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Messages - Cyan Leader

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571
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 01, 2016, 11:07:05 PM »
I'm running IBB with the Legacy option on, been waiting for a bounty to show up on the feed but nothing yet. Do we still have to commission them?

572
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: March 01, 2016, 09:32:12 PM »
Never mind, it was my mistake as I expected.

573
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: March 01, 2016, 09:10:13 PM »
Super minor but unless I'm mistaken the RC2 installer still wants to install to an RC1 folder by default.

574
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 01, 2016, 11:26:06 AM »
Is the old Save Transfer working or does it need to be updated too?

575
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 02:56:44 PM »
Noticed a music bug.

In the previous version the combat song would sometimes linger after an encounter was over, usually happened in hyperspace I think. Now that doesn't happen anymore, but after the combat part the "engagement" song starts playing (the faction song of the other side) and THAT song is the one that is now lingering after salvaging.

576
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 12:59:44 PM »
Sorry, meant Campaign in general, not Hyperspace. But yeah, that might be it. I have quite an old CPU so maybe that was the main problem, even though my VGA is pretty new. Can't wait to try this out with several mod factions.

Edit. This is a bit odd, in the changelog you are stating that "Updated ships the player can restart in: now Lasher, Wayfarer, Centurion, and Wolf".
But wasn't the Wolf removed from all starting options when creating a new game? I find it a bit odd that you have a choice to kill yourself to still start with that ship.

577
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 12:41:00 PM »
Hyperspace movement feels different somehow.. smoother is the word maybe? Especially when running while compressing time.
AI fleets fly differently now too. Really digging the way things are right now.

578
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: February 26, 2016, 11:49:19 AM »
Woah that caught me off guard.

Time to fire up vanilla again.

579
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 26, 2016, 09:38:17 AM »
Alex did you change the way that the Combat skill tree interacts with CR at all?

I know that the skill tree revamp isn't coming yet but this seems like a pretty important change, considering those findings that the more you level the worse it is for your CR/Supplies.

580
Mods / Re: [0.7.1a] Starsector+ 3.2.1
« on: February 21, 2016, 12:58:57 PM »
  • Added Legacy IBB option

I assume this means the old system right?

Thanks a bunch for this.

581
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: February 11, 2016, 04:53:53 PM »
AL being somewhat OP is part of what makes it distinct I think. I'd re-purpose it into a boss faction instead of nerfing everything to be just vanilla alternatives. I like mods like Blackrock, Imperium, Citadel and so many others that strive for that vanilla balance and keeps everything under control, but at the same time I also like factions like AL that experiment with a lot of things and come off as OP in some ways. Facing off AI AL fleets is much more fun at the late game than facing off Citadel fleets, for example, because of how crazy AL ships are.

I wouldn't trade that for a notion that every faction needs to be vanilla balanced.

582
Suggestions / An use for alliances + temporary alliances
« on: February 11, 2016, 11:36:22 AM »
At the moment factions can have positive relationships with one another but that isn't doing much mechanically. Correct me if I'm wrong but the only gameplay affect I can think of is that factions that are allied with each other don't go into temporary wars.

Now SS already has a problem (an intended one but still) with hull scarcity, it's hard to find our niches and looking for some hulls can be tedious. The commission system is pretty good at the moment for a number of reasons but since its implementation the number of markets the player can buy good stuff from has been reduced by a bunch. If you try to run a commission for factions with bad markets you're screwed.

However, some of those factions have alliances, what if we as players can actually benefit a bit from these? Allowing the player to purchased allied faction's merchandise that are locked behind commissions would not only give alliances an effect outside of the aforementioned one but also be of interest to the player. Moreover just like there are temporary conflicts there also could be temporary alliances, call it a trade agreement or something that would allow the player to access commissioned stuff from other factions for a limited amount of time (rep would still be needed though and maybe lock away cooperative stuff). This way players won't feel too apprehensive before joining a faction for fear of locking out the rest of the sector.

583
Well I tried following this one (http://fractalsoftworks.com/forum/index.php?topic=4344.msg67576) but I didn't manage to compile anything and the code I had presented a bunch of errors (even though it was pretty much a carbon copy of something I know it worked), probably because I might have messed up when adding libraries of stuff like LazyLib and the sort, I'm not really certain how to do these things. And updated tutorial would be nice if there is one around.

Unrelated but can anyone tell if the number of ships the AI deploys is dependent on the total FP of your fleet or is it dependent on the total FP that you deploy?

584
Can anyone point me to a good tutorial on how to compile the .java files to .class files that Starsector will read?

585
Mods / Re: [0.7.1a] ApproLight v0.4.1a -Rebirth-
« on: February 10, 2016, 05:10:56 PM »
I'm not playing with Nex, but I found both ships now so I guess they are just very rare.

Just not sure if the Rods Frome Chopper spawns at all.

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