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News: New blog post: Economy & Outposts (9/19/17); Starsector 0.8.1a is out!
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1  Starsector / General Discussion / Re: Legion: What role does it have in your fleet? on: October 18, 2017, 11:51:20 AM
I've been fitting Legions as heavy PD platforms - dual flak, Devastators, Pilums, Vulcans. That makes them pretty good bomber soaks: then a fighter group of Warthogs and Broadswords. Cheap and effective.
2  Starsector / General Discussion / Re: Fleet Building, How do you usually do it and why? on: October 12, 2017, 11:01:46 PM
I like midline fast carrier fleets, so I tend to run 2-4 Herons, a destroyer swarm (Hammerheads aren't bad for it, now), and either an Astral or a Conquest as my heavy hitter, with a Sunder as my flagship. I like the distributed firepower, it's easy to reorient from target to target because each element is highly mobile, and it's devastating against capital ships once you strip them of escorts.

Of course, it falls down hard against anything that can absorb torpedo salvoes for a while.
3  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.6 on: October 01, 2017, 10:51:40 PM
Content update! Will break saves. Get it >HERE<.

0.9.6 - The slog forward continues. Will break your saves.
- First pass on Blade Breaker ships (not available in campaign, not remotely final).
- Added AMM-3 launcher to Shalaika, should make it a little bit more combat-capable without being too strong.
- Fixed Harridan Hybrid Scrambler EMP arc frequency. Should be less of an instant shutdown tool, still good.
- Reduced size of Peremohy combined market to 6.
- Doubled charge time of all rail accelerators.
- Increased shot damage for Light Rail Accelerator, adjusted fire rate to retain 120/145 DPS/flux.
- Adjustments to Lens DEM; now more of a long-range softening-up weapon.
- Added Mouflon Assault Lander.
- Added Bouclier Armored Courier.
- Added Rafale Torpedo/Missile Bomber. Comes in two flavors, Frappeur and Hellrider.
- Added Hybrid Repeater.
- Redesigned Chamois Utility Rig. Even less combat capable!
- Nexerelin carrier start options are now available.
- Some minor adjustments to star systems.
4  Starsector / Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority on: September 30, 2017, 03:40:13 PM
I was just poking around in the files a bit, and noticed the Storm Blaster had the PD_ALSO tag without PD, which means it won't operate as PD at all (you need both tags).
5  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.2d "Pillage, then Burn" (update 2017-09-30) on: September 30, 2017, 12:42:25 PM
Carrier starts are easy to add and so far this morning, super fun to play, at least in the early game. Good call.

Do you have any plans to add more specific locations in the mold of Prism Freeport? I usually enable it in random sector mode just to have something in the game that doesn't have a default description. It might be nice to salt the random universe generation with a few other stations and planets like that, just for flavor, along with a toggle.

(Note; I'm happy to assist with this; sprites, textures, writing descriptions, etc.)
6  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f on: September 29, 2017, 04:53:21 PM
That's not up to me. I will, however, cheerfully assist DR when he has the time to integrate my mod.
7  Starsector / Modding / Re: [0.81a] Starsector Rebalance Pack 3a on: September 04, 2017, 09:58:16 PM
Calling it hate is pretty strong. I don't hate your mods, I just can't imagine them adding anything positive to my game experience. It's not emotional, it doesn't rise to that level. They are just not for me, and the compatibility issues and neglect of best practices just makes it easier not to feel like I might be missing something.
8  Starsector / Fan Media & Fiction / Re: The Lore Corner on: September 04, 2017, 10:51:53 AM
I know this is getting off-topic, but it's a holiday and I'm overeducated, so:

Fiction, as a rule, is written from a descriptive not prescriptive vantage point - describing a state of affairs in a fictional world isn't automatically a statement of approval, although it can be. You might be able to infer bits and pieces, but in general, people who ask 'so hey, you wrote a murder scene in this story, you do know killing people is wrong, right?' tend to be disingenuous or naive. (That's not a hypothetical example; a friend of mine got that question in a workshop).

There have been a couple of really good books that touch on the appropriateness of children's play and learning; I'm going to quote Peter Gray's 'Free To Learn':

Some people fear that violent play creates violent adults, but in reality the opposite is true. Violence in the adult world leads children, quite properly, to play at violence. How else can they prepare themselves emotionally, intellectually, and physically for reality? It is wrong to think that somehow we can reform the world for the future by controlling children’s play and controlling what they learn. If we want to reform the world, we have to reform the world; children will follow suit. The children must, and will, prepare themselves for the real world to which they must adapt to survive.

