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

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Messages - Jonlissla

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16
Mods / Re: [0.95a] Furry Portrait Pack v1.1
« on: April 08, 2021, 11:01:22 AM »
This mod adds 35 furry (and scalie) portraits to vanilla factions. A few are AI-generated, but most are sourced from members of the Starsector community.

Wait, what? Can you randomly generate portraits from AI-assisted programs or tools?

17
General Discussion / Re: I began Starsector with 0.95 and...
« on: March 30, 2021, 03:51:22 AM »
That's what in menu tutorials explain (there's 3 of them).

Ah, that explains a bit. I always switch that option off from habit, completely forgot to leave it on when I played the tutorial. I might give it another go and see how it is.

18
General Discussion / Re: I began Starsector with 0.95 and...
« on: March 30, 2021, 03:25:47 AM »
Campaign 0.5:
- start the campaing with the tutorial
- get overwhelmed by the number of ships and weapons you have to salvage in the tutorial to defeat the pirates at the gate
- so after finishing the campaign-tutorial:

Been playing since 2012 and yesterday was the first time I tried the tutorial, and I have to admit it was pretty... mediocre. I pretended to be new to the game and it didn't really tell me anything about venting, how flux works, differences between soft/hard flux (seriously though, what IS the difference), weapon loadouts, kinetic vs explosive vs fragmentation damage, and so on. Then it wants me to pick up a whole fleet of junk ships that I know nothing about and proceeds to give me a whole bunch of weapons that I also know nothing about. I've been lucky since I've followed the game since the start and have kept up with the changes, but if you start the game today then damn, the learning curve is steep.

19
Tessaracts' abuse long enough that majority of them live until they run out of CR, which is about 7 minutes.

I used the Info button in combat before it was patched out, and it said the dorito bags had unlimited CR. Has this changed?

Also, they were not fun at all to fight. I had a four capital ships and a whole bunch of other stuff in my fleet and I barely made a dent into one dorito bag, let alone two of them.

[quote authot=Nia Tahl]I really love these in many ways, but imho their scaling is very off by being tied to your levels, making you gain them very quickly early on but becoming very hard to earn in lategame. Imho these should be earned more gradually to be able to actually make decent use of them throughout a campaign. In their current state, they encourage hoarding at least some of them for the lategame, which the mechanics involved seem to imply is not intended.[/quote]

Completely agree, you're showered with them earlygame but as soon as you reach lvl 10+ they start slowing down so much it makes you regret using them on a minor things like disengaging from fights or increasing the payout of a mission. Upgrading a colony becomes a sort of trap too, while a extra point of commodities or stability is good to have it's not worth the cost of two story points.

20
Mods / Re: [0.95a] Torchships And Deadly Armaments V0.15 (2021/03/27)
« on: March 29, 2021, 07:10:39 AM »
Thanks for the quick update, always enjoyed this mod for its extra variety.

21
General Discussion / Re: Feasibility of Climbing Back After Defeat
« on: March 29, 2021, 01:27:51 AM »
With the new story points systems you can avoid combat entirely, even getting xp for doing so. I already escaped 4 encounters that would crash me, but instead I just spent those points and got out of there. It's pretty great although makes iron man runs a little bit too easy

Story points are a dime a dozen at the start, but once you reach lategame they start slowing down considerably. Even with bonus experience you need to slog through either massive battles or trade goods worth millions in order to get enough XP for the next point. It's a real shame because it's at lategame that you really get to use them properly, like boosting your colonies and such.

22
General Discussion / Re: 0.95- First Impressions
« on: March 28, 2021, 11:14:49 PM »
Love most things with this update, especially story points. Amazing tool for the player and would like to see more game incorporate it. At early levels you get a good amount of them, enough to put on your ships and give them a bunch of permamods. Lategame they sort of stop trickling in though. I'm around lvl 13~ish and they are getting few and far between which annoys me since it feels like I wasted them earlier.

I like the new skill tree. It's refreshing and brings a bit of variety to standard designs you see in games. Not happy at all however in how certain skills compete with eachother. Oh gee, do I want more flux stuff and a +1 permamod, or should I get this gimmick skill which will give me a REDACTED ship that won't even be at max CR? In the Industry line there are even two entirely competing skills; one that removes D-mods every second month (incredibly good btw), or a skill that gives damage reduction based on the amount of D-mods a ship has. They contradict eachother entirely. I'm fine with limited choices to make each playthrough unique and you can always respec if you like, but I feel some of the skills should be given another look and replaced in the tree.

