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Starsector 0.98a is out! (03/27/25)

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Messages - Berty

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Bug Reports & Support / Re: Bulk Transport Bug
« on: December 16, 2021, 10:06:08 AM »
Hi Alex,

I'll be honest; I've just tried to reproduce the issue and can't seem to do it either.

I did take a few screenshots at the time, but couldn't attach them to the post as they were too big. 

Ah well, appreciate you taking the time to get back to me and apologies for the red herring.

2
Bug Reports & Support / Re: Bulk Transport Bug
« on: December 14, 2021, 09:01:00 AM »
Quick follow up; the issue only seems to apply to the personnel limit.  Fuel and cargo are not affected.

3
Bug Reports & Support / Bulk Transport Bug
« on: December 14, 2021, 05:11:15 AM »
After picking up the Bulk Transport ability, returning to the Character screen causes a supply penalty for over loading to be applied.  The readouts in the inventory screen will even show the correct capacities, but the penalty is still applied.

Going to and from the inventory screen causes the issue to go away.

4
General Discussion / Re: Automated Ships skill sucks
« on: April 22, 2021, 02:10:56 AM »
I agree; 30 points is too low, especially given that it is an end of tree skill and, currently, it's vastly inferior to the other tech tier 5 skill.  Having 3 in built mods on each ship is huge.

It should enable the player to take a Radiant battleship with an Alpha core with no malus.  Simply upping the points to 40 would solve this.

5
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 03:33:25 AM »
I had a pirate base targeting my colony and was able to locate it by going to a bar in my colony and talking to a person.  That was pretty cool, but it wasn't necessarily obvious.

If the message in the intel screen gave some suggestions for finding hidden bases I reckon people would find it all less frustrating.

6
Announcements / Re: Starsector 0.8.1a (Released) Patch Notes
« on: June 14, 2017, 04:18:23 AM »
So, just to confirm; if one does have the Salvage skill and is getting +10% salvage from a battle, would the salvage rig increase the loot gained or would it just be the +10% from the skill?

7
I like this idea, I've often found myself wishing I had a way of squeezing a little more sensor range out of my ships when bounty hunting without suffering the massive speed penalty of the sensor boost.

Not too sure about the speed boost though; Emergency Boost already fills the niche of a speed boost and having loads of ways of boosting your speed could wind up being either OP, by making it too easy to catch everyone, or frustrating, with everyone else using all these speed enhancing abilities making it harder to actually fight a battle.

8
Suggestions / Re: Looking Forward (really long)
« on: January 23, 2014, 02:52:04 PM »
Hello all, I'm fairly new to Starsector but since buying it a few months ago I have been unable to stop playing it.  I love it!  That's what I like; big ships with big turrets hitting each other

I dunno about the fine detail of the lore and I don't think I can add much to the discussion that would be constructive, although I agree that it has to be comprehensible with the overall game world, but the thing that draws me to sandbox games is building systems:

In Minecraft I build different tools and setups to get better tools and ultimately achieve infinite resources/power.

In the X series I would build factories and acquire ships/infrastructure in order to get ready access to stuff I wanted and wield infinite power.

In Mount and Blade I would gain XP to be able to fight bigger battles to drive our/my faction on to take more stuff in order to get money and character skills to be able to command infinite power.

In SPAZ I went to the trouble of conquering every single sector in the outer sector out of a neurotic need for "completeness" and never actually finished the game. 

... Actually that last one may be a bad example. 

My point is that in Starsector I want to be able to build systems.  I want to have to scrimp and save and work like a dog in the beginning in order to buy/build/take control of facilities that will create the resources I need in order have the stuff to be, in the words of Fat Larry; "keepin' the neighbours away from yo' ***".  Let's be honest though, in order to a campaign of Starsector to be truly compelling we will need to want the things the other factions have so that there is conflict rather than us all being multi-cultural hippies in an intergalactic drum circle.

I think the best way to have all this happen would be for the stations to essentially be platforms that the player can customise for different purposes, but whose form and functions will largely be dictated by the circumstances of the system they are in.  By this I mean that stations on the frontier could be military depots where patrols are organised from ships the player leaves there, or perhaps has sent there from other stations, which would require management by the player (interaction is fun!) whilst stations in certain areas surrounded by asteroid fields or orbiting gas giants would be better suited to becoming mining platforms.  Critically, however, new stations could not be built.  Only captured or (possibly) destroyed.

As an aside I am lairy, er, I mean hesitant about the concept of finite resources.  I want to see how big a tower I can build out of bricks, if it falls down because I've built it badly then I can enjoy building it better next time.  If I just run out of bricks it's a bit like a sneeze that never comes, you know?

Anyway, I think with the sort of process outlined above you can preserve the player-centric, action orientation of the game as the stuff the player has is purely there as an apparatus to enable the player to do more and more awesome stuff, like at first the ability to pilot an Onslaught and later the ability to casually hurl half a dozen Onslaughts into a meatgrinder with a massive enemy fleet to gain something desirable.  Judging from the work already done in the Exerelin mod it doesn't seem so impossible an end product.

What I'm not sure about, in my infinite noobiness, is how much Alex and the rest of the team are looking to create persons and characters within the game world.  Will there be "lords" bowling around in the manner of Mount and Blade?  Will characters be more talking heads or will they be upgrades that get applied to ships and little else?

9
Mods / Re: Project Ironclads Total Conversion, version 6.6.3 (0.6.2a)
« on: January 20, 2014, 10:33:50 AM »
I would also reccomend complete removal and reinstallation of Starsector.
Hello guys, I'm a long time lurker, first time poster and I'm having the same issue.  I've tried totally reinstalling both Java and Starsector but as soon as I change those values in vmparams to 2048 Starsector will not run.

I'm a bit of a muppet when it comes to technical stuff but maybe it is because whilst I'm using Windows 7 I am using Chrome, which I think is a 32-bit browser, and that is somehow causing when I'm installing Java?

I'll uninstall Starsector & Jave, switch to IE, try reinstalling everything and let you know how I get on.

EDIT: So in a hilarious turn around of events I realised the Jre7 folder I was copying was the 32-bit version of Java which was installing to the Program Files (x86) folder and the 64-bit version was in the Program Files folder.

It's now running with the value in vmparams modified to 2048.  Hopefully this will help others?

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