Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - c plus one

Pages: 1 ... 8 9 [10] 11 12
136
Modding / Re: Carrier capacity based on FP of Wing?
« on: October 16, 2014, 04:13:49 PM »
ORMtnMan, im not 100% sure i understand your idea, but to me it sounds like you would like some sort of ranking or tiering that governs not only how many fighter wings a carrier can support, but the technological sophistication of the carrier itself should be a limit to the tech of the fighters themselves?

Some other games i've played over the years make use of a so-called 'casual carriers' concept where some carriers are barely able to operate a launch bay at all, so the kinds of fighters they can service and repair is often limited to cheap-crap spam interceptors. Other 'non-purpose-built' carriers (i.e., not built from the keel up as a fully functional carrier) may operate the Talon or Wasp kind of throw-away fighters Starsector has, but also some other type of better fighters that are more tactically useful. I rather like that sort of carrier differentiation.

Or are you wanting this differentiation to have a hard cap instead of a soft cap on the quantity and tech level of the fighter wings?

Anyhow, yours is an intersting idea, even if the devs choose not to implement it. Please expand upon your proposal; thx.

137
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 16, 2014, 03:56:53 PM »
Unlike in the thread title, I would not use the word 'ridiculous' but I will admit I'm not content to sugar-coat my feelings on the slow pace of development here. The lengthy delay since the last batch of official new content is unfortunate. I won't pretend that it's been a perfectly happy exercise in patience. At no point am i angry about this, though; just surprised and unhappy.

My reaction is mainly tempered by the fact that gaming is not a major part of my life. Nor am i personally juggling a dozen separate games around in an effort to deal with boredom or ADD or whztever; i dont have the time. Still, it's super-noticeable to me that there have been zero updates during the entire time to date that 2014's been on the calendar. ::) That's not the sort of thing to be easily swept under the proverbial rug.

OTOH, I fully understand the cause of the delay and it generally sounds reasonable. One doesn't have to be a hardcore member of the veteran's club to acknowledge that this has been and still is an uphill battle for the dev team; trying to make their creative vision into a playable reality. I respect their invested effort.

Starsector is about as far from "shovelware" as a game can possibly get. Im not terribly good at it but it's been a very interesting ride all the way. My great hope is that after no more new gameplay features are needing to be created, the dev pace will hopefully speed up. I assume that by that point, dev time will revolve much more around additional re-balancing and tweaking the whole, which should be a much less time-intensive and heartburn-inducing phase of work.

After a few more delays such as the one we're currently subjected to, I think it's reasonable to expect that things are going to speed up. I will continue to keep an eye on Starfarer during this extended process. Best wishes to the dev team; you'll get 'over the hump' and it'll all be worthwhile.

138
Lore, Fan Media & Fiction / Re: The Marenos Crisis (ch.5 2014-10-15)
« on: October 16, 2014, 03:19:33 PM »
Such immersive writing is commendable; esp. given the state of typical fanfic (regardless of whatever game it's based upon). I can hardly wait for chapter 6! You've got my attention.

139
Suggestions / Re: Buying/selling UI changes and Starsector's great art
« on: October 16, 2014, 03:13:30 PM »
If you have, say, 21 autopulse lasers, it'd be nice to see that organized as "stack of 20 immediately followed by stack of 1", rather than "stack of 20 at the front of the weapons list, stack of 1 at the back".
Yes! Someone else gets it!  :)

The lack of this feature truly drives me to distraction -  the present ordering is needlessly clunky and annoying, and it doesn't have to be that way. The suggested fix above will make shopping for items proceed with more convenience and less wasted time for the player.

Could we please have the above-mentioned change added to the very-much-almost-done upcoming game update? Pretty-please with sugar on top?

140
General Discussion / Re: Starsector - The Manual
« on: October 05, 2014, 05:42:34 PM »
Would anyone still want to read it?

(timidly raises hand)

Still-pretty-bad-at-the-game customer here who only gets to play SS oncve ina long while, which makes it hard to retain what i've learned.I would like to read an updated version of your guide, should you choose to release one. :) The existing version has been useful to me, and i've really needed it on numerous occasions. Thx so much for yr hard work!

141
Discussions / Re: Rate above Posters GIF
« on: March 29, 2014, 09:46:30 PM »
I give that motorcycle high-five 7/10 for charm.




