Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Psilous

Pages: [1] 2
1
Mods / Re: [0.7.1a] Blackrock Drive Yards v0.8.0
« on: December 13, 2015, 09:18:48 AM »
My vote is for a couple more stations or outposts. I may even go in and add them myself. I'm getting tired of the faction relations leaving me in the middle of nowhere without any way of resupplying, it really is starting to destroy any ability to run a strategy. Maybe an out post in Habrisil or something.

2
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 12, 2015, 09:04:54 AM »
Does INDUSTRY do anything yet? or am i a box of rocks that doesnt notice anything?

Doesn't do anything... there have been a few mods that use it, but they are few and far between.

3
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 11, 2015, 09:03:42 PM »
for purposes of faction loyalty having all three branches of the lud count separately is killing me. That's -15 at a regular interval until you find all three branches and hit them. You would think that by attacking one the other two would become hostile with you.

Yeah, adjusting how this all works is very much a TODO item for 0.7.2a.

Thanks man! I think you did a fantastic job bringing this dynamic in! I look forward to seeing how the tweak works. Is there a way I can turn that sub faction off within the save file? I don't think I've even interacted with the Knights...only church and path

4
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 11, 2015, 06:57:50 PM »
for purposes of faction loyalty having all three branches of the lud count separately is killing me. That's -15 at a regular interval until you find all three branches and hit them. You would think that by attacking one the other two would become hostile with you.

5
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 07, 2015, 08:03:00 AM »
Perhaps player v faction hostilities just start on a timer? 10 days or something?

e.g. "You have declared loyalty for <faction>. <other_faction> will actively expel you from their controlled space in <number of days>".

That sounds good.


Hm, what I don't like about it is that you have no choice in the matter anymore. Sometimes I care more about doing my own stuff than participating in my faction's silly (or scary) wars, which would be hard with that change. Bounties, missions or explorations that lead me into the space of the other_faction (which is in some cases almost everywhere) will become very hard to reach. This is especially true if your fleet is still small (you can easily get commissioned while in the starter frigate) and you can't really trade blows with other_faction's patrols yet. And that, after all, is the time where you most need the bounties/missions to grow.

I was thinking, maybe it would be enough if you get automatically dropped to "inhospitable" with other_faction, at which point your relationship to your faction is stable. You couldn't trade with the others anymore, but still traverse their space without being outright killed. Or you can actively decide to attack and take it to "hostile", at which point your faction might "welcome you to the war" with a reputation bonus (once per war). (Rewards are always more fun than punishments.)


It would also make sense for inhospitable (and  suspicious?)  factions to make random inspections even if your transponder is on (without the old waiting bar please) so smuggling in their space gets a bit more exciting.

I'm with you Gothars, this sounds rational and interesting. Also adds a bit to the game. Plus add in the possibility of doing real smuggling runs!

Think about doing those burns trying to get past patrols and drop planet side to leave some illegal weapons and stims with the local rebels to destabilize their planet even more (nice rep bonus maybe from faction). Then trying to outrun them as you leave the system!

6
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 07:29:29 PM »
Taking penalties for lack of hostilities is probably lesser of two evils than getting wiped if you are deep in friendly-turned-hostile space.

True but at two factions a piece that's -10 at a regular interval and enough to reduce you from getting any of the equipment benefits you opted into getting.

I just don't think there's enough benefit outside of equipment for picking a side. Maybe if the tariffs were less stiff (that would make up for the measly 300 per ship they toss at my begging hands) or if I got military weapons at a reduced rate... there needs to be some extra benefit if I am going to sacrifice all of my sanity tracking down fleets to continually attack.

7
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 07:16:23 PM »
I'm not sure what you're saying, why do you need to be come hostile with "everyone"? Unless you're joining the faction at a time when it's hostile with everyone, I suppose.

... thinking about just making hostility automatic, though, i.e. w/o making you need to hunt down that faction's fleet. Have a commission, and the other faction is at war with yours? Hostile!

