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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Tartiflette

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General Discussion / Re: Things that have no sense.
« on: October 25, 2019, 01:49:10 AM »
Iirc, David did mentioned that while low tech types of ships existed before high tech types, new designs fitting with any of the tech levels were still developped when the collapse occured. A bit like we have high tech turbine engines for planes but still create new propeller planes because they have their use.

Discussions / Re: No blog posts, no updates for ~6 months?
« on: October 25, 2019, 01:33:44 AM »
"Remember Uomoz Sector?"

Discussions / Re: No blog posts, no updates for ~6 months?
« on: October 25, 2019, 12:55:57 AM »
According to this dev time chart we are at least 1 year away from the next large update, assuming a similar scope from the previous ones.
Oh, good, thank you for putting together the chart! Saves me the trouble of figuring out when to make the next release :)
The wait for 0.9 was long, so long... Too much time to waste twiddling my thumbs, making charts and watching that las bar slowly grow. (I still hope the next one won't be that long though).

But hey, I'm sure that when the game is a huge release success and the forum is flooded with people complaining that one month between fixes is too long, we'll be able to wear it like a badge of honor. "You think THIS is too long? Let me tell you kid, I was here for Oh Nine and even before that, back then we learned patience the hard way..."

Discussions / Re: No blog posts, no updates for ~6 months?
« on: October 24, 2019, 03:01:13 AM »
Oh those are easy to answer.

According to this dev time chart we are at least 1 year away from the next large update, assuming a similar scope from the previous ones.

What would be the benefit to speeding up the process? We get massive and highly polished updates at a admitedly slow pace, but any mean to shortening the dev process either involves lower quality, less coherence or vastly higher costs.

I understand the impetus, but really this has been talked about for a long while already and really the end word is, this is what work best for Alex, and right now there isn't really a compelling reason to change it.

That being said, I would like a few more blogposts, even small scale ones (except if it's another economy reforging)

Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: October 23, 2019, 09:32:38 AM »
If you are using only Scy, prism does not have this functionality.
If you are using Scy and Nexerelin then the Prism used is Nexerelin's, only moved to the location of Scy's.

Yep, I can definitly see myself loosing countless hours in this...

Mods / Re: [0.9.1a] Scy V1.57 (2019/09/04)
« on: October 21, 2019, 06:19:42 AM »
Thanks! :)

Modding Resources / Re: [0.9.1] MagicLib v0.27 (2019/08/07)
« on: October 18, 2019, 10:05:43 PM »
That's  a limitation of the current implementation. Static textures regardless of variable length is a tough nut to crack but you can talk to Nicke if you have ideas to solve it.

Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: October 18, 2019, 07:04:22 AM »
Maybe El Psi should reward some unique weapons instead

Modding / Re: Need advice, re-working ships
« on: October 18, 2019, 02:02:35 AM »
Hum, question: does Steelclad needs everything from Ironclad? Since it's no longer a TC I can hardly believe there isn't plenty of content that can be culled, allowing you to concentrate on the worthwhile ships. Or at least start by doing so first and then work your way down to the less needed content.

Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: October 15, 2019, 07:50:41 AM »
If you think the Gust's system doesn't benefit the AI you are badly mistaken. As the description says: it allows the best aces in the feet to take over the controls, improving the combat performances of the affected wing across the board.

(effectively it gives them a 25% time dillation while the system is active, regardless if it is the AI or the Player that is in control)

Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: October 15, 2019, 12:30:48 AM »
 Hey, thanks for the detailed feedback! Most of it matches the changes I'm making for the next big (BIG) update. I have a handful of disagreements here and there, like the Gust (who doesn't want to pilot a Wanzer?????) Or the Maelstrom (that is widely regarded as one of the best player piloted capital ship).

 One thing is sure though, Diable will never have a dedicated capital carrier. You even outlined the reason yourself: Wanzers are strong and already easy to mass into an unstoppable ball of death. I'm even nerfing a lot of the existing carriers in small ways.

Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: October 14, 2019, 07:39:50 AM »
For many reasons Seeker is not yet available on the forum. There is however a bastardized ship-pack version of the mod available on the Discord.

Modding / Re: Cruiser or Capital?
« on: October 14, 2019, 06:47:55 AM »
Civilian ships are a fair bit larger than their combat counterparts so just slimming it a bit would do the trick for a cruiser.

Mods / Re: [0.9.1a] Common Drops - Cherry picking blueprints made easy
« on: October 14, 2019, 03:55:58 AM »
I can certainly relate to that, I started modding without knowing anything about coding in general and it was a pain at first. You should consider joining the Discord: there is a dedicated channel there to ask for code tips and help. Plus you would be able to test things with other modders quickly.

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