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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - nomadic_leader

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16
General Discussion / reputation from trade gone?
« on: May 19, 2017, 11:36:42 AM »
So I'm always dumping salvaged goods and metal into various pirate worlds, with my transponder ON (suspicious/neutral rating with pirate), into the normal market, and yet the other factions in those systems don't seem to ding my rep. And the pirates never give me any rep for trading with them either. Is that feature totally gone in 0.80? Or do you have to trade like hundreds of units?

Does attacking a faction's enemy also not boost your rep with that faction anymore?

17
Bug Reports & Support / contradictory conditions on planet?
« on: May 16, 2017, 11:25:56 PM »
Hello,

I found a jungle planet in the dark reaches of space on a prelim survey. It is hot, has an inimical biosphere, extreme weather, and has the high gravity, crushingly high, condition.

Yet somehow, it is also habitable by people, and aleady is by those living in a decivilized condition. This seems contradictory, like maybe these conditions aren't supposed to go together, but I'm not sure.

New Caldwell, in the Swan System of the Mu Nebula on the far 'east' of the map. Seed YS-5710469132797739340

[attachment deleted by admin]

18
Ok...

So if you start out with like one ship, and have not enough crew (30) and heavy machinery (10), you can have accidents when you salvage debris fields, and you can't salvage ships.

Sometimes even if you have 10 heavy machinery, but not enough crew, you still get accidents which would gradually bleed you down.

But never fear, you can get accident free salvage (often with better results, it seems) by waiting until you find a recoverable derelict, recover it, then immediately go to the fleet screen and scuttle. You get a bunch of risk free supplies, fuel, and machinery.

19
Suggestions / NPCs should salvage/recover derelicts
« on: May 15, 2017, 04:23:36 PM »
There's an absurd amount of derelicts floating around. NPC scavanger and pirate fleets should salvage/recover some of them and add them to their own fleets. If you try to salvage one they are salvaging, they hail you and then one of you either leaves angry, or you fight.

The scavanger fleet hails you: "We have claim to this salvage. Leave immediately"
>1. Withdraw
>2. Attack them
>3. Demand they leave
>> If they're much weaker than you and/or the prize isn't worth it, they will leave and give you a small rep hit with that faction
>> If you're weaker, or if they're evenly matched and the prize is good, they fight you.

Of course, this doesn't work so well when the player is salvaging and someone else tries to steal it, because player salvage happens instantaneously. Yet another reason why it would be good for the player salvage to have a 5-20 second progress bar, depending on how big the ship/debris field is.

20
I'm really not sure if this should be in the bug forum or not, but I'm not quite sure where else to put it. Apologies if this needs to be moved somewhere else.

First of all, I know the campaign has a lot going on, and yes my laptop is from 2010. So it isn't surprising that sustained play will cause the processors to heat up and the fan to run a lot. What's odd is that even if I pause the campaign for a very long time, so that theoretically the game shouldn't really be doing anything, the processors will continue to be really hot and the fan will continue to be running fast (I have little status indicators for this). For example with dominions4, when I escape-key to the menu for a bit, things cool off and the fan slows down.

When I escape-key from campaign to the little menu, it is paused, so what is the game doing that generates all this processor activity and heat? Is this just some fundamental OSX java inefficiency thing? Or is the game churning away doing something it oughtn't to be?

21
9 times out of 10, after I talk to an NPC in the comms board, I intend to either talk to some other NPC there (like an officer) or check the missions.

But actually when I cutt comms with the NPC, it boots me back to the main planet menu, instead of the comms board. It would be nicer if it just took you back to the comms board.

Agree? Disagree?

22
Suggestions / UI: eliminate logging of market/planet actions
« on: April 25, 2017, 03:35:24 PM »
If you go to an inhabited planet/station, when you first land the text shows you some info about the planet, and maybe some info about your transponder being on or off or the planet being angry at you.

Useful information.

But then, as I go from tab to tab (shipyard, market, etc) it keeps making these useless log entries like "You establish a linkup with the port authorities' cargo management system and browse the inventory"

screenshot:
Spoiler
[close]

Not so useful.

And anyway you can't even see this text until after you leave the screen you were at and go back to the main screen. So if you are going back and forth between a lot of tabs, you end up with a billion of these little useless spams cluttering up the main planet description informing you that you flipped back and forth between tabs x times, and you have to scroll all the way up to see the planet description and whatever else again.

It appears to be a leftover relic of an older UI and design paradigm onto which the current UI has been nailed.

23
The OSX app doesn't have the right version number when you do cmd-I on it. It still says 0.72. Sorry to be nitpicky, but all this time i thought I was using rc19 but i was actually using RC18, because I can't just see what version it is by doing cmd-I on the app icon.

And then, after loading the app, the version number is hidden by the apple menu bar, because you didn't modify the info.plist to hide the menubar while this app is open and fullscreen mode is turned off, cutting off the top ~50 pixels of the game.

In case you forgot, you can modify info.plist to correctly hide the menu bar when fullscreen is off by putting these two lines in before the very last line of info.plist. The menubar will reappear if you mouseover it.

Code
<key>LSUIPresentationMode</key>
<integer>4</integer>

24
General Discussion / Is legitimate trade dead in 0.8?
« on: April 21, 2017, 06:37:40 PM »
In 0.72 it was possible to make a living by purely legitimate trading, even with a small fleet of just a single hound

It was challenging. You have to watch the prices, estimate the distances between ports (keep track of intrasystem orbital distances) keep an eye out for shortages and disruptions, and so on. Buy a cheap freighter when things were booming, offload it when things were bust, and move on. Keep an eye out for procurement contracts too.

