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Messages - Archduke Astro

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46
Announcements / Re: Starfarer 0.53.1a (Released) Patch Notes
« on: August 20, 2012, 03:29:07 AM »
I just removed fourteen consecutive off-topic posts made overnight. "Red paint," people? [-sigh-]

I am reminding everyone in this thread for the second time to avoid straying.

If it's directly relevant to content in the current 0.53.1a patch, yes by all means feel free to post it here. If it's not about the current 0.53.1a patch, it doesn't belong in this thread. Of course there is some leeway granted here (we're not ogres) but unfortunately I see that freely giving folks the proverbial inch is resulting in them taking a mile.

Future transgressions in Alex's threads are not going to be so pain-free in the future for those who insist on committing them.

Cluttering up the patch notes / development topics is a hassle for him and it needlessly burns his valuable work time to wade through any comedic hurr-durr'ing or unrelated speculation that's left here. Make a new thread, or post in a different relevant one, on another of our subforums if need be. Thank you.

47
Mods / Re: Starfarer Extended for 0.5a
« on: August 20, 2012, 02:49:04 AM »
Let's give Wriath a chance to respond before doing anything further, please. It may be helpful to know if his intentions are still the same or not. :)

48
Yes, please; that would be fun to have.

49
Mods / Re: Blackrock Drive Yards
« on: August 20, 2012, 02:42:18 AM »
Or you can take the burndrive ( and preferably rename it something else/make it your own), in the ship_systems.csv and delete the True from the noturning column but it'll leave most of your turning intact but it'll feel like it turns sluggishly since your going in the forward direction mostly.

That should be a 5-star modding move -- smooth as velvet.

50
Discussions / Re: The Psilon Master Race
« on: August 20, 2012, 02:36:18 AM »
I always played using the telepaths as a base race (because then they can't appear in game to thwart me)

That's precisely the same reason why, when creating a new game with a custom race for myself, I always made sure to choose the icon of my least-favorite race. When you do that, it prevents them from spawning; they get eliminated entirely from the random rolls for AI races. Good-bye, Silicoids! Man, I hated playing against those guys: no diplomacy, can colonize any world no matter how awful, so they outnumber your colonies once the midgame is here. Even Psilon super-science coolness can struggle to deal with a Silicoid empire. But if my quasi-Psilon dudes have the Silicoid icon, no problemo.

51
Suggestions / Re: Changes to Tactical Control
« on: August 20, 2012, 02:21:34 AM »
The main idea is to free up CP for creative tactics through way points, while keeping the whole 'hands off' fleet control that Alex wants.

FWIW, I agree with you. Your proposal is a refreshing angle on this subject.

Alex seems very reluctant to give more fleet control to the player. I can see his view point (the more the AI handles, the more time you get to fly your own ship), but it can be frustrating not being able to give more precise commands from time to time.

I share that frustration. While the admiral AI is generally above average, and can often be both ferocious as well as surprisingly savvy, there are indeed holes which need to be repeatedly plastered over via player intervention.

Some people just want to be the admiral once in a while...

Indeed. It's sometimes jarring when the game's tactical granularity is too coarse for a specific action or plan to be taken; especially if the worth or value of said things is staring you right in the eye. I don't know about you guys, but when that happens it thoroughly breaks the battle immersion for me.

Additional thoughts, folks?

52
General Discussion / Re: Fighters
« on: August 20, 2012, 01:51:48 AM »
or that he was from the get go
If you want civilized discussions on this board, I'd suggest not adding fuel to the fire.

and that i already did address his points.
Address does not equal response. If you did address his points, link to your responses rather than ignoring his points.

Lets just close this thread.
Word.

Done.

Kids, you need to cool off and revisit this later. Thread closed for now.

53
Mods / Re: Starfarer Extended for 0.5a
« on: August 18, 2012, 09:38:14 PM »
I'm going to take a crack at adding ship systems and updating this mod for the latest Starfarer version since the mod dev hasn't been around in a few months. I should have a version together by tomorrow afternoon. If Doktorschlonz does come back I will of course stop poking around with his work, 's worth noting that any versions I come out with are unofficial and not supported in any way by the original creator of the mod.

By all means, keep us advised on your progress. Since Doktorschlonz hasn't been here since April 10 (!), you might very well be the only chance that this mod has. Unofficial progress, while perhaps not ideal, is often better than no progress.

54
Suggestions / Re: Planetary Batteries
« on: August 18, 2012, 08:22:03 PM »
Fortifications? I'm heavily in favor of them. Doubly so if, as per your suggestion, they're deployable not solely upon planetary surfaces or in orbit, but also on moons and asteroids. One of the biggest hardware-oriented things I'm hopeful for in this game's future is a convincing, useful set of choices comprising a spaceborne version of coastal artillery. Bring it on.

Considering the way the lore presently implies that the sector's entire tech foundation is slowly unraveling, it stands to reason that for purposes of local defense, a fixed battery of multiple guns and all of that battery's support facilities is going to be economically competitive when compared to semi-permanently tying up a mobile spaceship (or FTL starship!) that is armed with an identical array of guns -- wasting that ship's considerable income-generating potential on acting as a mere gunnery barge on a very short anchor chain. It would be interesting indeed to see how defense batteries (or whatever you wish to call them) might be implemented in the campaign's future.

55
Discussions / Re: Favorite Game of All Time
« on: August 18, 2012, 06:08:41 PM »
Master of Orion II; no question about it.

56
Discussions / Re: The Psilon Master Race
« on: August 18, 2012, 06:07:19 PM »
I'll drink a toast to that. Clever racial bonus picks + Psilons + a wee bit of luck = easy win. Especially against an uncreative race such as the Klackons.

57
General Discussion / Re: Fighters
« on: August 18, 2012, 11:10:46 AM »
Also, since Wasps are some of the fastest fighters in the game, they're nearly impossible to intercept when running away for refit. +1 to survivability!
Until Thunders get into the battle. :P

Or until a Shade dephases within EMP System range. Activate the bug-zapper! [-snap, crackle, pop-]

58
Mods / Re: Starfarer Plus (1.06)(now comes with that warm fuzzy feeling)
« on: August 17, 2012, 03:44:18 PM »
Anyone have a name for this?

"Light Fuse And Point Towards Enemy"

Or is this just a bad idea?

It's possible. ;)  Looks rather like Docking Control Officer at the space station was texting his drinking buddies instead of checking the approach vectors he was radioing to incoming vessels. ::)

59
It requires .NET Framework 4.0, available here if you don't have it already installed. It should work on Windows XP, Vista, 7 and 8.

Neonesis, what are the chances of an eventual Mac version?

60
Modding / Re: Free Ship Sprites
« on: August 16, 2012, 06:18:49 PM »
That's a fascinating assortment of quality spriting.

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