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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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1
Mods / Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« on: December 08, 2015, 09:25:49 AM »
you did good

2
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: December 05, 2015, 12:21:23 PM »
wonder if SS+ is integrated into vanilla yet

oh cool another vanilla update

Spoiler
[close]

3
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 12:17:42 PM »
SS+, running a never ending gauntlet to catch vanilla

4
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 03:02:58 PM »
Interesting update, in brief:

1. Faction mission loyalty is great. Rather than have a minimum loyalty of 10 to take on missions, simply make 0-10 not pay anything but gain loyalty. You are "proving yourself." this eliminates grief and grind in event that starting faction is offering no bounties, no trade runs, nothing that could possibly boost your loyalty. Tri-tachyon took 20 minutes to generate enough stuff to gain 10 loyalty.

2. Check pricing in regards to stations accurately updating based on stability, as well as crew casualty numbers, seems a little bugged in its readout.

3. You need an option to eliminate large ship explosion lense flare in the settings, or tune it down like 90% (acctually 99%). It's unbelievably bad and annoying. It's really, really terrible. If this were a AAA game your legal department would be sending you an order to eliminate it for medical health reasons. Almost makes the game unplayable. This is not Star Trek and you are not JJ Abrams. Please drop everything and do this and release it in 7.2. If it's too complicated just copy and paste the code from SS+  ;D thanks,
Spoiler
no really, do it
[close]

edit: oh hai i found the setting that allows you to change that in the data files. still, my point stands in how bad it is, should consider bringing the turn off function to the main settings
Spoiler
actually just get rid of it, or turn it off by default, so bad
[close]

5
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 01:44:39 PM »
i just bought 50 supplies from maxios for 500 in the black market even though the price per unit is 50, 500 vs 2500

working as intended?

6
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 01:14:21 PM »
foop foop ran as admin now working score one for basic computer literacy

7
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 01:04:36 PM »
What do you mean by instability?

I might be being real dumb here, but when I click the download to windows link on the front plog post, it downloads something that is 153 megs, when I double click on it, it goes into an infinitie loop wait icon and nothing else happens, computer still running but the program itself is stuck in statis. keep in mind i uninstalled everything

8
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 12:59:16 PM »
just reporting on windows 7, got some instability on trying to run 0.7.1a exe after uninstalling 0.7, will try again

9
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 04, 2015, 12:54:19 PM »
for the hotfix, are you supposed to uninstall then reinstall?

10
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 07:13:12 AM »

There's this pervasive fixation folk have regarding minigames for boarding.
Maybe they'd be fun the first few times you did them, but they will quickly become a chore that just got in the way of playing the actual game. Just another thing to be run a quickly as possible, or more likely skipped altogether.


I mean, lol, okay, that's a funny critique. "Boarding games would SUCK, boarding already SUCKS with the minimum amount of work, no need for further improvements in the work to suck ratio"

I mean, idk, boarding is repeatedly hyped as critical to the game's final form, particularly in regards to capturing these blueprints or w/e, but the thing consistently hasn't been fleshed out and is horribly griefy and it's just funny, cause of all the things that could be fleshed out and ungriefed with the minimum of effort, a thing which is essentially a text adventure with some maths would seem to be high on the "low hanging fruit" list. I mean, text adventures can be quite fun, and given the huge number of ships and possible iterations of situations, you could add a "random generator" system that could create a huge number of situations. For example, boarding in hyperspace, around planets, in asteroid belts could be very dangerous, attacking troop transports could potentially be disasterous as a compartment full of marines you didn't scan burst forth, tri-taychon ships could use advanced robot defenses, on and on and that's just one minute of off the cuff ideas. Plus it provides a huge avenue of potential logistics skills, boarding actions, crew manuver, officers could provide buffs to their crews, with aggressive officers suicide bombing the marines and timid officers immediately surrending, lol.

idk w/e maybe starsector was just designed to have crappy griefy boarding actions okay lol that's cool i guess reach for those stars

11
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 02, 2015, 09:43:56 AM »
What if all ships were theoretically boardable, or "salvageable" after a fight. You would need to repair them at your base of course, and supply a lot of materials for the truly mangled ones. Boarding actions could vary based on how badly damaged ships were, with ships that still have a lot of armor and werent pushed far into "overkill" territory (completely blow up) be much more likely to be operational whereas ships that were wrecked be much more dangerous to board. Also there could  be more marine complements in less damaged ships. You could do mini-text adventure type events, you round the corner-ambush!-security drones pour out of the wrecked air vents-muwhahhaha.

