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Messages - Cyan Leader

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31
Suggestions / Missile Autoloader should work with more slot types
« on: May 08, 2023, 05:52:49 PM »
I wanted to install the mod in my Medusa and I couldn't because the two forwards were small universals. Maybe there are some situations which would make this kinda too strong but I think it should dynamically detect if you're using any small missiles.

32
Another one. This happens when trying to give the Sindrian a certain item.

Spoiler
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33
Came across this one. Not sure if it has been reported already.

Spoiler
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34
Suggestions / Re: Add planets, jump points, stars, etc to combat background
« on: February 26, 2023, 04:50:15 AM »
Just to confirm, you know that vanilla already does this for planets, right? :) It does exclude stars (and lava planets) on account of being too bright. Generally speaking I think it's a good idea to keep the battle background relatively subdued so that the combat reads more clearly.

The screenshots do look very cool, though!

(Also, good lord, the number of missiles in that second one, wow)

That's a fair point but I wonder Alex, have you played Homeworld? I feel there is definitely a case to be made to put beautiful backgrounds in space games, even if it can make the combat less clear.

35
Suggestions / Small comment on the description of Ballistic Hullfinder
« on: February 12, 2023, 05:44:27 AM »
I don't have a Twitter account otherwise I'd have said it there but, should the description really include the line "unlike most other modifiers in the game"? I kinda assumed the descriptions came from manufacturers and not really from a narrator/Alex so seeing that was a bit surprising, since it can become immersion breaking. Maybe there are other hullmods/places in Starsector with this language that I don't remember but seeing that line in that tweet kinda stood out to me. I also never used BR before so I wasn't aware of it.

36
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 06:16:55 AM »
Thanks for the patch notes. Now that we're getting close to the finish line of this update, can you tell us how impactful it will be for most mods in general? As in if they will break or not. Besides balancing issues and some quirks I'm not seeing anything that would necessarily break them, except maybe Nex since that's a really big one.

37
Suggestions / Re: Display the number of missile reloads dynamically
« on: December 27, 2022, 04:07:45 AM »
Do you really think it's that niche? I don't often mix small missiles besides some edge cases, they are usually all harpoons, all sabots or all reapers. Either way, what I'm proposing is to not have the player need to calculate things every time they change their loadout and give just some sort of general idea. Maybe the full reload number should be the one emphasized?

38
Suggestions / Display the number of missile reloads dynamically
« on: December 26, 2022, 09:46:26 PM »
This post is in regards to the new hullmod coming in the next version (https://twitter.com/amosolov/status/1607515951469330432).

Going by the example of the Eagle of that tweet, it's carrying between 1-2 small missiles so the reload capacity is 15. The Reaper reload cost is 2 so that means we get 7.5 reloads, right? Or, if we consider the 2 Reapers and put the reload cost to 4, that would mean 3.75 full reloads. These numbers should be shown in the retrofit screen somehow, dynamically changing according to your loadout. Something like the attached picture.

[attachment deleted by admin]

39
General Discussion / Re: Skills and the Major problem with them.
« on: November 05, 2022, 07:00:06 AM »
I haven't thoroughly read the thread so it's possible this has already been addressed but I feel there is too much emphasis on the 160-240DP limit. While it's true maximizing the potential of all the ships in that pool is an extremely effective way to play the game, QoL skills that will help you get ships faster will also allow you to take bigger hits in supplies/fuel/credits which means you can just bring way more than 240DP to a battle and deploy reserves as the main fleet gets destroyed. In fact industry allows you to field fleets that get destroyed often with ease so nothing is stopping you from deploying 5 more Onslaughts when your first 5 got destroyed. In fact now they'll be fighting enemies that have been CR starved and most likely hull damaged.

I don't play the game this way by the way but I don't see it as unviable and thus I can't say that QoL/campaign skills are "objectively worse".

40
Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 11:25:05 AM »
Seems like an interesting idea to push them further but I'll be honest Alex, I think at the end of the day I'm still not going to be using them much. As others have pointed out, they will often not align with the departure point nor the destination of the quests, and I'm not going to choose a bounty over another just because I know which directional stream season is going on at the moment, as other factors such as the payout and the particulars of the mission are much more important. As for the lategame stuff, ever since slipstreams were added to the game I felt that they should have been visible at all times on the map in order for them to get some use. The later rewards of this event helps a bit to make them get close to that, but I feel that by the time the colony stuff starts to make a difference I'll already be over the exploration side of the game and will have transitioned to using gates. All in all, I'll reserve final judgment to when I actually play this update and I hope to be wrong about this.

In regards to using an "event" in such a manner, I have zero oppositions to the approach. I feel like it's a fun way to motivate the player to do all sorts of things and I'm looking forward to seeing this being applied in other parts of the game/reward systems. Small question though, can multiple events be occurring at the same time? Like multiple crises or something?

41
Modding / Re: [0.95.1a] Brandon's Spectacular Starscapes v1.1
« on: September 13, 2022, 07:48:54 PM »
Sounds great, are the screenshots in the OP post the updated ones? Roughly how many images are there in total?

42
Blog Posts / Re: Hostile Activity
« on: September 02, 2022, 06:19:54 AM »
Seems great, I'm really hoping this will provide a lot more different types of encounters during the mid/late game, as fighting a lot of pirates can get tiring.

43
Mods / Re: [0.95.1a] Custom Battle Music
« on: June 22, 2022, 06:56:59 AM »
I've wanted this for ages, thank you!

I was wondering, is it possible to have different music playing in regards to the difficulty of the fight? Like having some more dire music playing when you're facing off against a much harder fleet, to really get you in the zone for fighting a truly bad threat?

Seconding this. Should be possible since the game tracks how "difficult" a battle is.

44
General Discussion / Re: Moral dilemma and regional prices
« on: June 18, 2022, 07:41:09 AM »
One of the main reasons why steam release is a nono. Is because steam forces you to update your game to the newest version when ever it is out and as you might be able to tell the modding community wouldn't like their mods becoming null and void in the blink of an eye.

but trust me Deanisi. most if not everyone understands what you are feeling.  ;)

That's a solved issue. All the developer has to do is to enable each release as beta branches so users can have the option of not updating. Case in point (another game that had mods break with updates):


45
Hey, this is a report from a previous version, but in my world I found 2 Sierra questlines (as in a system with that station and the NPC), so I ended up with 2 separate skills to call for help and two Sierra ships. I'm betting that wasn't intended. Reporting it just in case it wasn't fixed.

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