But in 0.8, the economy seems broken. I keep wandering from planet to planet, mousovering the commodities and checking the (buy after tarrif) vs the (sell after tarrif). So far the buy after tarrif is ALWAYS bigger than the sell after tarrif.

I think the economy needs to be rejiggered. Or we need disruptions back. Has anyone else found any legit trade?

Please do not respond with the same tired responses such as:
"You're not supposed to trade!"
"Smuggle on the black markets!"
Any sort of convoluted lore reason why you can't do legit trade
etc

I'm asking about legitimate trade only.

In 0.72, there was cool legitimate trade that required thinking. In 0.80, we have salvage farming by mashing the 6 button. I fail to see how this is an improvement.

25
Bug Reports & Support / Fleet info mouseover popup stops showing
« on: April 21, 2017, 06:07:38 PM »
OSX 10.11.6 RC19. Playing with fullscreen mode turned off.

Somehow, somewhere along the line, the popup that shows info about a fleet or planet when you mouseover it stopped showing. Then, somehow after a while, it started showing up again. Maybe after I landed? I'll try to keep an eye out if it happens again

26
Suggestions / Campaign facing arrow needs to be bigger
« on: April 21, 2017, 05:39:28 PM »
When you zoom out all the way in campaign, as you usually will, your fleet is just dots, and you can't even see the facing arrow of your fleet so you don't know which way you're going. Make the circles bolder and the arrows bigger at full zoom out.

There are those extremely dark gray space dots that do  scroll, but those are also hard to see as well.

27
Suggestions / Tutorial should be more nuetral
« on: April 21, 2017, 08:28:27 AM »
The tutorial shouldn't force you to pick a side. What if someone doesn't want to be hegemony? What if someone wants to be pirates? Etc. Just have people fight domain drones or something. At the end of the tutorial I was already vengeful with pirates and can't even do missions for them anymore.

It's really bizarre and frustrating to have a game present itself as "open world" but in fact it's designed to force you to play one way:
Don't solo
Don't play as a pirate
Don't trade


But anyway now with .8 we're back to no pirate start. Why dress up the game with all this open world stuff if you just want people to play one way?

28
Suggestions / Improve icon for supplies
« on: March 30, 2017, 02:11:46 PM »
The commodities icons are in general very lovely.

But scrutinizing the png file, I see for the first time that the supplies icon is supposed to be a box/crate. But because of the straight-on perspective and lack of shading, it looks more like an empty-ish circuit board to me, and my mind sort of struggles to interpret the icon into something recognizable.

Maybe remake the icon with more of a 3/4 perspective like some of the other commodities icons. I notice there's already some unused box icon in the graphics files, but the vanishing points on that one aren't quite right (which I guess is why it's unused)

29
Bug Reports & Support / OSX multiple display fullscreen issues
« on: January 06, 2017, 09:04:21 AM »
OSX/10.11.6

Starsector doesn't seem to behave with the modern OSX way of handling fullscreen modes and multiple displays.

I have 2 displays:
Laptop display 1280 x 800 on macbookpro.
External display 1280 x 960 (yea its a giant CRT I found in a junkpile)

In the Mission Control control panel in system preferences I have "displays use seperate spaces" so that I can be fullscreen in one display, and have other stuff going on in the other display like desktop, etc.

In the dock I can assign starsector to open on the external display. But the game's launcher only gives options for 1024x768 and 1280x800 (laptop resolutions), not the 2nd display's resolutions.

Also if I choose fullscreen and scale the display rez to 1024x768, meanwhile on the laptop screen, I can click on things and highlight things with the mouse and so on, but starsector still owns any keystrokes I make so I can't type anything in the laptop screen, only click/drag things.

And if I'm not in fullscreen starsector mode, can't hit the green button in starsector's window to go to fullscreen in a separate "space" (the apple jargon for going to a full screen you can touchpad swipe out of) which is normally what happens in OSX. If I go into clamshell mode (close the laptop lid) then the external display is the only display, and then starsector launcher offers me all the resolutions the external display supports, but still without normal spaces/fullscreen behavior

30
Suggestions / Suggestions for the cool ship breakup effect
« on: August 10, 2016, 06:23:21 PM »
Alex is adding this awesome ship breakup effect-- see the twitter. https://twitter.com/amosolov/status/759412823948689408

Best of all, it's actually random each time rather than preset pieces. I thought of a few things for this effect to keep it natural looking. Possibly they are already implemented. The twitter one looks really good, but I don't know if that's because it's already doing all this stuff, or because the dev recorded 100 breakups and only posted the best.

-Bigger ships should break up very slowly; smaller ships faster

-The amount of damage received in the last moments of the ship's life vs the total hull strength and size of the ship  should determine if the ship breaks up into pieces, how many, and how fast the pieces are going initially. I.e. so if one fighter machine gun bullet hits a Paragon with very low hull left, it shouldn't make the paragon explode into pieces that fly across the screen. But if a death star laser hits a destroyer, the pieces should go flying.

-When a ship breaks up, there should tend to be more smaller pieces on the side of the ship that took the most damage before dying, and bigger pieces on the side that wasn't just getting hammered. (Just like it is in the twitter gif so maybe it's already doing that)

-The lines of the randomly generated cleavage during the breakups should more likely, but not always, occur at skinnier parts of the sprite- as determined by the collision bounds polygon of the ship. ie so the Construction rig's skinny front part should tend to break off, rather than break down the middle or something like that.


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