Overall I'm really happy with the new stuff. Still as addicting as it was earlier.

Still no sign of anything abnormal, is there a bar event that points towards the new-ness or should I just keep looking and hope its obvious enough that I haven't missed it in an already visited system?

Keep exploring, it's a certain object orbiting a star, you'll know it when you see it.

Been savescumming a lot of fights to avoid losing big ships and, more important, to figure out how to beat them. Steadily built up a fleet of mostly cruisers, personally commanding a Fury (neat ship, really fast). Everything seems to die really slowly. Part of that is that good weapons have been few and far between, but even considering that, it's been difficult.
At one point I took on a ~120k bounty from a contact. Seemed simple enough, I'd done similar bounties before. Enemy fleet was something like an Atlas II, four cruisers, and a bunch of chaff. Got spanked the first time. How did that happen? Try again, lose.

Yeah I know the feeling. I stopped savescumming as of lately and taking the losses because it spices up the game, but I do reload every now and then if I get ambushed by a gigantic pirate fleet. And oh boy do the new pirate fleets hit hard. I don't know what Alex changed with the AI but I feel like they're much more dangerous now than before, and it seems your teamates aren't as triggerhappy as they were in the previous version. Even with Aggressive officers they don't seem very... well, aggressive. Pirates and bounties now have tons of high-level officers, and even with a pretty decent fleet I can't handle many of the bounties that are being posted and the payout is still pretty poop considering the fleet I will be fighting. Like, 210k for a bounty filled with cruisers, nice, I can deal with that. And over there is another bounty that pays 240k, but it's filled with literally 5 Conquests. Sounds legit.


23
First encounter I had a cruiser-centric fleet with a whole bunch of smaller ships, figured I could deal with atleast one. Nope, didn't get a single hit in. Before the latest hotfix you could also use the in-battle Info button to bring up the codex which showed their stats and description of which the latter was especially ominous. They also have unlimited CR so there's no way to outlast them, and not even the Tempest can out outmanuever them. Seems like the only way to win is to bring a fleet of capital ships.

My only actual gripe though was the visuals. Looked very 3D with shiny reflections compared to the rest of the game with it's gritty pixelart. Might have been intentional though. 

24
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:37:11 AM »
You know it's fresh off the presses when Windows Defender gives a warning for the installer.

Thanks Alex, looking forward to playing!

25
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 22, 2021, 06:37:55 AM »
It has been said that every time some one asks for the release date Alex delays it for a bit.

It's like Gabe Newell and Half Life 3; each time he reads a fat joke about him he delays it by a day.

26
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 19, 2021, 01:07:07 PM »
Looking forward to the update. Each one always manages to revive the game and I end up spending a hundred hours or more on it. It's a insanely good title and judging from the blog posts I'd say you're going in the right direction.

That said, I still want a easter egg where the systems gets invaded by fleets of Buffalos.

Is Alex going to release 0.95 on April 1?

Toady did this for Dorf Fortress with a long awaited update and proceeded to crash the entire website, and people didn't believe the news thinking it was a joke. Would be fun to see if Alex does the same.

27
General Discussion / Re: 10 Years of Starsector!
« on: January 08, 2021, 10:57:47 AM »
Do I have to raise my glass to Seth? Cus him and the merchants guild were my gateway

Well, his video has currently over four million views. Pretty sure he deserves a fair bit of recognition.

Personally I heard about the game from TB like many others, and ever since I've been returning to the game and its modding scene every now and then. To see a project like this evolve over the years have been a fascinating ride to say the least.

28
General Discussion / Re: [0.9.1a] A Guide to (AI-Friendly) Ship Loadouts
« on: December 31, 2020, 02:53:16 PM »
Okay, let me be the first to say I did NOT expect a 41 page document with links and formulas. I'm impressed, good work.

29
Everything was so vague and inconsequential, I thought I missed the spoilers. Frankly, I still don't know what the spoilers are.

I felt the exact same thing. I gave it another quick look and I still don't see any spoilers.

30
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 10:06:03 PM »
  • Added a number of story-related missions and a hint of an endgame threat

If the threat is not a herd of vicious migratory Buffalos I will be severely disappointed, Alex.

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