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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Topics - mostmodest

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Discussions / Spriting software
« on: November 10, 2013, 04:47:20 AM »
Me and some mates are hopefully going to start an indie dev group (first game being a top down space sim).
The only problem is, we don't know where we can find a good 2D sprite animator. We don't want to have to use paint or anything like that, we're just looking for a good, simple piece of spriting software.
Much help is appreciated.

Discussions / Open TTD
« on: October 29, 2013, 01:46:11 AM »
So I don't know if any of you guys ever played "Transport Tycoon Deluxe", but basically, it was a old MS-DOS game (Remember DOS???) where you had to reboot the computer in DOS with the disk in the tray to start the game. Well, a group has recently (by "recently" I mean at least several years ago) made an open-source version of this game and released it for free to the public. If you've never played it, it's a classic pre-2000's game where you set up your own transport company from (default) 1960's and see how long you can last.
My record: 2050 with $100B, made my own town and connected 2 lakes with a long-term terraforming and relocation project that cost at least 300bil.

Download link:

Give it a try and tell tales of your exploits. If you need a hand, just ask on here.

General Discussion / Thank Goodness for Autofire
« on: August 29, 2013, 01:47:38 AM »
I broke my right arm the other day in a tragic bicycle accident, and I am reduced to playing boring WASD games...

Or so I thought!
Thanks to the wonderful creation that is autofire, I can still play Starsector and finally train myself in various piloting moves. I'd just like to thank Alex for putting in the autofire feature so that I can still play this amazing game.

Discussions / Colonising planets
« on: May 14, 2013, 01:33:35 AM »
To start, read these:

Now to discuss.
What do you think of the current plans? How do you think they would ensure the colonists survive (i.e, power, oxygen, water, etc.)? Would you like to go? Why/why not?

I think the plans seem viable, as long as they can land on Mars.
I reckon something like a solar-power generator to create electricity would provide power, which could be used to electrolyse water to creat oxygen; and the water could be melted from the ice.
I would love to go. The idea of leaving Earth kinda seems a bit depressing, but hey, I'd love to go somewhere new, explore a new land and be apart of something great.

So, discuss SpaceX's plans, other colonisation plans, etc. and anything colonisation related.


Discussions / Where to start with programming a game
« on: April 04, 2013, 02:11:53 AM »
Me and a few mates are thinking of making a game, the only problem is that we have no experience with coding (I have done the JavaScript course on CodeAcademy, but that's about it).
These questions are directed at anyone who can help.
First question: ShouldI use an engine, if so, which one. (Also, if Alex reads this; what engine did you use, if any?)
Second q: which language should I use? I'm looking for something easy-ish to use that will work the best.

Basically, it's going to be a 2D space sim, similar to SS, but with some differences.

Suggestions / Replace battle fleet points with formation generator
« on: April 03, 2013, 01:39:20 AM »
I would like to propose an idea to you all, and it's probably one that nobody will like, but here goes.
When you start a battle, rather than choosing ships which cost fleet points, we drop them onto a grid based on a formation of our choosing (i.e. Square, Arrowhead (triangle gridlines (or just square if it's too much coding), etc.) And this formation is how our ships enter the battle. Each ship is assigned a grid size (not sure of a name yet), i.e. a Lasher fits in a 3X2 rectangle or something to that effect, ending with an Onlaught on a 20X20ish grid.
The reason for this is that I feel that the fleet points in battle is too much of a restriction, and does not allow for the flexibility of creating a formation to send into battle. You could also use this to create your campaign fleet and replace fleet points entirely. Skills that currently increase fleet points could be replaced with skills that increase rows/columns in your fleet formation grid.
Feel free to add things to this and come up with other ideas to support it.
Anywho, I'm going to go walk my dog, be back in an hour-ish

Suggestions / Tech trees
« on: March 13, 2013, 02:50:28 AM »
I was thinking about the levelling system of everything and a few other in-game stuffs when I had a brianwave.
Why not have the skills we have now as well as a tech tree?
The way I'm thinking of it is having the skills influence the tech and vice versa. (i.e., you need level 5 in combat and level 2 in tech to get the Medusa (or something...))
The tech tree would enable you to buy new ships and weapons, as well as increasing the value of certain skill matchups.
It's all subject to our glorious leader's discretion, of course...

