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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Ivaylo

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Bug Reports & Support / Re: Starsector not starting
« on: May 14, 2013, 09:05:23 AM »
Hi there,

Do you still (hopefully) have the same problem with the exe?

If so, and if you are willing to help out (special thanks in advance) could you do the following:

  • Press Windows Key + R
  • Type cmd, hit Enter
  • Type "set > envvars.txt", hit Enter
  • Type "start .", hit Enter

You will now see an explorer window with some files, one of which will be that envvars.txt file we created above. It is a dump of your windows environment variables. Can you PM me the contents of that file?

Much appreciated!

Bug Reports & Support / Re: Sounds Bug (battle)
« on: November 26, 2012, 02:02:21 AM »
@Gothars: What do you mean by "back"  ;D

@The Soldier: Thanks I am looking at this now. To be honest I have absolutely no idea what could be wrong at the moment. Any further details regarding when/how the bug occurs could be useful too.... I appreciate your patience.

Bug Reports & Support / Re: Sounds Bug (battle)
« on: November 25, 2012, 03:15:12 PM »
Hey guys, thanks for the report.

For those of you experiencing the problem, can you post your sound card hardware specs in this thread? Manufacturer, product and driver version should do

Thank you in advance for any information you can relay to us.

P.S. The easiest way to get this info in Windows is to use the dxdiag utility:

  • Click Start button.
  • Click Run.
  • In the box type "dxdiag" (without the quotes)
  • Hit Enter or click OK.
  • Go to the sound tab, it has the relevant info.

Fan Media & Fiction / Re: The Lore Corner
« on: September 09, 2012, 05:41:53 AM »
I've always kinda wondered, just how are shields explained in starfarer  ;D

Since well, they seem to be selectively able to choose what passes through (your weapons) but blocks everything (their weapons) but also not everything (fighters)
Seems like it is just another one of those deus ex machinas :P

One of the many questions people have been unable to answer for the past 200 or so Sector Cycles is how Domain scientists managed to incorporate the negation of force tensors into shield emitter technology, without there being any overt link between the emitters and the weapons systems on ships (even friendly ships of the same fleet).

The progress humanity had achieved is truly astounding.  ;D

Fan Media & Fiction / Re: The Lore Corner
« on: September 07, 2012, 01:27:36 AM »

Another question, if you please: I noticed the graphics for the tactical map are labeled "warroom", does that mean it represents the character being physically in such a command room while looking at that map?

See the thread linked above, there are some ideas for just that. Even though my lore concerns regarding carrier differences are now eased, I still think more choice would make for more interesting gameplay.

You're welcome :)

We were thinking that there is a neural interface that each admiral can connect with, which let's him/her visualize what you, as the player, see in the tactical map. It is not necessarily a room, although different bridge configurations (especially on earlier Epoch ships) lack the neural interface and are in fact, rooms.

But we keep changing the name of that. It was called warroom, then C&C, then something else. I kind of lost track. The reason we changed it from war room is that it' ;s not pronounceable, I think? It was a while back ;D

Bug Reports & Support / Re: The Typo Thread
« on: September 06, 2012, 01:53:13 AM »
Thanks a lot, everyone. It is really great to see the community help out in this fashion.

If you feel like being a permanent Tyop Sleuth, you can even bookmakr this thread for easier posting in the future ;)

Fan Media & Fiction / Re: The Lore Corner
« on: September 06, 2012, 01:35:40 AM »
We also discussed the idea of having fighters that are "packaged" and can only be activated by a carrier's mini-autofactory. It doesn't really build that much, but mostly just activates the fighter, which is packaged in a container designed to minimize space.

Suggestions / Re: Story Line Suggestion
« on: August 31, 2012, 12:04:25 AM »
Thanks for your feed back, it is appreciated.

We have purposefully stayed away from the typical storytelling tools that are employed by most games nowadays. Quests, long character dialog trees and such.

This is actually a really deep topic. I think at the heart of how how we perceive a game's story is something I am going to call player affinity. This is something that indicates how well you will identify with the game and the story within the game as you play, on an emotional level.

Obviously, different people will have different emotional responses because of the difference of personalities, backgrounds and so on, but it goes deeper than that.

Sometimes, a person may be in a particular mood, which will cause him to have better player affinity to a certain game, or even a certain game type.

This is something that can easily be noticed if you have ever done any sort of pen and paper role playing, for example. Certain players will just be better at GMing (story affinity, realistic world) or playing (character affinity, better motivations for their player's actions, better emotional connection with in-world NPCs).

This RPG backdrop is actually how we are designing the storyline aspects of Starfarer. We provide the building blocks for a story, but you build the story yourself, and therefore, by owning it, you are much more emotionally connected to it.

All that being said, you don't have all the bricks to build at your disposal just yet... don't forget Alex JUST wrapped up combat, and is now working on the campaign layer in earnest. This is the layer that has most of those story line bricks, so I, being the loremaster and all, am very excited right now.

Once again, thanks for the great feedback, see you around the forums.

Bug Reports & Support / MOVED: help ascendency
« on: August 03, 2012, 12:25:06 AM »

Bug Reports & Support / Re: Wasp have crew
« on: August 03, 2012, 12:21:55 AM »
Thanks icepick37 for pointing this out, but:

This is not a bug. Since drones are in the game now through systems, and the wasps just no longer made sense to be without crew.

The lore also reflects this change.

General Discussion / Re: Will Starfarer be distributed on Steam?
« on: July 10, 2012, 01:26:39 AM »
Ah yes, just saw this today - very cool! (Ivaylo pointed me to it - so it's quite possible he found out here :))

Uh, no. My thing was Original Research. <_<


Seriously though, I got it from Twitter.

General Discussion / Re: Number of players?
« on: May 30, 2012, 03:20:37 AM »
It's over 9000.


Sorry to hear you were frustrated by the patch. Please try to keep in mind that we are still in alpha (not even beta) and this sort of thing is to be expected.

But if you start the game in dev mode set to true (this is in settings.json) , you can give yourself 25000 credits every time you press 'k.'

Hope that helps!

Bug Reports & Support / Re: Troubleshooting
« on: April 12, 2012, 06:22:18 AM »
You win the easter egg hunt, arwan!

General Discussion / Re: devmode
« on: April 12, 2012, 06:03:58 AM »
And it . . . disables sound?

Can you elaborate? ;D

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