1
Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: May 31, 2019, 08:15:59 AM »
I think what Mr. Nobody is trying to say is that we should make 10 a little louder and use that, rather than making the dial go all the way to 11.
Starsector 0.96a is out! (05/05/23); Blog post: Narrative in 0.96 aka Movie Night With David (06/02/23)
1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?
Yes, realized I had RC7. Will see if things work out now. THX! And congrats on the great mod work!
Hi, trying to get back to Starsector for a game or two, but have some weird Access error crash on fleet dialog:
...
Could it be an outdated LazyLib or something?
-The number one problem is still missing the "quicksave" promt. For new players who have nor parsed the UI yet the promt is just not visible enough. I'd say go ugly big on this one. Maybe progressively growing font?
Maybe add an ASP 'AAA' service? if the player pays ASP: change the distress call icon and dispatch an ASP tanker when the distress call is clicked?
That's a kinda cool idea.
Since "bigger icons" is out and "numeric overlays" is out, how about a special icon meant to represent "caselots" for a given commodity (like the board game Risk)? It might not solve the problem entirely, but if there was a special "crate" or "barrel" icon that was readily distinguishable as being a multiple rather than another unit of the commodity (sounds like a challenge for David to distinguish supplies against ;-)), then you could replace the first few icons at the bottom (front) of the icon stack and it would help indicate very large quantities. Say if the commodity load is greater than 50, then caselot icons would begin to appear, each representing 5 units, with 25 actual icons or some such always included in order to give a sense of scale.
This would create a disparity where ~49 commodities would appear bigger (49 icons) than 50 commodities (5 caselots + 25 icons), but that could be tuned to taste -- lowering the allowed number of "actual" icons, setting the required number of "actual" icons to equal the same threshold where caselots appear, etc.
We actually tried that, using MoO2 as inspiration - remember how science/food/production/pollution stacked and had 10x icons? Didn't work very well in Starsector due to the sheer number of different icons and their more representational nature. MoO2's icons were very abstract and there were only 4 categories, for 8 total icons, contained in three very clearly designated rows on the screen. Meanwhile Starsector has .. uh, what, 16 or something base for 32 total? (somewhat) arbitrarily placed on the screen. The market screen is already visually noisy and this just made it worse because suddenly the number of different icons doubled.
Hey that's not fair! It makes it even harder to be a pirate or smugglerWe accept, nay approve, of our own faction trying to abort us as soon as we start the game because only the strong deserve to survive, but enough is enough:
As a pirate or smuggler you rely more than other factions on stealth, yet all our ships are now the least stealthy. Our shielded cargo holds are now canceled out by the D sensor profile. You need that for going dark when you bring contraband into a market for pirate missions. Lorewise it's also hard to imagine why pirates wouldn't put all their resources into stealth since their prosperity and indeed survival depends on it with the whole sector arrayed against them.
Perhaps* people who have problems either getting jumped by pirates or not being able to catch any just aren't good enough at SS yet. There is stealth, there are terrain effects, there are ally battles. When you're weak, it isn't hard to join chases with police fleets if you want to fight pirates to get XP, or stick close to safe areas and patrols if you want to avoid them. SS has a real, lovely challenge at the beginning with delicious complexity and reverses. Why can't people just think critically, scheme, and machinate better instead of whinging for easier fodder? I know a lot of people complain about difficulty, but at least one person really, really likes that difficulty and nigh perverse challenge.
(I've been play testing as a smuggler/pirate for ideological reasons since the game falsely portrays them as bloodthirsty raiders when in fact they're just a separate polity whose pluralistic philosophy threatens regimes like the loathed authoritarian diktat or the totalitarian church)
But yea re: fleeing pirates, no faction should give you a rep hit for fleeing battle. I can't explain why; just that it's like fried eggs with the flavour of strawberries. Seems out of kilter.
*definitely
Is this how people normally tell Alex on how to make changes to the game? Maybe I'm just new here but it seems to set the tone of saying the developer doesn't know what he's doing. Though I believe otherwise.
Don't recall what the last number is; probably transparency (or lack thereof). [255,0,0,255] should be "pure" solid red and is the default vanilla Pirates color. Increase the zeroes to add blue and green to darken it.
Personally, I find that mandatory start of game tutorial sequences get old rather quickly. It's all well and good to have a tutorial available, but if the game's enjoyable enough for me to want to replay it several times, I really do not want to have to run through the tutorial every time I start a new character (and certainly not the same tutorial), and I'd really prefer not to have to keep around an old save file from the end of the tutorial sequence in order to skip it. The 'sink or swim' approach may not be all that friendly to new players, but if the starting conditions are reasonably fair, it's a lot more enjoyable, at least to me, when starting a new character after having already played at least one character a reasonable amount of time than having to go through the same old tutorial sequence yet again.