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Starsector 0.97a is out! (02/02/24)

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Messages - Alex

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1
Thank you for elaborating! Not sure what to suggest, unfortunately - the software cursor setting not working has me completely stumped.

2
There's enough RNG that a truly symmetric situation is for practical purposes impossible, so this seems like a fundamentally flawed question. E.G. it's very easy for a few points difference in flux to snowball into one ship consistently attacking while the other tries to back off, given identical loadouts. Etc. Possibly also combined with a bit of natural confirmation bias - seeing the "bad" behaviors more frequently on "your" side.

3
Hm, that's super weird, since at this point if the game can render anything at all, it can also render the cursor.

Just to clarify, do you mean the cursor in-game or outside the game window?

4
The simulation once again proves itself to be an unreliable testbed for... anything?

... hmm, I wouldn't take that from this. If the admiral AI gave commands in the simulation, *that* would be a problem.

(this is a cry for help please rework it Alex)

(Guess what I'm doing *right now*.)

5
Not familiar with how that all works, but: there's a "useSoftwareMouseCursor" setting in data/config/settings.json that may help you here.

6
Thank you, made a note!

(Part of me thinks it would be appropriate/kind of amusing for the star fortress to remain in player hands in this sutuation, but no, definitely a bug.)

7
General Discussion / Re: Market data
« on: Today at 09:52:21 AM »
If you're in a system with a comm relay, you can hover over the commodity in your inventory and press F1 to see the prices.

8
Just to clarify - in the simulation, the enemy ships have the "steady" personality and the AI gives no orders of any sort.

9
Suggestions / Re: My wishlist for the next update
« on: Today at 08:35:12 AM »
... let me add a loading-screen tip about it, at least. I mean, I agree, it's just hard to explain *everything* and you have to draw the line somewhere; too much explanation means all of it gets skipped. (See: the disabled tutorial dialogs.)

10
Suggestions / Re: My wishlist for the next update
« on: Today at 08:16:27 AM »
It's been there since the very first version of the tag system! And can be done anywhere with tags - the hull mod picker dialog in the refit screen, for example. Oh man!

(I don't think the game explicitly mentions this anywhere, the hope was iirc that this is a fairly common UI construct for multi-select - for example, in the windows file manager - and people might just try it.)

11
Suggestions / Re: My wishlist for the next update
« on: Today at 08:06:50 AM »
I can't wrap my head around why can't I view bounties and exploration missions at the same time.

You can ctrl or shift click to select multiple tags at the same time, btw.

(Sorry, not a lot of time to respond in detail just now, and I don't necessarily disagree with you - but really wanted to mention this bit.)

12
Bug Reports & Support / Re: Typo
« on: February 24, 2024, 06:45:49 PM »
Fixed, thank you!

13
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 24, 2024, 06:05:47 PM »
Yeah, that makes sense - the Hegemony really doesn't tend to have much for sale in the way of energy weapons, hmm.

14
Thank you! Hm, nothing immediately enlightening there, unfortunately. I'll keep an eye out - just about the only thing I can do here, I think.

15
Mmh. Okay, if that is what happens... could that range be way too small?

It does not look healthy, neither on my side, nor in your recording, what happens there. You have five ships, out of these, only a single weapon can fire. What will that accomplish with the game mechanics (PPT! Flux!) as they are?

I think the range is fine. The enemy ships are at least 3000 units away in that gif, probably more, I don't remember. The Pilum fires because why not; that's basically the nature of the weapon.

Should they not at the very least get into some sort of position, as (generally now, always pre-0.97a) happens in a fleet battle? What good is hanging out in the middle of nowhere? E.g. if the Buffalo Mk.II can shoot, should not the Kite and the two Shepherds move slightly in front of it, so they too can shoot? And should not all four ships fall back, once they decide they are being kite-d? Just stopping wherever, in whatever formation, cannot possibly be the Right Thing ever?

The other ships are way too far away from the enemy to shoot. They're following orders - they're told to defend a location, and they're defending it; it's exactly the right thing to be doing in this situation. When the enemy ships get a bit closer, they'll move to engage. They're not going to just move around for no reason.

Edit: maybe we're seeing some different things? I mean, if the ships were doing this while enemy ships were within normal weapon range, I'd agree with you! But for this gif (which, fair enough, it's not clear just looking at it) they're *really* far.

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