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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Topics - Serenitis

Pages: 1 2 [3]
Discussions / Forum Theme
« on: December 13, 2015, 11:44:04 AM »
I have a thing about bright stuff, so I like to use light text on a dark background as much as possible.
So looking through the forum settings I was pretty pleased there is an option for such in the "metallic abyss" theme.

This theme has a really narrow area in which it displays actual content, about 50% of the screen width. The rest is solid blackspace border to the left and right.
This means the forum gets scrunched up and images get cropped and hidden behind scroll bars thusly:


Are there any other "dark" themes about which have the same wide format as the forum default?
Or any way of getting this one to use all that empty space for content rather than nothing?

Thank you lots.

Suggestions / Boarding Variation
« on: December 11, 2015, 02:28:13 AM »
So, I've been doing a fair bit of privateering lately and I've noticed something that is a bit weird.

When a ship gets put up for boarding at the end of a battle, it almost always has a full skeleton crew of "survivors" on board.

I'm finding it a bit of a stretch to belive that basically the entire crew always manages to survive thier ship being wrecked around them.
And I miss the plain old dumb luck of the previous system where you could find a really nice ship which is almost empty.
(It didn't happen often, but when it did and you succeeded it made you feel boss as hell. Especially as a pirate and it was your big break.)

What I would like to see at some point in the future is some degree of variation in the number of crew on disabled ships, so it would be possible to find barely scratched ships with almost full crews AND barely held together wrecks with only a handful of survivors.

Personally, I'm finding the "you must have exactly this many marines to board <ship class>" to be a bit on the samey side. Not to mention it is basically impossible to board above your weight as you simply cannot carry enough marines.
I could see this being mildly annoying for privateers, but almost cripling for actual pirates who are more-or-less dependant on "dumb luck".

If it could be set to RND the number of surviving crew on a disabled ship to somewhere between 10% and 90% of a given ship's skeleton crew that would be lovely.

Suggestions / Monitor
« on: November 22, 2015, 09:58:39 AM »
Everyone's favourite cute and fluffy overspecialised flak frigate is very much overpriced.
It costs 39k.
For ref. an Enforcer (which has significantly more ability for only slightly more supply maint.) costs a mere 29k.

It is never worth buying a Monitor. Especially with the new fleet limits.
Please lower the price a little to make it a bit more of an attractive prospect.

Discussions / Distant Worlds
« on: October 04, 2015, 08:34:00 AM »

This thing eats your time.
As you sit there directing your little empire, building mining stations, chasing off pirates, just watching all the myriad civilian ships go about thier business. You look up and suddenly it is dark outside.
There is just something so engrossing about desgining all the various things you need to get things done, and then going and doing it.
And everything you use in this game can be designed, and tweaked, and customised by you. Everything.
You want dozens of beautiful shiny guns on your space hotels? No problem.
Fighter bays on all your ships to create an endless swarm of bees? Easy.
How about making some ships into huge mobile sensor platforms to spy on your neighbours? Sure, go nuts.

I totally adored Master of Orion, both 1 and 2. And DW hits all the same buttons - you can even pirate enemy ships and either use them yourself or strip them down and learn tech from them, just like MOO2.

tl;dr - Check this game out. It's pretty cool.

I also mashed some things together for my own amusement:

herpderp content butchery is magic

Bug Reports & Support / Menu Elements not appearing on screen transition.
« on: October 02, 2015, 03:23:50 AM »
This is the first time I've seen this beahviour and since it was immediately after installing a mod I was under the impression that was the cause.
I've since been told this is a problem with native SS rather than any specific mod.

Found something that might need looking at....
Docked at Macau in Magec and got this:
The superchill port music was playing, but no menu elements appeared and there was no response at all from the game and it had to be process killed from taskman.

