Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - aerandir

Pages: [1] 2
1
General Discussion / Re: Refit Points
« on: February 14, 2012, 02:47:54 PM »
Do you have any mods enabled? If not, I'd suggest deleting the Starfarer folder and reinstalling. These stats are all wrong.

Not to worry, it was the mods being enabled, disabling fixed it on relaunch  ;D

ps loving 0.5 so far, don't know if it was the stats being messed up that allowed my ragtag fleet to decimate a tri-tachyon detachment with an astral, odyssey and a paragon that ran away (ha), or just my having spent too much time playing those impossible missions since the first release!

2
General Discussion / Re: Refit Points
« on: February 14, 2012, 02:32:23 PM »
Which stock ships specifically? Shouldn't be any of the starting ones.

Later on, you'll be able to raise the OP limit via skills - so any designs that go above the limit are either 1) a screwup by yours truly or 2) represent a design made by a more capable engineer.

Several, my starting lasher for one, and my astral carrier (lucky capture  ;))

Maybe it's just crossed wires, but I'm assuming it's the big yellow number

screengrab

http://i443.photobucket.com/albums/qq158/Nightfall-Universe/screenshot000.png

3
General Discussion / Refit Points
« on: February 14, 2012, 01:25:29 PM »
Is anyone else confused about how the refit screen works?

Ships seem to have points, but stock ships (e.g. the one you start with) seem to exceed theirs e.g.

29/25 (29 out of 25?)

but when you remove outfits and go below that, you can't increase back to that level, e.g. you can't go above 25/25

Is this an intentional behaviour that I'm just misunderstanding?

4
General Discussion / Re: Starfarer and Steam.
« on: February 12, 2012, 02:05:01 AM »

And also hi BTW  :) im thinking about buying Starfarer. Not to bash on Spaz, because its in another ball area, but when my rage has whashed away after going arcade on everyones asses and their mom i whish it was abit more tactical and slow. So i hear this is what im seeking when im done holding mousebuttons down constantly?

yes,

buy it, buy it now

5
Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 10, 2012, 08:26:01 AM »
So in all seriousness, when are we looking at Alex? We're past early February now!

It has been said several times here and elsewhere that the current "possible" release time would be mid feb, not the start of feb. In all likelyhood I imagine polishing may push that back even thurther. However I would glad to be wrong. The test version may come out earlier who knows.

I'm sure it won't get pushed back any further, but it does raise interesting issues; people are paying for an alpha, and in the old days people expected bugs and crashes and so on. With customers becoming increasingly demanding, small devs like Alex obviously now feel pressured to present these incredibly polished experiences in alpha to avoid the negative publicity of people complaining about unfinished software...but of course by definition that's what an alpha is.

Personally I thought I was signing up to get basically playable, but buggy, builds every month or so, not flawless mini-releases with eight month gulfs between them, but obviously with the increasing opening up of alpha and beta software to the public, exactly what those terms mean is starting to shift.

Anyway that was a bit OT, I predict Tuesday afternoon for the release!  ;D


6
Mods / Re: Black Guard
« on: February 08, 2012, 12:57:22 PM »
Update #3 - Updated ships and new all ships render

7
Suggestions / Re: Aura of Command
« on: February 08, 2012, 05:16:43 AM »
ok simple solution, command bonus only works from your flagship, and works better if your on it.
that was the idea, the effect is from the flagship, not the commander

How about the nav buoy making your crews more confident to use their engines at a higher level of power because they have more information about the surrounding area. the sensor arrays could make your guns more accurate by increasing the accuracy of the targeting information of enemy ships. The crews in the bowels of your ship aren't going to be able to see if your flagship is next to them or a hundred thousand miles away. The people in the command deck might be able to see, but they're not going to increase the efficiency of thousands of people, unless they yell it over the radio I guess. My only issue with it is what happens when your controlling a frigate? Will that give the same effect as a capital class ship? What happens if you have two of the same capital ship but one is your flagship and the other one is just another ship in your fleet, does only your flagship give a bonus? Hopefully your finding this constructive, because you do raise good points, and I totally undestand how cool it would be to join a fight in your flagship and change the tide of battle, just trying to make it make sense in my mind.

Mago
I'm working on the assumption that the flagship of a fleet will usually be the most powerful ship in the fleet, so if your flagship is a frigate then the effect would still occur, because it's still a major force on the battlefield(relative).
You could have all capital ships in a fleet giving a smaller bonus as well, but that is just messy, it would be better if it's just the designated flagship


Well it could take more work, but couldn't this just be worked into a general morale system, that interacts with captain's personalities? It makes sense that a bomber squadron will be more confident and aggressive if it has a fighter squadron escort, and there could be an extra morale bonus from the flagship. General unit morale seems to work as a great mechanic in the total war series.

Anyway there already seems to be a rudimentary morale system in the way the enemy flees the field when the tide of battle turns too much against them.

8
Suggestions / Re: Open World Navigation
« on: February 07, 2012, 02:23:40 AM »
Yeah, that's essentially a new game. What might be cool though is some kind of painted backgrounds for your bridge, engineering etc, a la freespace 2, wing commander, and more recently Starcraft 2. The viewing port could even change based on what system or area of space you're in. Again even a few dozen painted backdrops are probably quite an expense for a small indie game.



That sort of thing really adds character and immersion to a game. If the game is otherwise all menus and text then things can feel a bit soulless and impersonal.


9
Mods / Re: The Confederacy of Free Stars
« on: February 06, 2012, 04:29:02 AM »
Love the weapon set-up on those ships, especially the phased array cannons and the particle lance, best sense of power of any weapons i've seen in the game thus far (and horribly overpowered as well of course  ;)).

It seems like the mod would probably work better as a total conversion, or else every battle is probably going to consist of a single sovereign wrecking a vanilla fleet.

10
Modding / Re: Project MyMod
« on: February 05, 2012, 10:48:09 AM »
That looks awesome, it would take a huge amount of time, but if all the ships were rendered like that, then painted over pixel by pixel, they would look amazing.

Starfarer's no doubt going to be popular enough that eventually someone's going to come along who'll be mad enough to do it!

11
Mods / Re: Black Guard
« on: February 03, 2012, 10:31:37 AM »
Another update, new scenario map.

interesting designs. what scale are you going by ?, im not convinced bigger ships in this game is a good idea given the limited distance scale combat is normally occuring over. some of those renders are enormous. i would prefer to see 1:1 scale images you will be putting to the game.

It's to an accurate scale, with the Gaian Carrier at about a kilometre long, and the fighters in the 10 to 20 metre range. The rationale behind the scale, aside from it being more realistic, is that manually targeted large weapons should be useless against fighter craft, only point defence systems (which don't need to be manually aimed) will be of much use against them. Basic resolution issues might mean that scaling up the fighters is necessary, but I'd prefer not to have to

Thanks for all the other comments!

12
General Discussion / Re: next patch or update?
« on: February 03, 2012, 07:54:21 AM »
We are in crunch mode for .5a ....

OH



YEAH

13
Mods / Re: Thiiei's Ascendency
« on: February 03, 2012, 05:31:46 AM »
Looks pretty good. love the detailing on the ships.

14
Modding Resources / Re: .ship/.variant editor
« on: January 30, 2012, 04:15:19 AM »
bump to keep this on the first page, might be an idea to sticky it?

15
Mods / Re: Black Guard
« on: January 19, 2012, 07:54:27 AM »
Update 2: New backgrounds added

Pages: [1] 2