142
Suggestions / Re: Will the campaign ever have an end-state?
« on: March 08, 2014, 07:53:44 PM »
I think it'll end up being an X3 style game where you can keep playing in the sandbox as much as you want.

I cherish that possibility.

143
Suggestions / Re: [mod request] Faction codex entries
« on: March 03, 2014, 11:50:32 PM »
I would also like to see this feature added.

144
Mods / Re: Neutrino Corp. (v. 1.75)
« on: February 18, 2014, 12:01:53 AM »
I love the Hammership: sick and twisted, but so very original. :D I don't care what else I have to retire back into mothballs in order to add that lulz-machine to my active fleet.

145
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.3.2
« on: February 17, 2014, 05:23:02 PM »
P.S. I'm working on better ship explosions.  It's kind of CPU/GPU intensive due to all the iterative checks and particles, though.  What kinds of computer are you guys packing? 

Wellll.....  :-\

For my part, I'm thoroughly stuck with a pre-2009 computer that uses 667MHz DDR2 ram and a 256MB NVIDIA GeForce 7300 GT video card. I do have two 2.66GHz Dual-Core Intel Xeon CPUs, but I'm seriously limited by the narrow ram bandwidth of the mainboard and the overall weak gpu.

I have absolutely no cash to upgrade what I have or to buy a newer computer (no matter how crappy but "still modern"), so i'm very leery of anything mod-wise that boasts Moar Shiny Purely For Shiny's Sake. :'(

Dark.Revenant, please go easy on us who are unable to use the latest and greatest; thanks. The #1 reason I use (and enjoy! :) ) this mod of yours is because it extends vanilla in very useful & tactics-extending ways while also not stressing my paleo-hardware.

146
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: February 17, 2014, 02:50:08 PM »
Oh yeah, it's also called Silver Vortex. Because a space Delorean needed that kind of cheesy name.

I happen to like this "alternate Paragon" a lot; good kitbash from Psiyon's source material. You really nailed the "weird, futuristic" design aspect. I would love to be able to get my hands on a functional Silver Vortex inside the game. I hope this will be implemented in some way.


Oh and on the "space DeLorean" theme...


MARTY (horrified): Doc, did you actually build a Silver Vortex for the Pirates? ???

DOC: No, no, no, Marty! I just sold them an empty Silver Vortex hull that I had
filled with nothing but wrecked Buffalo Mark II parts! ;D

147
Mods / Re: [0.6.1a] Project Batavia (WIP) V5 - Now part of Exerelin!
« on: February 14, 2014, 10:46:46 AM »
And one Fokker Squadron that can be controlled by the player. You'll see.  ;)

I assume you have something like Jagdgeschwader 1 in mind.
Will it be as visually distinctive as this? I hope so

Spoiler
[close]

8)

148
Modding / Re: About weapons
« on: February 07, 2014, 12:46:46 PM »
- Delayed charge reloading: basically what it says on the tin, more specifically is there a way to prevent charges from reloading until the weapon reaches 0 ammo and then have the weapon be unavailable until all its charges are available again and wether its recharge speed can be altered if it can be
As I have not seen anyone do this before I guess it is really hard or impossible at the moment.

How about tweaking a gun's stats such that the "chargedown" value equals a time interval just a wee bit longer than the time required for the "ammo/sec" value to refill from zero charges to the max # of charges?

It's pretty much the converse of what you asked, though - instead of stopping the reload process, it put a brake on the firing process until the energy cell is holding the maximum number of charges again. I know that's not what you asked for, but it's the only way I can quickly think of that approaches what you requested and doesn't require the devs to change anything.

As for recharge speed for ammo-limited weaps, any kind of reload interval you want can be had though putting the right number into the "ammo/sec" column, and even though that's easy it's also a really tedious process. Allow yourself plenty of time for trial-and-error.


- Change Weapon properties on a large scale: more specifically change the muzzle velocity of the projectiles depending on the damage type (lets say have kinetic go faster and HE go slower) as well as toss out the window shield damage efficiencies (all damage types do even damage to shields I.E. without multipliers)
Muzzle velocities and damage type are just numbers in a spreadsheet, however if you want to get rid of kinetic damage bonuses to sheild that will require some coding.

As far as damage to shields goes, how about simply altering every weapon's damage type to Energy? That would be regardless of the mount type of the weapon. There's already official precedent for that (Mjolnir Cannon - large ballistic mount, but inflicts energy damage).

