Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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 - Ishman

Pages: [1] 2 3 ... 18
1
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 10:50:15 AM »
Event Progress: By your actions of excavating, assembling the blueprints for, and building - a Domain Era Star Siphon, +50 points added to the Event "The Stars go Dim."

Great to see more hooks for mods to add ways to interact with their content that aren't just hostiling them. Also I'm personally a fan of more menus to traverse, but woe betide the average starsector player who's going to encounter more dreaded Reading. I also don't envy when you get back to setting up new player onboarding Alex, with how people prefer to click past tutorial popups.

2
General Discussion / Re: What is in your opinion the best mount type?
« on: August 09, 2022, 03:56:07 PM »
Sleeping on Hammers. Yeah, they've got the smallest ammo pool - but in return you get 1200 HE dps from a single slot flux free. They don't need skills or hullmods to be good either, whereas the other large missiles benefit hugely from them, hammers still disproportionately benefit - having 60 hammers is incredible, and you get !!2,400!!dps out of a single slot.

This is versus the Typhoon reaper's 533 base dps (with admittedly enormous ammo reserve, it taking slightly less than two and a half minutes to empty with the firing button held down, and ability to generally completely strip the armor of anything in a single connecting hit), with emr and skills, having 1066 DPS is pretty nice, but it's a case of shooting yourself in the foot to get this since it's extremely unrealistic for a single ship to actually get seven and a half minutes of use out of it.

Edit: In fact, I'd argue that hammers are the singularly most powerful weapon available in vanilla SS while the ammo lasts - what I wouldn't give to be able to pay more OP for more ammo on them...

3
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 11:17:36 AM »
Quote
In the current release, there’s an even split between warships, phase ships, and carriers – instead of that, it’ll be a split between warships and phase ships (leaning more towards phase ships), with carriers/fighters only coming into play when the fleet gets an Astral.

No gods, only Doom.

4
Other honorable games that led me to starsector are Ares, Flatspace, and (I know this one's more of a reach, but it's influence spread far and wide) Future Cop: LAPD.

5
Modding / Re: Help with Subfraction (Valhalla Starworks)
« on: January 27, 2022, 12:06:49 AM »
If you join the starsector discord, you should be able to get assistance from another modder in one of the modmaking channels.

Many of the modders are multilingual as well, so you might be able to get your questions answered in your native language, too.

6
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: January 23, 2022, 06:14:48 PM »
Oh, Alex(or David?) I don't think I've thanked you yet for including the super [redacted] megastructures yet. Obviously in-game representations don't align with any hard numbers you have in mind for their actual lore dimensions (since it's not relevant, being a game n all), but I love how horrifyingly monstrous in size the hypershunts are.

With blue hypergiants ranging in estimated size from something like 200 solar radii to the 800 (!!!) upper bound of Eta Carinae A, that means that even if they're off by an order of magnitude in size they still dwarf in size even things like dyson spheres.

7
Wisp has actually already made a mod for this.

Neutrino detector without the false positives becomes something you'll actually use.

https://fractalsoftworks.com/forum/index.php?topic=21140.0

8
I believe what safarijohn was trying to communicate is that while stacking armor can drastically increase the lifetime of that armor, it's nothing in comparison to the survivability increase achieved when stacking hull.

Alfonozo's junker ship line in HMI providing an excellent example of this, having been nerfed multiple times due to the way that even light armor has silly multiplicative effects with large hull values.

9
General Discussion / Re: Let's look at the 0.95.1a-RC3 New Skills!
« on: December 12, 2021, 07:56:17 PM »
It's ship and weapon pack overwriting the description, according to people on the discord. It's a cosmetic only change.

10
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 06, 2021, 11:30:58 AM »
Ah - the reality disruptor is seen widely as an enormous waste of OP and a valuable energy slot - the bolts it fires are just the equivalent of launching an omen overtop something, and besides the enormously undercosted radiant, I'm not aware of any ship where that's a DP efficient use of a large energy, much better to just have the actual tanky omen to soak more attention and flux from things, while the energy mount is put to better use with a tach lance, plasma cannon, rift torpedo, or whatever.

I guess there's a few people who enjoy it as is - but I don't believe I've ever seen anyone use them more than once.

11
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 06, 2021, 08:01:52 AM »

Weapons/fighters:
  • Resonator MRM:
    • Increased damage to 250 (was: 200)
    • Reduced flux per missile to 50 (was: 200)
    • Increased starting ammo to 8 (was: 4)
    • Can now fire a full burst every 2 seconds (was: every 5)
    • Ammo regeneration rate still the same; 10 seconds for a full burst's worth
  • Shock Repeater: reduced flux/shot to 25 (was: 75)

Glad to see these changes (making the shock repeater a premium PD/EMP assault combo is great), but as noted by others here and on the discord, you might also consider taking a look at the reality disruptor.

12
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 30, 2021, 10:08:18 AM »
Stay safe, stay happy, and take care of your mental health.

I hope conditions improve, but don't let working on this mod be a source of stress for you - your work's fantastic, and the satisfaction of having enjoyed it in the past is good nuff.

G'luck out there <3

13
Mods / Re: [0.95a] Luddic Enhancement Mod 1.2.4d
« on: July 10, 2021, 12:00:28 AM »
There's a new 1.2.5 version on bitbucket. Is there a changelog for it? I couldn't find it (if it's on bitbucket somewhere I'm dumb).

The update is on the discord, alfonzo probably forgot about updating this thread.

14
General Discussion / Re: Starsector as a mobile app yes? or no?
« on: June 06, 2021, 10:13:18 PM »
SS is a solo dev project, even if you were to throw a billion dollars at Alex, the game wouldn't get made any faster - it's his full-time job working on the game and wrangling this forum. He could buy more spritework time from david, or even contributions from other artists - but from what I understand artwork isn't a bottleneck on content (especially seeing as programmer art is good enough to do quick and dirty tests for functionality).

Having to go through your codebase and hook in appropriate calls and methodology whenever you create/replace a piece of the game is what takes a ton of devwork (and then making sure it's not throwing bugs, causing the game to choke by waiting for input at the wrong time, etc). As in the most recent update of getting story missions implemented, as it required touching so many aspects.

Basically, making games is way harder than you seem to think - which is why there's no cheap clone of SS's gameplay on the app store, because it would require actual development time to copy, not the only bottleneck being how many art assets you can crudely trace over and implement like most mobile gachas.

15
I do, the basic premise of the post is to treat the game's scale as if it were consistent. If something someone says makes sense under the pretext of its foundational presumption, pretending not to know that they they're operating on that presumption is not the own that you think that it is. This is literally wild to me. Imagine going into a thread about KSP & going "but those calculations dont work bc the Earth is not that size!". Like, dude, nobody is talking about Earth, we are talking about a fictional videogame which operates on a different scale than IRL. I didn't realize when I posted this that I'd need to explain the concept of fiction. Theres a lot of weird sandbagging on this forum

Do you know why all the references to real world measurements have been slowly removed from the description of weapons and ships over the years? It's because of users like you, lol. It's a game - everything is in subservience to that goal, which is why there's been THREE different implementations of economic systems, going from granular to broad-strokes as it became apparent a highly detailed simulation doesn't fit the game starsector is.

Edit: In case you don't understand: Nothing you see in-game can be taken as a good representation as to the object's actual relevant sizes/distances - which is why alex refuses to ever give hard numbers for the sizes of ships, and only mentions that the big ships are MUCH larger than the in-game scale difference would suggest.

Pages: [1] 2 3 ... 18