And this is the log that was generated.
4928174 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [TiandongMarketInteractionFriendly.ogg]
4938478 [Thread-5] INFO  - Picking market updates
4938478 [Thread-5] INFO  - Adding Hand Weapons(Macau)
4938496 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
   at java.util.ArrayList$Itr.remove(Unknown Source)
   at com.fs.starfarer.campaign.comms.PlayerTransactionLineItemData.øÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.comms.IntelTabData.performCleanup(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.ui.D.I.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(
   at com.fs.starfarer.ui.D.O00O$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.D.super.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   atÒôo000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Suggestions / Proximity Charge Launcher
« on: March 07, 2015, 05:31:24 AM »
This weapon is really not great, but it's actually not as awful as I thought it would be. 
But it is lacking one feature that would make it genuinely useful; the ability to detonate when in proximity to something hostile if they're going to miss and sail off into the distance.
(Making them detonate when shot down would also be interesting.)
Currently they are pretty bland and totally overshadowed by reapers in the unguided explosion department.

Also interesting that the tooltip says it has 'excellent' tracking, yet the weapons never display any such ability.

Suggestions / Observations and Suggestions
« on: January 02, 2015, 10:40:27 AM »
I've been playing this for a while now, and while it is definitely one of the most fun things I've played in ages it does have a few bits which I feel could stand to be a little different.

Open/Close Panel
Pressing a key to open a panel not closing the panel with the same key has caught me out so many times, and continues to do so.
The map can be opened and closed by same keypress, it would be a pretty nice 'quality of life' improvement if all the others worked the same way.

CR Timer
I understand that this degrading performance thing was introduced to stop people from kiting whole fleets with a single ship. It even makes sense from 'realism' standpoint.
The gripe I have with it is that it wastes the players time and gets in the way of playing the game - all it does is force you to run away, re-engage and repeat the previous battle. This one thing more than anything else makes me dump frigates asap just to be rid of this hassle.
As this will probably be staying in the game anyway and covering even more ship types, it would be nice if there were an option to play without it for those inclined to do so.

Map Pause
Many times I've opened the map to try and determine which way fleets are moving but have become frustrated as opening the map pauses the game. You can fudge it by holding down the time accelleration key and repeatedly open/close the map, but it's something that you shouldn't need to do to get pretty basic functionality.

Map Clutter
Another map issue is that it can sometimes get so cluttered with objects that it becomes impossible to select a planet/station at that location.
A possible way around this would be to have a 'navigation menu' somewhere, maybe on the tab-map which would allow you to select an object in that system and fly right to it. This could also work for hyperspace with systems. (Bonus points for only having nav links available for systems you have enough fuel to reach.)

The ability to see where each of your storage bays are and what is in them would be a very welcome feature.

Travel Speed
There can never be too much of it. I care nothing for the wasted cargo/fuel space, put extra engines on everything. No exceptions.
You could probably give every ship a boost to burn speed and leave the engine mod for combat speed only, or boost everything and get rid of the mod.
Crawling around really isn't fun.

It's far too random for something that could be a really fun mechanic.
All you need to do to swap the frustration for fun, is to allow the player to choose a ship to board from those that are still intact enough to do so. Randomise all you like about how well defended it would be and what there is left of it, but that one change would make a world of difference.

Disabled Player Ships
Nothing puts a downer on things more than losing a ship that you can't replace, it makes you want to just keep these rare shiny things in storage and never use them. Which kinda defeats the whole purpose of having them.
If a player ship gets disabled and is still intact at the end of the battle, then it should always be salvageable. The repair skill could then be used to determine how much of a wreck it is and what equipment survived.

Missile Pods
Probably not going to happen, but personally I'd really like the option to single-fire these things.

Not pursuing ships makes for an incredibly tedious early game as it takes so long to accomplish anything because you can't actually fight probably 3/4 of the battles you'd like to.
Maybe removing the pursuit = never trade ever might be something to look at, for the pirates at any rate so the player isn't hamstrung trying to find something they can actually fight without locking themselves out of a ton of places.
Keep it for factions though.

Starting a Game
One of the things that I've found is that only one of the start options is in any way fun, and that's the bounty hunter start.
The Wolf is a lot of fun to derp around in (but gets boring for the 100th time), while both the Hound and the Cerb do have thier uses I find them both beyond tedious to actually fight in.
Perhaps a different approach migt be considered?
Maybe giving a new player a pool of 'points' and allowing them to pick thier starting ship and equipment based on this.

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