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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - SafariJohn

Pages: [1] 2 3 ... 166
1
Suggestions / Re: Buff Hephaestus Assault Gun.
« on: July 05, 2022, 07:01:40 PM »
My #1 complaint about HAG is that it feels underwhelming. I think I would like doubled damage per shot, halved rate of fire; all other stats the same.

I don't think it needs a flux efficiency buff.

2
Suggestions / More PPT Status Icons
« on: July 04, 2022, 10:25:56 AM »
All the combat status messages for PPT on the left side of the screen show the same icon. I suggest adding more icons for different cases.

For example:
- PPT ticking down vs holding steady
- degrading CR
- danger of malfunctions
- danger of critical malfunctions

Color changes would also help.

3
Yes, but there is no jump point for it.

4
There doesn't have to be a star jump point. See: nebula centers.

5
General Discussion / Re: One mining can supply 20 colonies?
« on: July 03, 2022, 08:21:51 PM »
If you built a comm relay so you could see global market info it might make a bit more sense.

Extra production always equals more money, so long as the upkeep does not exceed the extra income.

6
You probably need to select their filter tag. Like LoA's hullmods will be under ARS or Reparations Society.

7
Suggestions / Re: The heavy mortar deserves a buff
« on: June 26, 2022, 07:06:03 AM »
I think the gap between Mortar and Mauler exists because it reduces the number of options to deal with low tech ships.

8
I'm not so much worried about the index number, more interested if there is a way to return two StatusData items.

Yes, add another index number.

Code: java

      if (index == 0)
      {
         return new StatusData("ballistic rate of fire +" + (int) bonusPercent + "%", false);
      }
      if (index == 1)
      {
         return new StatusData("ballistic flux use -" + (int) FLUX_REDUCTION + "%", false);
      }
      if (index == 2)
      {
         return new StatusData("increased engine power", false);
      }

9
They only have stations IIRC

10
Suggestions / Re: Buff HBL for the next release
« on: June 16, 2022, 02:02:47 PM »
I'd guess the theory behind energy PD being more expensive is that multiple ships are more likely to be able to focus fire with them, enhancing their fleet effectiveness relative to ballistic PD options which tend to only protect the ship they is on.

11
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: June 15, 2022, 04:05:44 AM »
If Alex really wanted players to hate the Diktat all he'd have to do is make the LG ships better than baseline, never sell them, and have the Diktat get pissy when they see them in your fleet.

12
General Discussion / Re: a way to change the size of a planet?
« on: June 13, 2022, 06:31:52 PM »
Every saved object has an ID that is unique in that save file. If you can find any entry referencing the planet, you can pull up all entries with that ID and one of them should have the radius variable in its data.

13
Mods / Re: [0.95.1a] Logistics Notifications 1.4.4
« on: June 12, 2022, 06:03:06 AM »
Yeah. Go ahead.

14
Suggestions / Re: API request thread (please read OP before posting!)
« on: June 11, 2022, 07:22:53 PM »
Being able to do custom colors for jump points would be nice. Could you expose a color override for JumpPointAPI?

Color getColorOverride();
void setColorOverride(Color colorOverride);

15
That said, fighter pilot experience would be neat but it'd unfortunately be likely to fall into the same pits as the old crew experience system did (since, well, it's basically the same thing but without applying to ships), whereas marines are mostly just a resource that can become more effective per-marine as it's used

That's a good point.

(Trying to do the same resource economy thing with pilots would be weird because it'd make high attrition fighters more appealing relative to tougher fighters.)

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