Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - xor0

Pages: [1] 2
Suggestions / Re: Hyperspace Nebula
« on: March 07, 2019, 04:50:25 AM »
maybe there could be more corridor in the c,oud, that it my only suggestion

God no please don't nerf the game to please the whiny pinheads, they will keep whining til it is a point-and-click adventure.

The hyperspace map shows the cloud densities, part of the game is to plan your route around them. In the past they were a challenge, you had to account for them. Now, the first system you stop off at you can fill up with fuel and supplies til it's coming out your ears.

Discussions / Reignfall is great
« on: February 23, 2019, 05:21:12 AM »
Heads up on an indy 1 developer game, base building, slow growing RTS where you can jump into any hero and fight ala dark souls. Simple graphics but all done very well. Steep learning curve, took me a few tries to win just on medium difficulty.

Oh and right now just 4 bucks on steam!

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 21, 2019, 09:30:33 AM »
I don't think drops need to be more common. I only played 2 full games, and in both of them I got a pristine nanoforge after exploring about a third of the sector. Corrupted ones are everywhere, can be sold for 400k. In one system I found 7 orbital stations, 4 of them in a single cluster. Right now it's just too easy to get overpowered in one exploration/big trade. Things need to be made harder, not easier. Or maybe it's time for difficulty levels, with drop chances one of the prime candidates for varying.

It would have been good on previous versions that were actually difficult, but the present version is rife with free stuff everywhere. Also, expanded cargo and fuel tanks do the same thing and only need to go on two (noncombat) ships.

Suggestions / Improvements to colony custom production
« on: February 14, 2019, 07:43:13 PM »
1. Add column to show current number of selected weapon/ship (in each colony?).

2. Allow prioritization of production list. Currently it seems the smallest things get built first, even if just added to a weeks-old list.

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 14, 2019, 07:11:59 PM »
An intermediate option could be for officers to lose some skills upon losing their ship.

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 06, 2019, 11:04:14 AM »
OK, thanks for the reply. If you get to the point where nothing is a threat and you can kill everything, have infinite money, its as close to winning as anything I've seen. But yes, the real point (enjoyment) seems to be getting to this point (in ironman), and the game should be adjusted so that there are no easy shortcuts.

You're right my colony is kind of brittle, relying on the outside, but if I can keep it til the space station is maxed (one more upgrade) before it gets bigger and attracts faction fleets (currently only size 4, growing slowly) then I can add the money-making industries at leisure, cos it will be invincible to attack (already maxed patrols).

Reducing upkeep based on in-faction production seems like a good hack, though :)

I get that you're not interested in a resource-based economy, any chance that could be modded-in in the future?

Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 06, 2019, 07:21:41 AM »
In my current game I tried to create a challenge, going ironman and making a colony in the first year, no pirate trading. Ironman is great, needs attention all the time and occasional rebuilding from a single frigate after being gangbanged. Building a colony slowly does work, no growth incentives.

However, apart from the military and required industries (spaceport etc) I only have heavy industry and IT WORKS FINE. Every resource is brought to the colony for free, now I found a nanoforge and upgraded the patrols I am getting close to the unassailable base again. It just doesn't seem right that you can win by making a single top tier industry, not having to bother with any of the others. Is 0.9.1a going to fix this? I didn't see the answer looking through the patch notes.

To me it seems like this is because the economy is not real, just a hack. I understand that it's been redone half a dozen times and there are constraints on processing time etc, but as someone who worked making complex simulations for many years, I learned that the basics must be robust and coherent, based in something real, otherwise you keep having problems down the line, necessitating more and more hacks, which start stumbling over each other. If ships actually cost resources (with arbitrary scaling to keep the AIs viable) everything would fall together - all those resources and industries are actually needed, providing a motivation for trade and war. You could even get rid of credits (with a marked-up resource trading house) and have transplutonics (or whatever) as the standard for buying ships.

There are a few other issues I found (eg free stuff lying around seems too common, needs to be behind more "fight" walls) but they are all balance issues. The economy isn't.

This game is already better than many AAA space titles, but it could become one of the all-time classics.

Mods / Re: [0.9a] Combat Analytics v3.2 (2018-11-20)
« on: February 04, 2019, 09:23:13 AM »
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: org.json.JSONException: JSONObject["CombatAnalyzeKey"] not found.

I got the same error when using peazip to unzip. For some reason it can't access a couple of files. Just grabbing the files from windows works fine.

Suggestions / Re: A couple of Skill Suggestions
« on: January 31, 2019, 03:53:27 PM »
Quote from: Wyvern
  • Officer Management:
    I'd greatly appreciate an extra perk somewhere in this skill that increases the skill choices at each level from two to three.

Yes please.

Suggestions / Re: Make repair/restock at base take time
« on: January 24, 2019, 06:08:21 AM »
No, you don't sit there waiting for it to repair. You repair instantly as normal, when you come out some time has passed.

Or maybe you just like slaughtering endless waves of enemies by such cheese so you can amass a game winning fortune in 5 minutes. There is too much of that already.

Suggestions / Re: Make repair/restock at base take time
« on: January 23, 2019, 09:35:39 AM »
Oh OK, yes I was talking about resupply and repair. As I said, the game benefits are avoiding yet another way to get a quick cheese fortune, just instantly docking and fighting to kill every member of an attacking force. Instead if repairing takes time they have some time to disperse.

General Discussion / Re: This game is getting awesome
« on: January 23, 2019, 09:30:26 AM »
Yeah Nexerelin is the best mod I've played but it's not a 4X. Too bad Alex isn't interested, it has all the ingredients just missing a (more) real economy.

Suggestions / Re: Make repair/restock at base take time
« on: January 23, 2019, 04:49:05 AM »
"ATM your crew can restore capital from "destoyed+shattered" state instantly after combat in the middle of nowhere without any machinery or drydock."

Really? How? Always take time for me.

General Discussion / This game is getting awesome
« on: January 22, 2019, 11:08:13 AM »
Last time I played this it was a great extended arcade game. Now with all the planets, surveying and colonizing it has the ingredients for something much deeper while still being great, maybe awesome.

It seems to me the next stage is to tie all the pieces together into a functioning whole that gives replayability beyond the arcade action or that first ironman run through.

I should have done that this time, but thought "I'll just check out what changed since last time, go surveying and test making a colony" and suddenly I have this unassailable powerhouse base and infinite money.

Last time I played scanning was just in and it was dangerous to try and smuggle something to sell to the pirates cos they might just decide to kill you, it was awesome dodging around looking for faint question mark flashes that spelt the difference between riches and ruin, now you can sustain burn right up to every pirate station, flip off the transponder as you ring their bell and make your fortune with one load of armaments. It's quicker to fly through a system you're at war with cos the customs don't bug you as you happily trade. Yeah needs more nasties.

I made a colony on a planet cos it had widespread ruins and some resources but no volatiles or transplutonics. I'll need to do some more colonies before the global empire stage, right? Nope, because people bring everything you need for free. My single colony rules the galaxy.

Maybe those are just balancing issues, but if the economy was connected to the shipbuilding then you could easily make a 4X (its basically built, just give each faction a low resource base to start and the instruction to go forth!) that would blow away what's on the market today in terms of depth and replayability in a decent looking and smooth package.

Does the AI really not work if they need to use their own resources to build ships, even when multiplying them by large numbers? With a constant ship demand and the commodity demand tied into the populations and industries (like it is now) (should add some higher level ones (social? or maybe the lobsters?) for higher level colonies) it should be possible to make a simple but real economy function.

Anyway I'm sure Alex has ideas about this, congrats on what's been achieved so far.


Pages: [1] 2