I don't honestly know. It was behavior I was unaware the game was going to take, with -5 discipline every time for every faction (sometimes two or three at the same time) and without warning. At least they give me a friendly reminder about the transponder... With this game behavior I do believe I'll be uninstalling the extra faction mods as that is only going to make it impossible for me to please a faction...most definitely those darn Templars.

Been loving the new update though. It really has become a very well balanced game. Cheers!

8
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 07:07:32 PM »
Note that if you do attack them, you'll recover some standing with the independents once hostilities end.

Well that's nice to know  :) Yea I just opened it up and checked, I was already well in the negative with independent so the punishment makes no sense, Sindrian Dictat I get, but I'm neutral with them.

I think I'm just trying to express that it's frustrating when I just took out 5 or 6 large pirate fleets my own faction comes chewing at me to throw my fleet at someone else, and they're not even paying me enough to be hitting enemies regularly.

I do like how this adds depth, I definitely would not suggest someone becomes a commission with any of the powers that be at this point. I only had access to the better weapons for the course of a few days before they started docking me for not hitting everyone.

Maybe private objectives (similar to drox operative) that you have no choice but take just to keep your rep up and they send these special missions (with a few credits) on some sort of random basis.

9
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 06:58:37 PM »
I just got punished -5 for not being hostile with the independents from Hegemony. I thought the idea was you didn't have to pick only one. And I am being punished so frequently I don't have a chance to run around the galaxy picking fights with every single other faction to maintain my standing with one.

You're limited to one, and it opens up lots of hostilities. The point is that you pick one, rather than it happening through investigations and such. But once you pick a faction, yeah, that's how it's going to go.

Shouldn't this punishment be based on the actual diplomatic relations of the faction you get a commission with? Why should I be punished for not hitting the independents when the Hegemony are Neutral with them? This opens up a greater flexibility with the diplomatics of these factions and gives the player an incentive for paying attention to the changing politics.

There is no possible way a player can pick a commission and then go out and immediately create hostilities with every single other faction in the game, so by this logic the player should automatically be reduced to hostile with every other faction...but again this logic gets muddy because you have factions sending mercantile fleets between them and now I'm getting punished for not hitting food shortage fleets coming to my own faction?

10
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 06:10:00 PM »
Something must be off about these commissions.

I just got punished -5 for not being hostile with the independents from Hegemony. I thought the idea was you didn't have to pick only one. And I am being punished so frequently I don't have a chance to run around the galaxy picking fights with every single other faction to maintain my standing with one.

11
General Discussion / Re: Are the garbage procurement contracts intentional?
« on: December 06, 2015, 07:52:32 AM »
agreed the contracts have been garbage, but I am making a ton of money on both supplies and fuel trading. There is always a market at 3 and 4 times over base value

12
General Discussion / Re: Shorter 0.7.1a feedback
« on: December 05, 2015, 08:41:04 PM »
The early game is actually quite fun and a lot quicker, even on normal.

Just started a new game...man oh man is this better on 0.7.1a!! So much more fun to actually win a few fights at the beginning.

13
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 12:16:33 PM »
Yay!  I love the update thus far; haven't gotten to play it much past reading the patch notes and taking a brief whirl, but it looks good.  I'll have my son try it later and see if Easy is Easy Enough but it definitely feels a lot better from here :)

I'd love to know how that goes!

You do great work man! Thank you!

14
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 09:44:49 AM »
Ugh, sorry :( I'll try to remember to mention OS X/Linux in the future when talking about save compatibility. Just didn't occur to me; was only thinking about whether old saves would be compatible, not what you'd need to do to transfer them over on OS X.

Would it be possible to move the saves folder into a library/application support/fractalsoftworks folder?

This is the industry standard way of placing saves on OSX and would prevent this from happening in the future.

15
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 06:55:50 AM »
I looked at the package contents of the application in the Applications folder, but all folders apart from the main one are empty. So no mods (not that I had any), saves (I had a lot), or anything else.

Time to start again, I guess.  I won't be updating any more unless I can be sure that saved games are properly saved.

You need to open the package and only copy over the contents folder to replace the old one. Otherwise you will replace all of your saves and everything you liked so much.

Pages: [1] 2