an officer with a level to gain, but more helps, and you rapidly click on the level up button after selecting the skill, the game will play the level up sound every time you click and EACH click will open a new "officer level up" window. (If you do it right, the BG behind the window goes black) This does several things:
1: This allows you to pick skills multiple times, even beyond level 3. However these higher level skills won't be reflected in the overview box
2: Each click is a level up and can go beyond the set skill cap. I do not know if the skills are active if they are taken beyond the skill cap
3: This inflates the skill level of the officer, making them take more money in payment per month than what their REAL skill level reflects
4: (Most important in my opinion) If you cancel out of the level up box, the level up is already spent. This means that you can end up with an officer at the skill cap, but has only a few skills

Imgur link:

Discussions / Re: Gaming's Worst Mechanic
« on: October 03, 2019, 11:55:44 AM »
I got to throw jumping and climbing in most games.  *cough Elder scrolls* 

Seriously.  a rock is a barrier to advancement.   I can jump in some and climb some places in others.  A simple pile of wood or rocks can be a wall of total impassibility. 

This then gets to world/level design.  When you make things you can't get over.  that IRL you totally could.  Kinda breaks things... 

But i have acrobatics at 100.  so no big deal.
I'd add on to this and say BS levels of fall damage. I remember in some games, Far Cry for example, that sliding down a cliff would half the time be ok and half the time beat away half or more of your health, even without the "fall damage" animation... Forcing me to walk around because I don't want to get beat to hell by *** physics is just S***

Mod ships would be an issue though. And settings file tweaks.
I can see this possibly being a mod, but not a vanilla thing though

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