Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Zelnik

Pages: [1] 2 3 ... 12
1
I want to know how long it took to program the pets in to the mod.

Mostly so I can use it as an example of how astoundingly awful Starsector modders are. The wasted time on useless drivel that... if anything...belongs in it's own separate mod. 

It's just like the stupid roleplaying game.  Zero benefit, hours of work wasted, updates to the mod are delayed as a result.  I wish there was a way to do a negative tip in order to regain the time taken from me due to the useless elements in this mod.  It's a crying shame because all the other elements of the mod are fantastic.

2
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 23, 2023, 08:09:59 AM »
Not Rosenritter my dude. I want to make Kassadar my capital :D

3
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 22, 2023, 02:36:37 PM »
There is an elusive Siluberblut? Tell me more!

Also, will there be any sort of mission set or story for the Kassadari?

I like their backstory and would love to bring them violently to power once more.

4
Mods / Re: [0.96a] Tahlan Shipworks 1.2
« on: June 11, 2023, 11:06:43 AM »
Hey there. I just wanted to chime in a bit.

I really do enjoy the mod! All of the cool ships you have added really do show an incredible level of creativity. Please keep making more!

I did have some observations though.

I love the Ristreza brand of ship. The base ship, the Cascadia and the Numestri are all so cool! I love the design of a frontal assault craft with a powerful ventral/spinal cannon. 

I couldn't help but notice, but did you reduce the power of the base vessels Glepnir cannon recently? I am finding it to really lack the punch that it used to have.

Similarly, the Cascadias missile barrage doesn't...really seem to do that much.  I almost feel like they are just there for show (and what a show!).  This ship is so hard to find, I would expect that they would be a little better at their job since they completely replace the second shot of the Glepnir AND completely replace the starboard and port small ports (making this ship very vulnerable to missile weapons)

The Numestri is another phenomenal ship, but I can't help but also feel that the weapon has lost some of it's punch. Since this ship is even harder to get your hands on than it was before, I can't help but think that it doesn't perform well enough to justify all the headaches in getting it. Am I missing something? 
Similarly, I would think that it's a modified Titanomachy laser, wouldn't it have similar high-flux-damage-increase properties with the Gigantomachy?


Obviously I also love the Rosenritter ships. Making such unique vessels so the player has his own 'fleet' to build his faction with is -endlessly- cool.  I don't actually have too many criticisms with their designs either!
Are there any plans for making more rosenritter designs? Maybe another smaller cruiser like the Mondlicht that has a large weapons bay?  Something to give me more of a reason to use the larger Rosenritter weapons.

I love the Lostech ships, but I miss the Lostech version of the Castigator. Is it possible to maybe make this ship accessible as a starting super ship?

thanks for all your hard work!

5
Mods / Re: [0.96a] Random Assortment of Things
« on: May 31, 2023, 07:36:40 PM »
Hey, I found the Tri-Tachyon training sight and took out the station. I tried to check out the planet surface it was orbiting and the game crashed with a "Null" error. 

6
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: May 09, 2021, 02:30:35 PM »
has anyone tried to force the mod to work by changing it's version number?

7
I have twice accidentally quit out of a great campaign run because I was a little too quick to leave a combat and hit "exit campaign" by accident when the "End combat" button has not emerged soon enough.

Why is that button even there? Seriously!

Please move it, or give a confirmation window... OR HEAVEN FORBID LET US GO RIGHT BACK IF WE LEAVE BY ACCIDENT!!!!

8
Mods / Re: [0.9.1a] Adjusted Sector
« on: March 21, 2021, 08:27:19 AM »
So this mod crashes my game, not sure why.

9
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 10, 2021, 12:09:03 PM »
Quote



A month or two out from a release, the actual dev build has most of the things in it, but I think most players would be shocked at how not-actually-fun-to-play it is. Most of that - things clicking together into a cohesive, playable whole - happens very close to the end of the cycle.




Pretty soon(tm). No, seriously - the playtesting is pretty far along, and going well at this point!


This is really all I wanted to hear, thanks!

10
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 10, 2021, 10:47:12 AM »
Alex...


Why not release this now and fix all these terrible problems that plague the game?


Small patches are just as good as big ones.

11
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 08, 2021, 11:48:09 AM »
@Alex

I -really- appreciate the list addition! Next version looks great....


but why not release it now? Tons of these fixes are -really- needed.

12
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 08, 2021, 11:03:13 AM »
...Yes but -when-

13
General Discussion / Re: this is the greatest game ever made
« on: March 03, 2021, 02:45:43 PM »
Masters of magic can go spin on it.

Frungi is the sport of kings.

14
General Discussion / Re: It totally isn't.
« on: March 03, 2021, 02:44:32 PM »
The update is close. I can feel it in my bones, like aching joints before stormy weather.

That's arthritis. See a doctor.

15
General Discussion / Re: How do you deal with pirates?
« on: March 03, 2021, 02:43:42 PM »
I joined the forum specifically to ask this question. How do you guys deal with pirates? I created my first colony system, and I have anywhere from 8-12 various pirate flotillas, and a constant stream of 1-3 pirate fleets heading to raid it at any given time. I'm playing on normal. I'm completely overwhelmed, my security forces can't keep a hold of my own system. Frankly, I just have no idea what to do.

The short answer is that there is no solution. They will keep coming no matter how many times you kill them. Pirates are suicidal and insane right now because Alex refuses to release the update that solves the problem (it is already implemented in the new update.) 

Shortly after realizing this is a problem, people will call you entitled and a crybaby for complaining about a perfectly legitimate concern, wonder why you don't just cheat like the rest of them with mods.  Questioning Alex's design is tantamount to heresy here, even if Alex himself welcomes criticisms of both the game and his release schedule.

You will then get increasingly frustrated with the game as this obvious gameplay bug gets worse and worse until you take a break for about six months. You will come back only to find the update has not been released yet, but the same people who insulted you are still defending the lack of an update the same way a baptist defends burning witches at the stake.


Then you will stop caring even more, use console commands to shortcut in the game all the time and slowly become a nasty little goblin like everyone else here, regularly wondering why everyone else doesn't just cheat like you.

Pages: [1] 2 3 ... 12