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Messages - Psigun

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16
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 09:59:32 AM »
I just installed it on the computer and checked it on all the browsers and the command line. Apparently I missed an obvious and vital step in installing it to the actual SS directory? Doh. Are there directions somewhere for doing that?

17
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 09:53:13 AM »
I have the newest version of the 64-bit JVM installed. I've verified that I'm using JVM 64 by typing in java -d64 -version at the cmd line, as well as checking for other old installs of the JVM using Sun's uninstall applet (there were none) and I still get the warning message at the start. Spent a while trying to figure this out and I'm stumped. After an hour or so of play I get a Fatal: Null error eventually every game I try as well. I'll try to grab a screenshot next time it hits.

I'm using SS+ with the five up-to-date factions you list (all but BRDY and EI), shaderlib, and lazylib

18
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 15, 2014, 04:52:51 PM »
It takes whatever it takes. Looking forward to the next update regardless of how far forward it is.

19
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: June 11, 2014, 06:31:56 PM »
The trading system sounds really cool. Can't wait!

20
Announcements / Re: Starsector 0.6.2a (In Development) Patch Notes
« on: December 28, 2013, 12:05:46 PM »
Updated.

Thanks for the update Alex! Sounds good, and looking forward to the next release, whenever that may be. ;D

It feels like the basic game and mods are starting to come into their own.

21
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: November 27, 2013, 03:35:53 PM »
Interest piqued. ;D

Asymmetry is the future! At least, according to Blackrock.

We'll see about the Scalar frigate. ;D

22
Mods / Re: [0.6.1a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: November 02, 2013, 11:46:27 AM »
No need for a popularity contest, those don't generate anything but negativity. I'm just glad there are so many good mods to try and am grateful for everyone putting in their time to create these big total conversions and compilations.

23
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: August 16, 2013, 09:34:14 AM »
Sounds great, I'm waiting with bated breath. I love how non-combat mechanics are starting to trickle into the design with mechanics like towing and construction rigs.

24
Mods / Re: Blackrock Drive Yards - v0.30
« on: March 30, 2013, 01:59:19 PM »
It would be cool if Blackrock Drive Yards could make it into the base game somehow, I think it fits in with the Hegemony and Tri-Tach well. There are a lot of good fan-made factions, but I am an especially big fan of BDY.

25
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 21, 2013, 07:35:11 PM »
Isn't all this getting a bit complicated?

I think ammunition for ballistic weapons should simply regenerate, but at a very slow rate (1 per sec for PDs, 1 per 3 secs for small, 1 per 8 secs for med, 1 per 20 secs for large?). That'd be balanced by the natural in-combat CR decay and not need any additional penalty. Possibly require zero flux at most.

Reasoning being that ammo-using weapons would come with a very small, self-maintaining autofactory that produces ammo and feeds it directly into the weapon's magazine.

I think the issue with just straight regenerating ballistic ammo is that it is the same thing that weapons with charges do. It starts becoming redundant in my mind, when you have supposedly different weapons systems operating the same way in all but name.

26
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 20, 2013, 02:16:24 PM »
How about when a weapon reaches 0 ammo it enters an extended period of reloading during which it is disabled and does nothing. When it finishes reloading it has maximum ammo again. It could be varied weapon to weapon. Total ammo capacity would probably need to be lowered as well.
Already suggested - the issue with that is that then you'd have times when you need to "game the system" - namely, fire those last three bullets in order to start the reloading process.  Which just feels wrong.

I tried to think about the issue before reading all replies so I'd have an uninfluenced take on it which is why I suggested something already suggested- apparently I just had the same idea as someone else. :) If ammo storage capacity was significantly shrunk, and reload times weren't that long, then I don't think it'd be worth it for people to game the system.

27
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 20, 2013, 10:25:32 AM »
How about when a weapon reaches 0 ammo it enters an extended period of reloading during which it is disabled and does nothing. When it finishes reloading it has maximum ammo again. It could be varied weapon to weapon. Total ammo capacity would probably need to be lowered as well.

28
I'm going to be a space ***.

29
Thanks for the previous post about the books aswell, i've started reading them and i'm at the second book now, they're really more than i expected, so thank you  :)

Surprising how involving books full of completely mundane stuff, just in space, can be.

30
Thanks for the kind words for the hour or so I spent writing up the OP. I'd like to thank Fractal Softworks for making a game I can daydream about.

Thinking about the economic stuff I wrote about in the OP, I think I agree with you in that it's just too complex to create a full supply chain for everything. If things were simplified and abstracted, perhaps it would be possible. If there's anyone in all the game dev world I would want to do this sort of thing, it would be Fractal Softworks based on their superlative handling of the combat and ship customization portions of Starfarer. Looking forward to see what they come up with!

Psigun, I just registered for the forum to say that the reason I play computer games is for the dream of a game like you're describing.

The reason we're not going to see it in Starfarer any time soon, is that you're talking about a level of complexity that has not yet existed in any game ever. Consider how many programmers it takes to make even a relatively simple game like the Civilization series. I'm excited about Starfarer because it's moving in exactly the right direction, and I look forward to seeing how far it gets.

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