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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Deshara

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Suggestions / Re: Additional colony/battle modifiers from strategic terrain
« on: December 13, 2018, 07:09:48 AM »
I'm pretty sure the game already had combat terrain affects on most terrains and they were removed from 0.9 for some reason

Modding / Re: [0.9a] Tactical Map Screen Unpauser
« on: December 13, 2018, 07:08:32 AM »
If anyone is really super interested, I might make a different version / setting tweak such that it slows time in the tactical map as well as unpausing, but that's dependent on whether anyone is actually interested in that, it's a fair bit harder as I'd have to avoid breaking player-piloted phase ships at the same time.

There's a mod that allows you to double-speed combat action that I exclusively use in the tactical map screen while piloting my Command Suite Kite(S), and thinking about it I'd only use this mod on a ship with the Command Suite hullmod and a version that does exactly OP but only if your ship has that hullmod would be an instant download for me.
(the only reason being that otherwise I mostly just use Tab to pause the game bc for some reason I don't like the way you can pause the game in the action screen lol)

Mods / Re: [0.8.1a] Active Gates 0.2.0
« on: December 13, 2018, 07:05:06 AM »
an update to this mod now that we're on 0.9 that makes activating a gate cost (# of gates active + 1) alpha cores would actually sit really well with the vanilla game's lore

Do they, though?

Yes, because the drop in speed occurs after they impact your little bubble and bounce away, giggling in their stoic space-rock way. Cheeky pebbles have the manners of infants.

The campaign map chronologically operates on several hours per IRL second; it wouldn't be much of a stretch to suggest that you can't get a clear picture of the exact order of events from that.
ignoring that the game explicitly says the asteroid bounces off the drive bubble lol but that's handwaving fluff, the author is dead I choose to ignore Alex's actual words there

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 12, 2018, 03:36:19 PM »
I mean this sort of thing (see green text), not them actually opening the comm dialog.
Oh.  ...Yeah, I would totally not have noticed that as being anything special.  Would suggest, instead, highlighting the text for "open a comm link", and maybe change it to note, there, that they're trying to hail you.

Edit: Maybe a highlighted "Accept comm request" instead of "Open a comm link"?

It should flat-out not allow you to move to combat until you've accepted/declined the comm request.

+1, since it's pretty rare and basically only comes up to warn players of unusual content

I try to do this with the Evade command in huge fights where I don't want my fleet expending themselves on the enemy's heavy hitters just yet, but, it's a little wonky and gets a bunch of my ships killed because they'll do suicide maneuvers in the fight they're having because the giant invisible "MOVE AWAY FROM ME" bubble gets a little too close.
I appreciate the Evade command in its intent but if it were replaced with a "ignore/do not engage this enemy yet" command so that ships that can't survive its field of fire will flee like scared chickens but capital ships who can handle being in its outter range limits will do so to kill targets that are escorting it but not allowing the Evade'd ship to engage (or trying to)

Currently there is very little reason for me to try to rescue other stranded spacers. If they told me some tales of their adventures and the things they've seen on the fringe, I would be more inclined to help them.

Had me thinking, what if sometimes you meet them back in the core worlds occasionally and they give special quests/offer free ships or high level officers? Or hell, one of the reasons they are stranded in the first place is because they were defeated by pirates and they offer to straight up join you.

holy hecc fleets being commanded by actual characters you have persistent relations with is something I hadn't even considered in the context of outter rim scavengers you meet. It probably wouldn't be that hard for the game to make fleets you find randomly in The Rim have their commander randomly drawn from the (a) persistent pool of extant captains you can/have run into in the core, affecting your relations with factions once you get back.

Like, returning from a scavenging run where you gave a stranded shuttle fuel only to be run down by a hegemony fleet who, instead of engaging you in hostilities open a comm link to introduce themselves as being in the third in command of the entire hegemony military, and the game gives you your reputation gain but also multiplies it by the station of the character you helped which gives you a huge bump in this case.
That'd be cool lol

asteroids just slow you down a bit.

Do they, though? Or does your fleet just slow down enough that the difference in velocity multiplied by the asteroid's size is within confidence limits, and your fleet just bumps it out of the way as it goes at its now-safe speed?
After all, we don't actually know how big the asteroid is -- the campaign map is just an abstraction. It could be a pebble, maybe dangerous at burn 20 but definitely safe to just kick out of the way as you go at burn 16.
I love these pedantic arguments about abstractions; they fuel me. I am fueled by this

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 12, 2018, 03:20:45 PM »
I have managed to never once notice that lol

your ship's relative velocity is limited specifically for this reason

That's nice, but you already move your ships at speeds capable of traveling multiple AUs in a few days, way above the dangerous levels you just described.

when there's nothing else around. To wit; a stationary fleet is capable of catching a fleet going burn-level 20 without having to match speeds. The assumption can be that the ships in transit detect a fleet moving in to an intercept path and trigger an automatic brake to relatively safe speeds to prevent the chance of a catastrophic impact

Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 12, 2018, 12:44:29 PM »
I have to hail pathers first too

Bug Reports & Support / Fog of War locks AI orders in
« on: December 12, 2018, 07:29:15 AM »
if you order a ship to attack a target ship, and then said target ship slips from sight you aren't allowed to cancel that order until the ship comes back into sight -- which it might never do if it flees or breaks down.
I get why this is -- you don't want placing orders on enemy ships to give away their position in the fog of war, but, I'm sure there's a way around this

Suggestions / Re: Increase planetary stocks
« on: December 12, 2018, 07:27:05 AM »
if you up the amount of stock AI planets carry, then you're also upping the amount of market share AI planets have that the player must compete with for value. I think they got nerfed bc its the only way the economy system as-is works

General Discussion / Re: where do all these people come from?
« on: December 12, 2018, 07:25:13 AM »
just because the population of the sector at game start sits at ___ (I'm not looking it up) doesn't mean that's all the population that those planets are capable of having -- the planets could have just hit the break-even point that results from their social programs, and not material limitations -- and a newly colonized planet with room for people to stretch their legs that's a mere flight away from every planet in the sector might change that.
If a player plops down a hundred million houses for rent, I'm sure there's a hundred million young couples stuck living with their parents elsewhere who aren't starting families bc their circumstances don't give them room for it (taking care of the grandparents full-time being a condition of living in their home & leaving no time for making a family, for example), who could sell labor aboard a star-cruiser in exchange for passage to this new colony where they are free from the social pressures that were preventing them from starting a family before.

and, re: the "the population growth must be migration because people don't grow to adulthood that fast" thought: nobody said a planet's population is their adult population

General Discussion / Re: New favorite ship, the Monitor
« on: December 12, 2018, 07:17:31 AM »
Same! Tho after the initial mods you mentioned I just throw everything onto reactor skills.
It's especially fun to put an aggressive officer at the helm, throw him at a carrier-heavy expedition and just... watch him go

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