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Messages - Zhentar

Pages: 1 ... 5 6 [7]
91
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 06:53:14 PM »
Sounds like it's a bit late for 0.7.1... but maybe for 0.7.2? I'd love to see some trading and sensor related skills in the Leadership branch. Like lower tariffs, lower smuggling risks, better price intel, lower sensor profile, longer sensor range (maybe make the sensor ones based on fleet size, so it makes more sense under leadership instead of technology).

92
Suggestions / Re: API request
« on: December 29, 2012, 05:26:53 PM »
It sounds like what you want is a .equals method implemented based on contents (which would necessitate a hashcode based on same), and perhaps also a copy constructor.

What he wants is to be able to tell if the contents have been mutated with a single comparison. The easiest way to accomplish this is not by implementing equals/hashCode (I dunno about Java, but in .NET land making either of those depend on mutable state is considered a bad idea), but instead by exposing a "version" counter that gets incremented whenever the contents are modified.

93
I just won the 'Nothing Personal' mission without the ISS Aesir surviving. I suspect this occurred because the Aesir was destroyed after destroying the last opposing ship (very shortly after, as it was destroyed by the explosion of that ship).

94
...and all the machines that cannot take more than 4GB?

- desktops with only 2 dimm slots,

Uh, what? You can get more than 4GB with just one DIMM. You can fill two with 16GB for under $100 right now.

With 8GB kits running under $40, it's not surprising that it's getting common for people to have that much (especially since #GB of RAM is a significant advertising point for OEMs, so when it's dirt cheap it makes sense for them to stuff machines full of it).

95
General Discussion / Re: Why the Aurora nerf?
« on: May 08, 2012, 08:51:57 PM »
Hmm, I'll have to try the autopulse. I played around with the Apogee for a bit previously, and I couldn't ever figure out what people see in it.

96
I've noticed this a few times now, although I'm not sure of the exact details. If I have a badly damaged Wasp wing, with missing ships, sometimes the fleet repair option option will only restore 5 of the Wasps. A second click on the fleet repair is required rebuild the 6th Wasp.

97
Bug Reports & Support / Re: AI is Terrible at Accident Handling
« on: May 03, 2012, 10:56:24 AM »
and has the added benefit of allowing the possibility of accidents for AI fleets.

You could just make the AI greedy and willing to risk accidents to avoid jettisoning some cargo :) (I also think it would be more interesting if there were something between 'None' and 'High' to give players more incentive to make the same gamble... which would also be nice since 1 ton of cargo making the difference between complete safety and high risk seems a little silly).

98
It would be nice to have  a 'fire missiles' key/button (with an option of which bank to map it to, of course). I find switching weapon banks just to fire a missile and then flipping back really disrupts my tempo, so I'll sometimes put my missiles on auto-fire because I won't make use of them manually.

99
General Discussion / Re: New AI is impressive.
« on: May 02, 2012, 10:13:08 PM »
My only complaint is that the AI has also gotten better at retreating (and also killing my fighters).

100
Suggestions / Re: Confirmation dialogue when exiting refit screen
« on: May 02, 2012, 10:03:41 PM »
I'd like to see a sort of 'shopping list' - if I load up a variant, it's not easy to tell what you are or aren't buying (it pops up some text, but that fades away quickly).

And with the variants, it would be cool to see a tooltip with what weapons that variant has, showing what you have and what will be purchased, and what isn't available.

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