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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Foxd1e

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1
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 05:56:42 PM »
Quote
Faction commission and hostilities changes
What about cutting the -2 rep when you flee from pirates? It's a slap in the face to people trying to be pirates, and it doesn't make sense that any faction angry enough to attack/kill you would get more angry just from you running away. It feels odd. If pirates let you pay them a bribe with no rep hit, then -2 for fleeing would make sense.

I agree losing rep with an entire faction because you refused to engage them doesn't make sense. Losing rep with the Captain who engaged you would make sense though because you denied his bloodlust.

2
Announcements / Re: Starsector 0.7.2a (In Development) Patch Notes
« on: February 01, 2016, 03:07:44 PM »
  • Bigger main intel map
Inquiring minds want to know - can we pan it now? There's mod systems as close to the edge of the map as you can be while not being in a storm

That would certainly make using SS+ And Nex easier

Also I am excited for the jump destination tool-tips, If it shows nearby abandoned planets it will make figuring out which jump point to use for bounties easier.


3
Blog Posts / Re: Phase Cloaking - a Deep Dive
« on: January 31, 2016, 07:58:41 PM »
If they were, things probably wouldn't be able to land on them while they're phased, etc.

But there are phase fighters, at least, from mods. Like that Serket Phase Fighter from BRDY. Would a phase fighter be able to land on a phase carrier both in regular and p-space?

Edit: Quick question, does the Afflictor's ship system target a specific ship or does it provide an area of effect?

The only thing that came my mind was some sort of umbilical/tether/guide line for Phase Fighters and Phase Carriers so the Fighters can find their way home. Sorta like the Rope guide lines used in Antartic outposts.

4
General Discussion / Re: Report
« on: January 30, 2016, 08:36:22 PM »
Tripads are not to be trusted

5
Blog Posts / Re: Phase Cloaking - a Deep Dive
« on: January 30, 2016, 06:19:20 PM »
I just wanted to pop-in and deposit my 2 cents, I routinely try out new updates for Starsector and in 0.7x, my latest foray, Phase ships were annoying the crap out of me. I browsed the forums for other's thoughts on them, a thread popped up on the 26th with lots of good input and Alex noticed, and just 3 days later releases a blog post detailing his changes. I just want to point out that I have not seen that level of dev involvement anywhere else. Sure some devs will make changes when the entire fanbase is gathering up pitchforks.

Anyways it seems like Phase ships will now be a real threat to play as or face, just like their ancient earth predecessors.

Somewhat off-topic but still about Starfarersector, I love how the game is finally starting to come together. That's how I feel with the .7x update. I would say I only spent 50% of my time in combat, the rest I was smuggling/trading/doing missions and I really enjoyed it.

6
Mods / Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] new bounty type
« on: February 09, 2015, 03:19:52 AM »
Hey Okim, I haven't posted in this thread since Page 78, loooong time, Starsector and Project Ironclads have come a long way, I'm glad to see my suggestion about having Rock Flies and Dreadnaughts in the campaign was implemented! But the doesn't even come close to all the cool new features Ironclads now has. The reason I'm posting again is in the latest version, and even with the latest JAR from page 243, I keep experiencing a crash when attempting to trade with Dwarf, and Argos Shipyard, in the Argos system. Buy/Sell Ships works fine, so does the refitting facility, but attempting to click on Trade leads to a crash. Every other planet/station that i've been to seem to work fine.

7
General Discussion / Re: Trade and Economy
« on: September 14, 2013, 08:17:26 PM »
*bump*       ;)

8
Will increase the omnifactory speed for HC. How would you increase boarding chance?

About the overcrowding, there's the Abandoned Facility for that very reason.

I stockpile everything at the Abandoned Facility lol. It's my home away from home. Just bought a new ship hull time to outfit it? Why pay Station Prices when I got the parts in my stockpile at the Abandoned Base ;)

9
I am sure Erick will find the proper fine-tuning for his Fish people :)

10
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 14, 2013, 11:44:35 PM »
So pretty much the Escape Phase becomes the Frigates time to shine? That's cool and makes sense.

11
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: March 14, 2013, 09:10:31 PM »
Ahh that makes me a sad panda but I totally understand, Prophesy of Pendor(mispelled on purpose) a mod for M&B introduces a mechanic where if a prisoner is over a certain level they couldn't be recruited to the party. I think Starsector could make use of that same concept except using Ordinance points instead of Level to determine who's boardable and who's not. Although with my limited scripting knowledge I have no idea how to write such a script.

One other thing Okim if you have the time, what do the numbers in [,] next to ships in the .faction files? I went ahead and added in the rockfly and Dreadnaught just for fun, but as they weren't in there before I have no idea what to put in those brackets. I just put [0, 1] for now. I put the Dreadnaught with the RSF System Defense fleet, making that fleet even meaner. I added the rockflies as a special Alien fleet, instead of scouts, abductors, and motherships there is now also rockflies ;) I have no plans to add them to my fleet, just wanted to face off against them with my super ISA fleet.

12
Modding / Re: Pirates Plus - expanded Vanilla Pirates
« on: March 14, 2013, 03:45:40 AM »
Nice work, that last ship looks especially awesome!

13
Mods / Re: The Phyrexian Empire (in development)
« on: March 14, 2013, 03:43:29 AM »
Oh noes! Flying Phyrexian Colossuses and Soul-gorgers!

14
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: March 14, 2013, 03:42:01 AM »
you're welcome, thank you for a great mod!

On a side note is it possible to encounter the Rock Fly in the campaign? I've been waiting to test my battle-hardened fleet against it, checking the message log for a strange announcement, no luck thus far. I'd also like to try my guns against the RSF Dreadnaught that thing seems like another veritable beast! I know I can fight them both in the missions (well fight one/use one) but I'd like to pit my own fleet against them. The aliens are awesome tho, I immensely enjoy trying to best them.

15
Mods / Re: Project Ironclads, version 4.4.1 (0.54.1) Hotfix
« on: March 13, 2013, 02:56:30 PM »
Ahh I can't come back to Starfarer...erm sector without Project Ironclads! This and Junk Pirates were two of my fav mods back in the day. Okim you have really fleshed this mod out, wonderful ship sprites, that's what has always drawn me to this mod.

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