also marines could gain experience the way crew do, to better deal with these shenanigans

12
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: December 02, 2015, 09:38:19 AM »
*heavy breathing*

13
Suggestions / Re: fighter effectiveness in .7
« on: December 01, 2015, 11:40:25 AM »
I don't use fighters in vanilla at all. They're just a waste of frigates, and also the few good ones are mad hard to find.

In SS+, oh man, fighter heaven. The dipherton and atmospheric interceptors are amazing, haha, oh well BOOO VANILLA FIGHTER BALANCING

14
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 01, 2015, 08:26:44 AM »
If so, what personality does the game assume the player to be?

Spoiler
[close]

15
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 01, 2015, 05:25:33 AM »
Oh wow a new version  ??? well i was about to give info in general on the last version, so if anything has been changed to contradict just ignore lol.

In brief: .7 is good, adds a lot and takes little away. Here is some things to consider. In general the biggest problem with new version is for people that like to fight a space pew pew sim, the new radar blindness, while intimidating and interesting, does cut down on one's ability to run from giant fight to giant fight like in the old versions. I kind of miss this, so here's some suggestions that could add while keeping what we've got.

1. Fights should vastly increase the radar signature of ships, to the point that capital ships fighting should be visible anywhere in realspace, dunno about hyperspace but this would give you more opportunities to rush in.

2. Option to "escort" allied fleets, so that your ship is glued on to theirs while they travel. Would be fun for easily traveling with merchant convoys through hyperspace, since they always get ambushed. Mission potential?

3. I don't know how the AI works in terms of strength calibration, but it looks to me that a fleet of strength 5 and a fleet of strength 5, rather than ganging up on a fleet of strength 10, will both run from it and either be defeated piecemeal or, worse, infinitely run from it, creating no battles fro you to join into. Might be wrong about this.

4. Create more regular spawns of planet defense ships, so if you want to go mess up some enemy capitals you can reliably find them if you're willing to travel around. In fact, you could make an "attack station" mission where once you arrive, a fleet generates to fight you, and if you win it decreases the enemy stability.

5. Hacking relays could allow you to see all radar signatures and scans of that faction in that sector, at least of planets and capitals.

6. High faction loyalty allows you to see  what they see, again at least from their capitals in the sector. Warp space could still be "no man's land"

7. Destroying enemy ships sometimes yields "intel" that allows you to briefly see the location of all their ships in sector, capturing a ship yields a longer buff, maybe as long as a minute or more depending on the caputre size. This is the equivalent of "cracking the enigma code." Could also be a mission, capture x units of intel.

8. in general i would advise against defuffing radar strength. its already very hard to see, so the augmented engine debuff is griefy. IF you want to max out your signature, go for it, i actually prefer to be found a lot of times. In fact

9. Add an option for "hot running" where basically you just send out obnoxious blasts of radar static that anyone had his mother to find you. Would be fun for luring people, particularly in warp space where there's a lot of meandering. An "emergency signal" mode would also be neat, in case you are being pursued or out of fuel and there are some allies near by.  

edit 10: maybe an options for allies to join YOUR battle halfway through? dont know if it's remotely possible but would be hilarious to be fighting a slow frigate grind and suddenly an onslaught bursts on to zap them. Or an enemy onslaught to zap YOU

edit 11: some radar mods for sure. Stealth armor. Sensor suite etc etc

That's it for radar. Let's see, the introduction of rare, slightly buffed ships is great, like the capital of the hegemony (17th fleet?) I would like to see A LOT more of that, basically for all ships. Mods?! It would also be neat to see the introduction of buffed weapons and buffed hull mods. I'm not sure how that would work for balance or programming but it would be real neat. Deluxe augmented engines: increases burn and speed, PLUS making engines more durable. Deluxe auxiliary thrusters, increase maneuverability PLUS acceleration. Overclocked vulcan cannons etc etc. I guess it would be a mod thing but perhaps consider the archetecture to allow this.

Overall good though!


 

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