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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Sheluna

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1
General Discussion / Re: Carriers in 0.95
« on: October 12, 2021, 08:29:50 AM »
Aaaah, that's why I'm struggling this much in my late runs. Haaaaa. <picture of a dumb one discovering something clever for the first time>

Joke aside, I've read a few interesting things here, and I can add my own feelings to the pot : carriers suck.
The idea was awesome, though. I mean... They're like the perfect tool to adapt our fleets to whatever the enemy will thrown at us. Plenty of fregates? Okay, time to get the carriers full of hunters on the field! Plenty of heavy and slow ships? Bombing time! For attacking stations, it WAS a great addition to the fleet.

Now, they're SLOW, easily flanked, the AI don't know where to place the ship in order to stay "in the melee but not under the fire of the enemy". Or we use all the Command Points to protect them and all the fights is a game of "you won't reach them" and "***, I need to engage, but if I do that, I'll lose my carriers", or we let the AI in full auto and watch the carriers pop like corn on a burning stone.
But hey... They're still cool. I like the idea, so I keep using them. Even if I now rarely get them out in fights.

By the way... There is something which always bugged me a lot with carriers... Their prices in supplies at the deployment. I tried to compare the price per bay. When some are actually really good (hello heron), some are terribly bad. It's even hardly understandable. Why wasting so many points for a single bay of fighters which will get depop in a flash, followed by the future-scrap which is their carrier ?



I love that game, and I hope Alex will read that thread. Or at least, that someone will reach him with the feedback he probably needs to see where are the problems. Since fixing ships is probably the least amusing side in creating a game. Balance is hard to find. And each future minor changes can break and create huge gaps.

2
General Discussion / Re: What do you hope to see in 1.0?
« on: October 12, 2021, 08:14:08 AM »
Yeah, well, if you want to become enemy with the faction you want to trade with, you certainly can... :D

3
General Discussion / Re: What do you hope to see in 1.0?
« on: October 11, 2021, 07:11:52 AM »
1. A new sort of "mini game" for invading / raiding planets or station. Aka, fights with units to manage.
Basically almost everything is already done : We got the marines, their heavy armaments, some ships giving bonuses... As for the combats, something "relatively simple" could work and still be fun. Three sort of units : marines, mechas, and static items like defense towers, bunkers, etc.
It would create a new depth for the game, and give a more intense feeling about conquering/raiding/protecting a planet. And YEAH, I know, actually, Nerexelin is the way to conquer. But back on some old posts from Alex, he was already planing to add the conquest option. So... Hope is allowed?

2. Actually, Remnants are hidden in some systems, randomly generated, with or without great stuff to salvage where they are. Why not giving some whole territory still "in control" of the Remnants, like in the really edges of the galaxy? They would do their raids from there, giving some time to prepare to receive them, and kicking them out of the borders of the galaxy would give a feeling of achievment. Especially because most of the class 4 and class 5 planets are hidden in those areas.

3. The prices are terribly frustrating. When starting a game, almost everyone is in the need, so they get really high, and playing as a merchand is a really efficient way to get easy money (and to get attacked by pirates :D). But as soon as most of the old systems have grown enough, nobody except the pirates and pathers are "in the need". Buying the excess and selling them where they haven't too much of the items feels pretty "meh". There should be more events, more ways to "destroy commodities". Accidents, like natural disasters, I dunno. But really, it would give a huge kick for the "I don't wanna war, I'm a trader" way of playing.

4
Mods / Re: [0.9.1a] Supply Forging 1.0
« on: March 03, 2020, 05:54:12 AM »
Rather weird considering supplies also consist of rations, clothing and such. Breakfast? Metal. Yum!

Yep. We're repairing damaged ships with sandwiches and hams. Just stuck them in the holes and the hull will be all new and ready to go !
Supplies aren't food. They never have been. Otherwise, why would there be "food" items as well, uh ? Supplies are the important supplies needed to maintain your fleet's vessels. Thus, this mod makes sense.

5
Greetings there. I'm coming "a bit" late on the topic, but I had a few questions.
Lately, I've played a lot with the config files in order to tweak a specific detail in Nexerelin. As it turns the game into an epic and really fun xxxx, with conquest's wars and the likes, I quickly felt disappointed to see so few new colonized planets. I mean, they do fight a lot against each other, sometimes even between factions which started and were supposed to stay allied. So for the conquest's part, it's perfect. Yet, that doesn't represent a huge challenge as soon as you reach the end game, or as soon as a faction got the advantage on all the others. Plenty of them are weak and don't really defend themselves by trying to take back their home worlds, or to colonize new ones. So I've tweaked that in order to reduce the impressively HUGE delay between colonisations. It made my games much funnier, though more than the half of the new colonies are decivilizating.

So, now, the questions ! :D

- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?


Thanks a lot for reading and, more important, THANKS A LOT for this mod, since it actually kept me alive during a while (yup. I lost internet for two weeks. I've geeked on nexerelin all along)

6
Mods / Re: [0.9.1a] Grand Sector
« on: November 02, 2019, 07:56:50 AM »
I've noticed two weird issues : it's supposed to be the v0.2.2, and the game as well as the version checker are reading v0.2.1. The mod is shown as unsupported, and yet, it "works".

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