More generally, I think the modern world, to the extent that it belongs in this conversation at all, suffers from an excess of people who would like to be told what to do in detail by a higher authority, and thereby abrogate their responsibility for making moral choices and being clear-eyed about the likely results. That's the kind of thinking that leaves us standing over smoking piles of dead bodies, sooner or later. Fiction isn't a programming language for prescriptive morality. It's a tool we use to explore morality, among other things, separated from consequences. I wouldn't sign the Brigador Action Agreement and shoot up Solo Nobre in the real world; I wouldn't be a space pirate if you offered me the chance; I wouldn't want to be trapped inside a test facility with a portal gun, either, but these are enormously fun and interesting game experiences.

And now I'm going to go back to the game of Stellaris where I've used nothing but plantoid pops as a sapient food source to ensure that my galactic space cannibal empire is vegan.

(Personally, I always mapped a lot of Starsector's conflicts to the Yugoslav Wars and the various post-Roman/Hellenistic uglinesses. When a nation or an empire comes apart, especially one that was pretty fractious to begin with, it doesn't take long at all before compounding cycles of violence lead to spasms of incredible destruction. What responsibility the former nation, or empire, has for that is rarely explored.)
9  Starsector / Modding / Re: SingleShips - Collective Project Proposal on: August 09, 2017, 12:34:50 PM
I had a post queued up, but Tartiflette beat me to it; it seems like this would push optimal play towards using other ships as shields. I think the basic problems with this mod are conceptual, not technical.

Faction super-frigates are a lot more interesting to play than fighters, having tried most of the fighters out in dev mode, and the need to avoid collisions is a bonus, not a deficit, there. Part of the fun of ships with unique systems or built-in weapons is that they force you to learn new ways to play the game within the same basic limitations as other pilotable ships. Removing those limitations also removes a lot of the fun of mastering those ships.

(Quick note on art, also: the difference between a pro and an amateur isn't that a pro has some extra inherent skill or ability; it's that a pro works faster. If two people can both produce a high-quality sprite, but one person produces it in a week and other other in an evening, the latter artist's work may not be any nicer, but it's more likely they'll produce enough of it to make something, like a mod, or that it'll be worth their time to do it for money and thus dedicate time and energy to learn to produce better work even faster.

You get fast by learning to do good work, and then learning to speed up that work, and then improving your level of quality again, etc. - not by reducing expectations to the point where you can already meet them easily. Aim high, and even your misses will hit something. Aim low, and you'll never even hit the middle.)
10  Starsector / General Discussion / Re: Where is exploration leading? on: August 07, 2017, 03:49:00 PM
Look at the game as a system and the things it does already. Especially look at some of the new/unique campaign content, like the Luddic space shrine.

Now think about the possibilities and limitations of the engine right now. We know markets are complex and need to be kept to a minimum, so it would follow that there's a lot of room for scripted interactions like the shrine. We know Outposts will build on the current placeholder surveying system. We've been introduced to the Remnants and some big hints about the Domain. We know that the game tracks reputation with individual NPCs as well as with factions.

Given the heavy Star Control influences in the current iteration of the campaign, then, I would assume there are overarching plot goals planned for the player to uncover through exploration, missions, and various dialogue interactions. I don't really want to know what those are in advance; I'd rather see the game built out and discover them organically, or construct my own and see where that takes me.
11  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f on: August 07, 2017, 09:41:14 AM
Yeah, the Zelenograd is powerful. I find it works best when you maximize PD and weapon range, then put a Steady officer into it, along with Harridans in the fighter bays. Half-and-half Voltigeur/Jongleur pod missile loadouts give you sustained barrages of HE and Kinetic damage that most ships have trouble dealing with.

Basically, treat it like a Legion, not a Conquest; keep your distance, pour on the fire, and remember to use EMP or spikes of burst damage or both to give you an edge over ships with more or larger mounts.
12  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f on: August 07, 2017, 12:18:02 AM
Still busy and stressed, no sign of letup for a while yet. However, I'm still working on the mod. I can't promise any kind of ETA on anything, but here's a tease to whet your appetites:

I will of course try to fix issues as they're brought to my attention; I can't promise complete, timely, or satisfactory solutions, but I do read comments in the thread.
13  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f on: July 17, 2017, 03:51:04 PM
Yes, absolutely, I want another capital and I'm sketching furiously at station ideas. My IRL schedule is filling up pretty quick, though, so it might be at a slow-evenings-and-weekends pace for the rest of the year.
14  Starsector / Bug Reports & Support (modded) / Re: Mod Troubleshooting Guide (Read BEFORE posting!) on: July 16, 2017, 12:38:49 PM
If you need to open .7z files on a Mac I recommend Keka.
15  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.5f on: July 05, 2017, 09:26:37 PM
Weird. I'll try to get that fixed as soon as possible.
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