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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Blackoth

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1
Modding / Editing fleet sizes
« on: August 22, 2015, 07:37:35 PM »
Hi guys, I by no means have much experience in modding, but i remember a previous version of this game where i managed to find my way into a .factions file and was able to change what spawns in the fleets by naming a ship and giving a quantity range to spawn in a fleet...

I tried to do that in the current version and the .faction files are not what i remember.

Is it still that simple to change spawn sizes of fleets in the campaign?

If it was still easy and im just blind, i was hoping someone could point me in the direction to make these edits?

Thanks!



2
General Discussion / Best feature of 0.6.2a
« on: January 20, 2014, 08:16:38 PM »
I know a lot of us have been playing "starfarer" for a while now, but I think the feature most worth the time invested in development time in this patch is the little tutorial messages. I got this for my brother for xmas and im sure he will enjoy it when he can get some free time to play. But it lead me to think that im familiar with the features of the game, but new players may confused without some guidance. Great work.

of course everything is awesome about the patch but that stood out above the rest =)

3
Suggestions / Button that got me in trouble....
« on: September 21, 2013, 10:23:45 AM »
I was wondering if it was possible to remove the "power" button in the top right corner of the salvage screen, or change its functionality to be the same as the continue button. On a few occasions, I have selected what loot I wanted and then hit the "power" button in the top right due to habit of a many of screens needing that button to be pressed to exit. Now this may not seem like a huge thing, but its a potential game ender if you are low on fuel and supplies and need that battle to get the things you need to continue. Hitting the "power" button causes you to not get any of the salvage you selected to take.

After one battle last night, I had no combat ready ships because I ran out of supplies and that battle was my last possible action, I also had no money to buy more supplies. So that kind of stinks lol.

Thanks for taking the time to read!  :)

4
Bug Reports & Support / Strafe to mouse cursor
« on: September 16, 2013, 01:23:17 PM »
Hi guys, I Love how the game is progressing! And cant wait for more! But something I noticed in this release, it seems that the "strafe left to cursor" and "strafe right to cursor" that I used to rebind to Q and E have been replaced by a single button to immediately start turning to mouse cursor. Im not quite used to controlling the ship that way and wanted to put my 2 cents in that I liked it much better the old way. I will probably end up rebinding that command from the shift button to a mouse button instead so i can better access it.

5
Modding / Oceanic Naval mod?
« on: December 03, 2012, 09:07:50 AM »
Hi Guys! I was wondering if anyone has thought of doing a conversion mod for ships on the ocean? it seems like starfarer is a perfect platform to fit naval warfare. would love to see some iowa class battleships duking it out!

changing background to a water picture
aircrafts are already pretty much set to fly over ships
subs can utilise phasing somehow to be sumberged

was eating lunch and the ideas popped into my head, but i have no means to produce something like this. maybe its time to learn lol

6
Bug Reports & Support / BUG Sunder flux dissapation with shields on
« on: May 21, 2012, 04:04:55 PM »
i may have stumbled onto a bug with the sunder. while fighting with shields up and accumulating flux, if i get away from combat and not fire my weapons and leave my shields on, my flux BARELY vents by itself. its strange because my shields flux upkeep is 80, and my vent rate is 560, but if i turn my shields off, my flux dissapates very quickly, if i put shields up again, flux dissapation almost comes to a stop.


my setup is:

1 high intensity laser (center)
1 gravaton beam (left side)
1 Heavy burst laser (right side)
1 vulcan cannon (rear)
2 light machine guns (forward left and right)

16 flux vents
standardized shields
integrated targeting unit
advanced optics

ive switched a few guns and perks around and still have very similar results, let me know if you need more info!

7
Bug Reports & Support / condor loadout malfunction
« on: February 22, 2012, 09:30:17 PM »
i bought a condor and it came with a pilum LRM already equiped, i took it off but its not in the list to re equip, i have 6 in inventory, condor is stripped to  0/35 points

8
General Discussion / graphic style is amaizing!
« on: February 22, 2012, 09:16:15 AM »
Hi guys, i want to say that the graphical style of this game from the ship designs to the menus and weapon effects are just *bleeping* awesome! the game runs silky smooth and very crisp, thumbs up!!! It has an old school sprite style using up to date technology. Keep it coming!

9
General Discussion / I am VERY impressed!
« on: February 20, 2012, 11:18:42 AM »
In an age where the big name companys are butchering known and once awesome franchises, im finding myself playing old games instead of new ones and keeping my eye on independent games. I found out about this game on friday from Total Biscuts WTF is..   series and immediately went out to buy this game. From what i have played so far, even in alpha, I love this game!  You guys are making something really great here, and looking at the in developemnt features you want to add, i cannot wait!   

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