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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Terethall

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1
General Discussion / Re: Hypershunt Taps
« on: September 10, 2023, 03:35:06 PM »
Are you guys having issues with hostile activity? It's so easy to pay off pirates and pathers; the only reason to deal with it would be RP reasons or self-imposed challenges. If anything imo it's too easy to ignore by purchasing permanent pirate protection and paying pathers biannually.

Mostly it just feels weird to have an item (hypershunt tap) that feels so pointless, get like three of them per sector gen, but never the catalytic cores needed to make them even a little useful. Every other colony item works to at least some extent independently of what other colony items drop in your run. Even fusion lamps scale their effect with volatiles and work decently well out of the box off of core world imports. Thank you to those who confirmed that there's nothing I was missing that would let it work (in a way that benefits me) without a catalytic core.

2
General Discussion / Hypershunt Taps
« on: September 09, 2023, 08:49:34 PM »
Is it possible to get them functioning in vanilla without a catalytic core? If so, my last three playthroughs (I do 1-2 per patch) have made them useless, as I haven't gotten a catalytic core, including after getting several items from the historian and sinking tons of story points there. I'll get like three taps and no catalytic cores.

This seems weird; seems like it should be possible to meet the transplutonic demand with some combo of AI cores, story points, colony growth, good market conditions, etc. etc.

3

I think you open index-1 in a browser?

Thank you! Will try that.

4
I get this error when trying to run either the ui file or the main file...

5
Mods / Re: [0.95.1a] Persean Chronicles, a quest mod (updated 2021-10-07)
« on: January 03, 2022, 06:39:26 PM »
I can confirm the Karengo and Riley content works fine in .95.1aRC6. Haven't gotten the other quests yet, but from reading the thread they sound less important, and also, like they might naturally take forever to trigger. (Red Planet took like 15 cycles to trigger for me in the new patch, cf.)

Although the Depths riddles are very fun and I want more like that, I like the long term potential world-building impacts in the Riley storyline the most. It's just so personal and touching by comparison to vanilla; in a game where Crew is a commodity and the main plotline is certified weapons-grade High-Concept Sci-Fi Rigmarole, having some human emotion and natural-feeling backstory is like opening a window in an abattoir.

Also, I wanted to ask, how does the Depths quest choose a target world? It happened to pick a Decivilized Subpopulation Terran world in literally the best system in the sector (tons of planets, nearly all the right market conditions represented), so the text made enough sense talking about the locals. Same system had a research station with a Biofactory Embryo. Free Port enabled. Part of me is wondering if the mod alters the system, or if it has criteria that helps it pick a really good one naturally?

6
General Discussion / Why Do Analyze Missions Spawn Mostly in 4-8 Systems?
« on: November 21, 2021, 08:09:19 PM »
Seriously -- it seems like the game prioritizes a handful of systems for analyze missions. I do a lot of analyze missions -- and the game sends me back to visit the literal same probe and derelict with shocking frequency. It's one thing if e.g. Tri-Tachyon and the Hegemony both want me to analyze a probe. Fine. But the third time the Persean League pays me half a capital ship in credits to take my Dram out to visit the same probe... What are you guys hoping to figure out? What is shifting those internal masses? Whether that mysterious hyperspace ping is really just flavor text?

Does anyone know the logic the game uses to generate these missions? Needs something to avoid duplicate systems and especially duplicate targets, especially for the same faction.

7
yeah phrasing the challenge of game design in that way, to me, is broken on its face - as I am one who specifically always finds the most optimal way to play to also be the least appealing.  Doing what has already been done by everyone else never really is exciting to me.

Whenever a friend or acquaintance goes about starting a game by googling "what is the best way to play this game", it leaves me stricken with horror and malaise.

Exactly what I'm saying. Optimal ways to play are rarely fun, but humans have an instinct to optimize, or at least, a tendency to try to succeed due most people preferring the feeling of success to failure. Optimal ways to play result in more success, yet often less fun. Thus the challenge.

8
Suggestions / Re: "Next" could possibly go to the next page
« on: September 28, 2020, 08:11:26 PM »
I've never been to an online VBA-style forum that didn't share this infuriating feature.

9
The perpetual challenge of game design is making the optimal ways to play the most fun ways to play....

10
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: August 29, 2020, 02:13:31 PM »
This is an error with VersionChecker.

11
Modding / Re: [0.9.1a] Commonwheat Additions
« on: August 23, 2020, 02:55:48 PM »
Phase tanker, phase freighter, phase carrier... Finally, a fleet that makes going full phase 0-sensor profile a real possibility. I'm wondering if it's even possible to lose a ship in a pursuit battle...

Anyway, lots of cool ideas here. Looking forward to trying it out. Thank you for posting this.

12
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: August 17, 2020, 05:07:44 PM »
There are a lot of good ideas in those suggestions, including the vanilla tweaks, JohnVicres. Do you feel like making a mini-mod with those, dependent on having a SWP install? I'm betting other users would enjoy those changes as well.

13
Modding / Re: [0.9.1a] Faceless - vanilla and mod portrait removal
« on: August 15, 2020, 06:24:58 PM »
I'm trying to imagine a more niche mod, but I can't. Still, I'm sure you just made someone's game vastly better.

14
General Discussion / Re: AI, something like AlfaStar in StarCraft II.
« on: August 10, 2020, 06:15:19 PM »
If you donated Fractal Softworks the ~$13m that replicating AlphaStar would likely cost to create in compute alone, I'm sure they'd at least consider it. Unfortunately players would need more than a GTX 960 to play StarSector if they wanted to run that AI in a single-player, standalone application. The whole game would have to be rebuilt and operate in an always-online subscription model where the AI can be run on an external server and networked in, and players could pay for the compute used by the AI when they battle it, so I'd throw in another $10m for the setup/rebuild costs. Plus a subscription cost of $32/hr during battles.


But the real reason it isn't feasible? Hegemony inspectors would not approve.   :P

Edit: Also, the AI is the most impressive aspect of the game, considering the whole thing is written in Java by essentially a single person. Why change the best part? $13m would go a much longer way, spent on story content, art assets, QoL features, etc...

15
Suggestions / Re: QoL Auto Pilot/Sustained Burn Drive
« on: August 05, 2020, 04:52:40 PM »
Yes -- I don't know that the feature has a proper name in the campaign layer, but what it sounds like everyone has been referring to in this thread so far is the automated fleet navigation on the campaign layer, activated by clicking to lay in a course, and thereafter reactivated by pressing the (default bound) 'a' key. With larger fleets, when activated while sustained burn is active, it often misses its target (especially small targets like jump points) by failing to adjust its heading to face the target directly. It seems like that is due to limited turning speed while sustained burn is active. Rather than halting (or deactivating sustained burn, or reducing speed at all) the fleet will often do multiple loops around small targets during auto-navigation, which is a little awkward. That said, turning sustained burn off or slowing the fleet might also result in suboptimal behavior, and so might not be worth the benefit given the effort it would take to make fleets never loop awkwardly around their target.

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