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Messages - Gus979

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Crisis system is fine.  Might be an argument to be made that there should be a lore friendly type warning when starting first colony that you will be facing advanced difficulty.

Otherwise its fine.  I think some of them, especially with the Persean Crisis, the game basically holds your hand and you are given multiple easily visible hints by the game as to what to do.

I'm happy the challenge was introduced.  I enjoy challenge. You don't need to take the challenge if you don't want.  I don't always take the challenge. 

2
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 28, 2022, 09:48:34 AM »
There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)

Thanks for the tip- I was ignoring waystations because I started in Penelope.  I've only considered them for their access boost and not a means of supplies and fuel for my fleet.

I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good?  I got the impression they were a exploration tool when you are far out.  Do they make supplies and fuel at planets for you at cost?  Does it make any sense to put one in Penelope alongside my colonized planets?


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Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 28, 2022, 06:40:28 AM »
Feature request:

Thanks for the mod.  Its excellent.  I just finished the story mission and have built up Penelope system with 4 planets, the 5th being outside the system for organics.

I'm starting to engage in warfare with the other factions and have a decent sized fleet and I'm finding it harder/time consuming to get fuel/supplies due to the fights & the syndic fuel depot world got taken by a strong Persian/hegemony alliance.

Any chance of setting up a logistics officer/operative that supplies the player fleet with intervals of supplies & fuel so player can spend more time plotting/exploring/fighting factions?  Sorry If I don't understand the scope of what I'm asking.

Either way, great mod.

4
General Discussion / Any Chance of a Surprise Christmas update Alex?
« on: December 24, 2020, 05:50:59 AM »
You don't have to say but

---Blink twice for yes---

Any time now....

but seriously, I don't want to miss it if there is lol. It seems like I always check in a month AFTER he's dropped a massive update

5
General Discussion / Re: The endgame enemy.....
« on: November 21, 2020, 07:04:11 AM »
What exactly is terrifying about the AI as of now?

Until an update on the lore, worst case scenario is that giving too much cores back to TT sparks the third AI war, which honestly would be a step-up from the zombie-pirate swarm engulfing the sector.

What's terrifying about AI is that the game hints at a higher than Alpha personality- ie Omega.  Basically god tier AI wakes up/comes out of hiding.  That might sound a little 1 dimensional but I think it could be interesting as Alex could run that story line any way he wants besides just the obvious story line of all the AI cores decide to rebel and follow Omega after Omega shows up with a big honking AI fleet from some hidden place.

I think the game could easily allow multiple other types of end game scenarios and stories however.  Its got a really nice foundation to it.

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General Discussion / Re: The endgame enemy.....
« on: November 15, 2020, 03:10:19 PM »
The engame enemy is the player, letting AI Cores govern colonies, stations and possibly spaceships.

You're the bad guy.

Thank you for completely surprising me with that lol.

I'm hoping its not as obvious as AI threat but I'm guessing its that, the game really points to them as pretty terrifying.  Maybe Alex will make multiple end game threats randomly generated based on X.

7
General Discussion / Re: seeds?
« on: July 14, 2019, 05:48:36 AM »
!!! dam !!  I must have taken the wrong seed #.  Of course I also had deleted my star sector folder- disregard.  Holy terra is lost.  :(


8
General Discussion / Remove Industry slot for commerce?
« on: July 12, 2019, 05:33:37 PM »
I was looking into the data files but I didn't see an obvious way to do it.  When I went into  data/campaign I deleted the industry marker for commerce but it looks like it broke the game start instead.  I think I remember seeing someone else had done it- how can I make the market not count as a industry slot building?


I feel like it makes the game worse because it encourages the player to interacted with the core worlds instead of your own- you'd be crazy to get market when you can get the other industries.

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General Discussion / Re: seeds?
« on: July 11, 2019, 07:24:29 PM »
I have found holy Terra

50% hazard
+2 bountiful farmland
duzahk star system


MN-5799821597493789487

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General Discussion / Campaign like EV NOVA?
« on: January 01, 2018, 08:49:11 AM »
Just curious.  Were there ever dev plans to add in a story campaign for each faction or is this going to be more quest/relation/faction based?  Just wondering. I know the dev likes to work from the foundation up so I was hoping this would be a far in the future feature.  I think this game would be good without it, but really awesome with it.

11
General Discussion / Not really sure what to do now
« on: May 16, 2017, 07:43:14 AM »
Played tutorial- really enjoyed it.  Hopefully they continue the same quality story work in later versions.

