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Messages - WarStalkeR

Pages: 1 ... 21 22 [23]
331
Mods / Re: DeathSG Minimash V1.3d! REJOICE!
« on: March 23, 2012, 11:00:06 AM »
Nice mod, but by some chance you've missed to give collisionRadius:310 instead collisionRadius:0 to behemoth.ship :) (Playing with version 1.2)

332
Modding / Fleet Points in System Defense Fleet
« on: March 23, 2012, 10:33:42 AM »
So, here is the question:
Why Hegemony System Defense Fleet give you only 43 Fleet Points for deployment? Is there any way to change it?
Because if from start you want to deploy Battleship, that costs you 80 Fleet Points... You can't deploy it.

333
General Discussion / Re: Multiplayer Aspect Discussion.
« on: March 21, 2012, 02:52:41 PM »
The hard thing about multiplayer does not have much to do with the language used. Java is just fine for that. The problem with multiplayer is synchronization. You've got two (or more) simulations running on different machines on different sides of the planet, and you have to make sure they are in exactly the same state. The wiring needed for that goes through the entire program and is not something that is easy to add afterwards. Especially for a game where quick response is important.
Synchronization is not a problem, when peer to peer multiplayer used.
And as far as my knowledge in programming language goes (and it goes far), implementing multiplayer in Java or C# written software is much easier then doing it with C, C++, Python, ASM, etc.
Anyway lets give Alex to focus on finishing Starfarer. And when it will be finished completely, Alex will understand that something is definitely missing in Starfarer's main menu :)

334
General Discussion / Re: Multiplayer Aspect Discussion.
« on: March 19, 2012, 07:48:27 PM »
In short, it's just not going to happen :)
For now yes, but later on you will start thinking about adding it :)

335
General Discussion / Re: Multiplayer Aspect Discussion.
« on: March 18, 2012, 01:29:47 PM »
This is certainly true, but I'm not sure that actually means very much. Any time spent working on one thing is time not spent on another. The SP aspect of the game can take literally as much time as can possibly be devoted to making it better - and then some. So, having MP would detract from the SP experience for that reason alone - and there are other reasons why it would, as well.
Then why not to create/implement Multiplayer after Singleplayer was finished and polished?
When you will finish Singleplayer content completely, you already will know what and where you need implement in order for Multiplayer to be successful with many different modes.
Personally, I see a limitless possibilities when Multiplayer will be available, for example instead of finishing campaign 105th time, player starts server with "campaign" mode, where players can fight for domination, or something like that.

336
Modding Resources / Re: .ship/.variant editor
« on: March 17, 2012, 06:29:33 PM »
Planning to give credit to GSB there, WarStalkeR?
OMG! I've been found out! He-he :)
I thinks so :) After I've seen Archduke Astro on these forums, I understood that some other GSB players would be here too :)

337
Modding Resources / Re: .ship/.variant editor
« on: March 17, 2012, 11:13:57 AM »
Thanks, but I already finished everything with help of Notepad++ & Microsoft Excel :)
My ship of completely epic win :D

P.S. No! Its not dreadnought, its battleship! Its length only ~600 meters, dreadnought's length about 1200+

338
Modding Resources / Re: .ship/.variant editor
« on: March 17, 2012, 02:59:53 AM »
Shame... This editor looked great and helpful...

339
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: March 17, 2012, 02:25:46 AM »
Links, maybe somebody here have this tool and can upload it?

340
Announcements / Re: Starfarer 0.35a Preview - Live Patch Notes
« on: July 28, 2011, 12:35:40 AM »
So, in v0.35 we will see fitting screen?

One question: will we able to do in next versions of Starfarer animated ship models?

P.S. Even for version 0.34 release are very stable and moddable, great job!

341
Suggestions / Unique way of Multiplayer realization for Starfarer.
« on: July 25, 2011, 02:03:01 AM »
Developers, you said this game will be sandbox, but won't have multiplayer. But because Starfarer is still far from over (it's alpha isn't it?) it has great chance to become multiplayer, or semi-multiplayer. Now i will explain what did I meant:

When player begins new game, galaxy/universe generates randomly. And it's saved in to a file.
Let's say player have character (pilot/commander/etc.) and he connects to this world on it's own computer.
*.character file - holds all info about character you've playing including fleet, researched technologies & etc, thus player can have more then one character.
*.world file - holds all info about generated galaxy/universe including locations of current ships, fleets, stations, current objectives for player X & etc.
Every Y minutes/hours *.world saves and overwrites itself with up to 3~5 backups of current world's previous saves.
In addition if *.world file didn't opened on dedicated server, every time player quits game, it saves (because this world is played in singleplayer mode with only one player). But if *.world runs on dedicated server, it saves only every Y time or when servers closes.

Thus every player if want, will be able to share his sandbox with other players for cooperation, competition or full scale warfare.
Devs, I'm interested to hear out what you think about this half crazy idea ;D

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