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Messages - FreeBubbles

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Suggestions / Ship boarding
« on: May 21, 2023, 10:32:42 AM »
Kinda like in the pirates of the carribean styles games, would be nice to have an option to board mostly disabled ships and stations using marines in specialized pods.
AI pirates should also be doing it and then maybe you could fight them later to get your ships back.. Like it would make fights less binary as even a weaker pirate force might be able to snatch one of your ships and retreat.

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 14, 2023, 01:20:32 PM »
the main thing I care about in this game is chill trade (or not so chill sneaky blackmarketing ;) )

3
Mods / Re: [0.95.1a] Stellar Networks 2.5.0 - information at your fingertips
« on: September 16, 2022, 11:55:25 AM »
Add a filter for "market conditions" in the planets list please.
@FreeBubbles You need to ask Planet Search mod author for that - should be fairly doable for him: https://fractalsoftworks.com/forum/index.php?topic=23229

Progress update: After my monthly hiatus, I will be returning to Stelnet development. Next on to-do list, a proper Trade board (Profit++ functionality).
I've asked here because stelnet suposedly a planet filter mod is to be integrated here.

4
Mods / Re: [0.95.1a] Planet Search
« on: September 16, 2022, 11:53:07 AM »
Add a filter for "market conditions" in the planets list please.

5
Add a filter for "market conditions" in the planets list please.

6
Bug Reports & Support / Re: At The Gates Finale Issue
« on: May 15, 2021, 10:27:36 AM »
rc15
It got fixed on its own once I've gotten back to galatia I think.

7
Bug Reports & Support / Re: At The Gates Finale Issue
« on: May 14, 2021, 12:24:15 PM »
The quest 'at the gates' is stuck on "go to the Magec gate", I've traveled through it, if I travel back - the same gate conversation options are there and the spawned pirates are still there, hunting me in the system.

8
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 14, 2021, 09:15:52 AM »
could use gamma cores as consumable currency instead of special artifacts, for better vanila integration

9
Mods / Re: [0.95a] Better Colonies 1.63
« on: May 10, 2021, 10:41:39 PM »
It does appear if I delete and place a construction order, luckily instantly, so I can save delete/check and reload, although it is annoying.

10
Why is it 1,25 instead of 1 in calculations and even says 125% too in a tooltip, even though it should add up to 100%?

[attachment deleted by admin]

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Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 09, 2021, 10:32:53 PM »
suggestion: add possibility of placing your own jump points - would be useful for places where jump points are too far. One or two on a planet's orbit would make it have a jump point relatively close at all times, rather than spending a week on getting to it.

12
More xp required means slower story point gain I assume, can you cap story point generation?
For example, have 3 versions: every 250k/500k/1m xp gained grants a story point, ignore 4 points per level limit, ignore further level scaling (or it may scale up to this amount and then doesn't scale above that threshold).

13
Mods / Re: [0.95a] Better Colonies 1.63
« on: May 09, 2021, 09:41:05 PM »
Doesn't work - it's not showing the techmining percentage, the UI hasn't changed.

[attachment deleted by admin]

14
suggestions:
Global trade/commodities screen UI:
- Add 'buy' and 'sell' prices to the sortable lists of commodity suppliers/consumers and make them sortable by it.
- When I'm clicking on a system on the map(in the top right corner of commodity screen) it should hide other systems - making the producers/consumers tabs only show the "local" selection of the clicked on system (including if I click on the current system). Clicking on empty space should go back to showing all systems.
- Add sortable distances.
- Maybe unite it with the things f1 popup screen shows, to make it the screen for price arbitrage.

dialogue UI:
- Highlight the target system/base in quest dialogues (in different color or font).
- Make the target system/base in quest dialogues clickable - redirects you to showing it on map, or at the very least add a directional arrow near distance, like in the planet list.
- Make "story" quests option a different color, otherwise they aren't much different from repeatables for the player.

UI:
- Add take all/put all items buttons (maybe make its icons as arrows) in storage UI.
- Don't remove storage places from the list of expenses (d-1) when you don't have anything in it, just show them as a dropdown with 0 monthly cost - good to keep track of where you have it. Same for "abandoned" storage places.
- Make hullmods hover-over-able/clickable in the opened "?" information window.
- Maybe streamline and standardize how ship sizes are distinguished in names and displayed on F and R screens, so that the influence on modifiers from ships size is more obvious.
- Add visual separation to hullmods list: combat, civilian, phase, automatic hullmods, with different background colors for example.
- Hull sorting on the actual fleet lists (hotkey f), with the same options as in custom production (d5q).
- Do you really need 2 maps? Can't you integrate quests into 1 map? switching between the 2 is annoying.
- Planets list UI: more filters, like checkbox list of planetary modifiers to narrow down them better.
- Show "has unexplored ruins" on star map, in the planet list and planet description.
- Make ship design saving UI more intuitive; currently it has too many clicks, and confusingly you have to click "cancel" in the end. Just have it in one button and let it be named there instead of going back and forth.
- Show current production quality with all the modifiers in its tooltip in the custom production screen.

colonization:
- Add missing text to "decivilized" icon, as it only appears after you've colonized.
- Maybe make "decivilized" removable, once you've reached max colony size.
- Add missing conditions/icons, that only appear after you've colonized.

mechanics:
- Ship parking: allow 'parking' of ships at stations and planets - they'll have slightly reduced combat readiness and supply use. But it will allow to own more ships than the limit is and to fly around a system with more efficient ships, while the big guns are waiting.
- Delivery service: pay someone to ferry all my hulls and/or storage to another storage.
- Diplomacy: It's annoying that expeditions essentially just reduce relationship.. considering that you can have huge worlds they should be able to just accept you as independent nation eventually - through wars and bribery, let's say, when one of player's world reaches 6 pop - it should become an option with every faction - to demand recognition, then raid a couple of worlds or if friendly relationship - pay a few of their worlds. And then it just sets rep to 0 with them and no more rep reductions with you from random dude conflicts, unless it's a formal war.
- Allow hiring officers & administrators above the use limit.



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