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Messages - StarSchulz

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16
Mods / Re: [0.8.1a] DynaSector 1.3.2
« on: September 24, 2017, 01:44:53 PM »
Vanilla usually has a lot of those in the logs. May i ask, what mods are you using and how much Ram you have allocated starsector, along with how much V-Ram your graphics card has? it can make a big difference in the hanging, freezing and stuttering.

17
I don't know if this counts, but i like to call it "The barrier"

Spoiler
[close]

18
Suggestions / Station Illustrations
« on: September 21, 2017, 10:41:56 PM »
I was thinking about how the increasing amount of ships and other such sprites/images in the game increase the requirement of V-Ram, and would make it harder to bring in more of the really nice images that sort of identify each important dock. Docking at Jangala station is of the most easily recognizable ones that i can remember, and i wish every station and planet could have its own. With Starsector preloading all assets to avoid any loading screens, it means you couldn't add too many.

So i ask, would it at all be possible for the game to load in those images when you dock, with an effect like it was being loaded in on your Tri-Pad? Preferrably it would load in seamlessly and you could just as easily go do what you intended to do when you docked. Is that possible/worth the dev time at all?

19
Modding / Re: [0.81a] Starsector Rebalance Pack 4a
« on: September 21, 2017, 06:52:21 PM »
The, "heavy missiles"  cant be balanced as something good universally with a flat bonus, i don't think. If you say, went with a flat +500 damage- this makes it a decent upgrade on the harpoon or maybe even hammer torpedo but makes it rather small in comparison on a reaper torpedo, 4000 to 4500. Then you run into where this applies to the Locust SRM launcher, and brings each missile from 200 damage to 700 ( x40 ) frag damage.

Numbers like that work better on percentages, since it scales with the original damage.  If you wanted to set it to 50%, it would be a trade-off of sustainability for immediate burst damage. since, instead of 100% more missiles you only get half the potential damage increase.

20
I think that's simple enough to get the point across quickly, without taking a look at how many crew you are missing and finding the ratio of that to CR.

21
General Discussion / Re: good solo ships
« on: September 19, 2017, 04:03:23 PM »
I'd second the Aurora, and also offer the idea of a dual-devastator safety overrides Dominator. will tear through your enemies like butter.

22
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 08, 2017, 08:42:48 PM »
:^)

So, i posted this here a year or two ago, and since i never finished the mod i am just kinda messing with the sprite here and there.




23
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 08, 2017, 04:05:09 PM »
@Xenoargh  

I took a swing at trying out that art style, how does this look? I think it looks really close to vanilla!


24
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: August 28, 2017, 12:44:59 AM »
That's one crazy looking thing you have there. Wish i could help but i can barely even add a ship to the game, lol

25
Blog Posts / Re: A True and Accurate History of the Persean Sector
« on: August 16, 2017, 04:05:40 PM »
You know, after reading all of that i think i might just go do a Luddic playthrough. they seem nice.

26
General Discussion / Re: Operation Center, the strongest hullmod
« on: August 13, 2017, 07:00:55 PM »
The ability to retreat ships when your PPT runs out, and just redeploying them after a whole re-engage saves a ton of CR and lets you fight way longer. I should try operations center on something like a flagship legion, and see how it goes.

27
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: August 12, 2017, 11:09:04 PM »
Lots of very interesting stuff in here. I've just got to ask, with the church / path being anti-tech, what is their stance on medicine? I imagine they would be very against cybernetics, but where do they draw the line between too much / necessary evil there?

Secondary thought is, since they seem so spread out on Tarsettus maybe it wouldn't be as important since disease would have a tougher time spreading?

28
General Discussion / Re: Supplies and Fuel ohhhh my
« on: August 09, 2017, 09:09:37 PM »
Just like what you Sooner thought, go to the sell tab, and click on the "storage" icon. should say transfer or store instead of sell, so you know you aren't about to sell your ship.

29
Modding / Re: [0.81a] Thar Be Dragons, 0.1a
« on: August 01, 2017, 08:39:00 PM »
Hey, i tried the mod and i can say i really like the hyperspace terrain not spawning over the jump points, that was something that somewhat bothered me. Just have a problem with the *massive* fleet. It seems to spawn very often, to the point of when i got caught in a storm by accident it spawned two before i could get out.

Just as a suggestion, maybe having it scale to the player's fleet size might be good, since the MASSIVE thing is a bit much for a player who is salvaging and gets caught on accident x.x


( and i worry with the size, the lag it might create )


Oh, and they didnt aggro to me. they just moved around killing pirates nearby. maybe i had transponder off and they didnt see me?

30
General Discussion / Re: How do I get AI ships to actually engage?
« on: August 01, 2017, 05:28:54 PM »
on balancing capacitors/vents, it depends on the ship. to be more AI friendly, vents and getting to the flux-neutral state will be the most effective for ships that you want constantly firing. Strike ships may benefit from higher capacities but will still need venting power or they might be out of the fight for longer. so on an enforcer i would probably max vents and if its not enough, maybe downgrade some weapons to some more efficient versions if i had to.

Reckless officers are very near suicidal, they seem to lock onto a single target and ignore all others near it, but still have a sense of self preservation. When they start taking large hits on shields they will still back off a bit, to get their flux back. this is where capacitors come in, when they are fighting an opponent with a range advantage. There is something about that in the AI personalities too, the cautious AI will try to keep out of its opponents weapon range and fire with its longer ranged guns, while an aggressive will prefer to be in range of its shorter range guns. A reckless if i remember doesn't consider enemy range and moves in to get its shortest ranged weapons to fire.


One way to change just how far a reckless ship dives in alone, is tell the ship to escort an ally with a steady personality. the steady ship wont be diving into the enemy and it will be keeping at a decent distance, so how far the reckless officer can go is kept on a leash, almost. then you can release  the hounds and cancel the escort order when it is safe for them to go!



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