If you mass-mod all weapons to cause only energy damage, the actual number of damage points per successful hit would be the same regardless of whether a weapon strikes shields, armor or naked hull itself. Shields will no longer take extra damage from kinetics. Sure, there's no longer any bonuses for damage, but neither are there any penalties - it's very democratic, and promotes new tactical thinking.

As for making all guns' muzzle velocities the same, that's no harder than copying the same value to every cell in the game's "proj speed" column - super fast for you to do.

For applying the same mass-modding to missiles, give them the same "proj speed" as the other pew-pew weaps, AND make all of them have the same "launch speed" value (say, between 100 and 150?).

And for energy weapons that fire as continuous beams rather than discrete shots, change "beam speed" to match the other guns' new "proj speed".

- Get rid of CR timers on frigates
Yes, very easy, just a number in a spreadsheet.

Right indeed - it practically takes more time to describe this stuff than to actually do the changes. Just delete all the numbers you see for frigate-class hulls in ship_data.csv spreadsheet columns AK ("peak CR sec") and AL ("CR loss/sec"). Note that the Buffalo Mark 2 destroyer also has a CR timer.


safety tip: back-up your vanilla game's weapon_data.csv file before you attack it! ;)

(Edit: changed hyphen to underscore in a .CSV filename)

149
Mods / Re: Neutrino Corp. (v. 1.75)
« on: February 05, 2014, 02:46:39 PM »
you are playing them wrong then..ive played them and never once was i in any danger....even worse if you carrier fleet them...they are unstoppable once you master them...I mean the antedilluvians can get them but they are in progress...plus they still win most of the auto matches.....the one thing that is even bad about neutrinos is the super bomber...its ai doent launch the bomb at all in 96% of battles...it just lumbers about trying to dodge small things

Edited to fix the quote tags -- SeaBee

Don't tell me I'm playing anything wrong in a singleplayer sandbox game. Just don't.

SilverSilence! that is sig-worthy, bro.


as far as i can see, and i've been playing this mod since well before i signed up on the game forum, FlashFrozen never made any claim that Neutrino Corporation is in close balance with any other mod or even with any given part of vanilla. And FF just explicitly reminded the world that this mod is labeled as overpowered, period. frankly, i like +95% of it as it is. even rolling back a nerf or two would be good. now, if i dont even mind often getting my airlock doors blown off by this faction (defeat should always be educational! lol), then i surely dont mind also being in the Neutrino driver's seat and doing a bit of roflstomping myself.

FlashFrozen''s also just made it plain that he's not going to bow to outside demands that significantly contradict his own development vision, whether they might come from a possible 'lone gunman' or even an entire mob of them. I admire him for that.

And no, i'm not >implying that FF is a perfect god and we must mutely grovel at his feet! :D It's cool to listen to player suggestions that're helpful and polite, but a mod-maker is under zero obligation to act upon any of them, either. NC simply is what it is, and certain very vocal critics need to accept that and move on. it's FlashFrozen's party - we're the guests in his house.

a small minority appear to have a really hard time understanding this; IDK why. They might not agree with him (at ALL), and that's honestly fine too, but they need to understand it regardless. However, a player that's apparently trying to 'blame' that basic reality on other players? I don't get that at all. To put it mildly, the recent blunt claim of 'you are playing them wrong then' is not being helpful.

dudes, if somebody expects from a given mod a result that's not different from what vanilla SS gives them, i humbly suggest that perhaps somebody should consider playing another mod. ::)

Anybody with a complaint can simply tweak their own copy of the mod to fit their personal tastes - FlashFrozen just explicitly invited anyone who's getting dusted by NC to do that very thing to weaken it. We are in a 1-player game that has no competitive multi-player powerlevelling aspect, so tweak away and don't worry about it.

Modding gives mod-players huge flexibility in extending and changing the official game, but we can and should change the mods themselves whenever we wish - either based on nothing more than fun whims, or as we feel is 'necessary'. don't be shy about doing that. Sometimes it seems there's a really irrational allergy about that in some game communities.


150
Discussions / Re: Hypothetical challenge: eliminate lag
« on: February 05, 2014, 02:44:18 PM »
BE CLEAR WHEN YOU POST.

^^^ this. so much unpleasantness could be avoided.

Pages: 1 ... 8 9 [10] 11 12