I've mostly been running bounties/ gathering salvage at the same time.  I've got 2 condor carriers, 2 destroyers, a tanker and some smaller forgettable ships (Kites etc...) 200k credits.

I'm not really sure what I'm supposed to do next.  It feels like the only things in are salvage, trade and bounties.  I could start attacking a faction soon I suppose but I feel like I'm missing something play wise.
 ???

12
General Discussion / Re: Too easy on the player
« on: February 19, 2012, 12:17:24 PM »
mm there is "consequenses" for being succesful u get more ships and nice things... while on the other hand if u are "unsuccesful" u loose your fleet and get to start all over again with an tanker ^^

I'm not saying that its bad for a player to be successful, I just think that the current build doesn't make the player to stay on his/her toes.  I would think that after a big messy battle where you gain in strength the best thing to do is scurry back to safety of a positive factions base or planet, or take a risk by looking for another fleet where you can win.  Not hang out in space, easily avoiding other enemies and preying on weak fleets while repairs are ongoing- it don't seem as though risk necessary increases with every battle

13
General Discussion / Re: Tactics, anyone?
« on: February 19, 2012, 12:11:10 PM »
I don't understand why everyone thinks that fighters break the game or that this information ruins the game for everyone.  Here's an idea, if you think that it ruins the game for you- DONT DO IT.  I have no plans to use some a simple all fighters strategy and frankly, watching larger ships duke it out is more fun.  No thank you, I'll have the balanced fleet, and a side of fun

14
General Discussion / Too easy on the player
« on: February 19, 2012, 12:07:17 PM »
Hello

First I would like to say that I really like this game and I'm even more excited for the potential growth from its current alpha form.

That being said, I would like to offer a few suggestions, hopefully its something new.  I think that currently the game is too easy in campaign for the player and that a few things could help even it out.

1.  Its too easy to pick and choose your battles when your fight ideas revolve around clobbering a slightly weaker fleet, capping their ships, and becoming more powerful.  There should be consequences for being successful.
2.Faction enemies such as the tri-tacyon, pirates and hegemony may become hostile to you, but they won't aggressively try to drive your fleet out of the system.  At some point some of the system factions should get fed up at having you around and try to remove your presence from the current system.  While faction relations may stay universal for every system (at least that's how I think things how things are being planned), I think there should be a level of in system, or regional "heat" for the players fleet.

I can think of 2 ways of resolving these problems.   As per 1, disabled ships should really handicap your fleet.  This will stop the player from jumping from one battle to another while easily escaping stronger opponents.  On the system map really damaged ships should slow down your fleets movement.  And for the combat map I think that having damaged or recently captured ships should remove reinforcement points since you essentially have to "baby" the really badly mauled or captured ships.
As to problem 2, I think that out of system reinforcement fleets should jump in (to hunt you), or hunting fleets should spawn at angry faction bases.  Again, this should be an aspect of how big a nuisance you are in a system, not so much related to the level of faction relations you hold (although that may affect how powerful the hunting fleets are)

Some small suggestions
1. The ability to speed time to 'wait' in space or in a base/planet in order for repairs to be completed
2. No more slow down near the sun, I just don't think its necessary unless there are plans to make that area damaging
3. Separate marine personnel vs fleet personnel/extra bar on the fleet view.  There should be maximums for marines on your fleet and having fleet personnel a bar in itself will give you a better idea of how many crew members you have in reserve.
4.  Put a little notch, or mark on the fleet personnel bar in order to indicate the level of personnel is needed to have skeleton crews, or full crews for your fleet.  This the player understands more about how his crew is effecting the fleet.

I feel kind of dirty writing these suggestions since this is in alpha, but I hope that a few of them may help refine the end product if they weren't thought of.

15
General Discussion / Is there going to be a suprise in the campaign?
« on: October 26, 2011, 07:07:34 PM »
From what I gather the storyline has a nice simplicity to it- cut off, waring factions with different personalities go at it.  The story also hints at something else going on however, there has to be a reason as to why the gates where shut off.  I am hoping aliens, with sleek ships and pew pew lasers.  Maybe something like the vellos from EVE.

This idea is also reinforced by the development of Spaz where the first half is fought vs other humans, and the second half is a big fun surprise for you when zombies go bananas on you.

So I was just curious- Do you guys think this is the simple story of faction infighting we are led to believe (which don't get me wrong, is cool), or is something cataclysmic going to happen down the line?

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