Suggestions / A Bunch Of Suggestions
« on: March 05, 2013, 03:13:31 AM »
I was thinking about a few features for Starsector while I was mucking out my guinea pigs' cages. Here they are:
1. Mining: Basically, something similar to Verrius' Fleet Control mod, maybe with a sort of minigame involving blowing up the asteroids and picking up resources or something. The resources could then be converted into materials (i.e. metals, alloys, supplies (see point 2)
2. Farming: Have the ability to "seed" a planet with animal life, usually in the form of a ranch; or set up a space ranch. When combined with metals in a production facility, they form supplies.
3. Facilities and add-ons: I got to thinking about the ABS orbiting Corvus 1 (or is it 2?) and decided that it might be useful to become the player's Orbital Station. Basically, you purchase add-ons such as a refinery (turns ores into metals), production facility (turns metals+livestock into supplies), Ship part facilities (one for engines, one for hull, one for armor, one for systems, etc., etc.), ship construction facilities (combines ship parts). These facilities could all cost credits to create, and the ship parts/ ship combining could cost resources and credits.
4. Blueprints: Exactly what the name implies. Finding blueprints in mining as a rare drop (~0.001% or something) to represent people hiding them in the collapse could be for things such as ship parts (i.e. weapons, armor, engines, systems, etc). Also, can be found when cannibalizing ships (see point 5).
5. Cannibalizing ships: Basically, scrapping a ship feels so meaningless to me, so I thought it would be a decent idea to cannibalize ships for weapons and blueprints as opposed to leaving them floating in space.

Suggestions / PD missiles
« on: March 04, 2013, 12:47:07 AM »
I was thinking about the weapons in Starsector, and one thing that I noticed is that there are no PD missile launchers. I mean, there could be some in mods, but I haven't seen any in the vanilla game. So I got to thinking about how it would work, and this is (roughly) what I came up with.
It would be mainly anti-fighter, but could be used for missile interceptions. It would be fast, but very weak (maybe enough damage to take out a missile, but nothing more. It would have relatively high ammo (20-30 missiles for a small mount, capacity increasing with mount size) and would take up about 7-8 OP for a small mount.

It may not be implemented, but it was an idea that could work with minor tweaking.

Discussions / Axis and Allies
« on: March 02, 2013, 04:26:34 PM »
Hey all,
today I'm off to play Axis and Allies with a few mates. (I won't be replying to any threads later)
For those of you who haven't played it, it's basically a TBS board game sit in WWII, starting in roughly 1942. (some versions start earlier and others start later) You can play as UK, Russia, America (Allies) or Germany, Japan (Axis) there are other factions in other games (i.e., when the Pacific and European boards come together, you get the ANZACs, Chinese, Italians and French)
All in all, I find it quite fun, albeit perplexing at times.
People who have played it before, who's your favorite country? WHat's a good strategy, and what's complete rubbish? (never build 2 battleships as Russia. It doesn't end well.)

Modding / A modding guide for coding for new coders.
« on: February 28, 2013, 11:41:08 PM »
I was wondering if anyone would be able to/has the time to make a step-by-step mod coding tutorial for new coders. (i.e. "Modding Starsector for Dummies" or something.) I'm just wondering because I have no idea how to code, but I would like to learn so that I can make a mod. If not, just a few pointers on how to start and what to do would be nice.

Modding / Saga of Seven Suns mod?
« on: February 27, 2013, 01:10:19 AM »
Hello, modding community. :D
I was wondering if it was possible to make a Saga of Sevens Suns mod for this game. (Book series by Kevin J Anderson)
I'm not sure if it breaches copyright or anything, but the idea of the Hansa, Faeros, Wentals, Hydrogues, Verdani, Klikiss and Illdirans going at war seems rather fun to me.

General Discussion / Strategies to make small ships appear stronger.
« on: February 16, 2013, 07:34:33 PM »
I usually choose to start in the shuttle and refit it with two tactical lasers. Whenever I am in a battle with anyone, I wait out the blows whilst getting in close enough to fight the ship when it runs out of ammo. (best used on hounds) There's a strategy which makes my shuttle feel rather OP. What strategies do you guys use to make other ships seem powerful?

Modding / Other fleets
« on: February 16, 2013, 01:13:22 AM »
I was thinking about this while suggesting something for another mod.
Why not have multiple "player-controlled" fleets?
The interaction system could be similar to that of the orbital factories (i.e Abandoned Storage Facility, Orbital Station, etc.) with slight (maybe major) differences. This could just be a placeholder system until officers come into play, but different. The spawn point could be Corvus I and the ABS could become a working factory.

Suggestions / Ship creator
« on: February 15, 2013, 08:48:49 PM »
I ran a few searches through the forums and didn't find much about this idea.
Basically, I was thinking the devs could implement a sort of ship building function. To do this, you would find a blueprint (rare items from gathering resources or something), take it to a faction and give them the blueprint for a set amount of money. In order to design your own ship, you would have to wait for a certain event (maybe the tri-tachs develop a ship creating technology around cycle 210 or something (to emulate recovery from the Collapse)). After the prerequisite events have occurred, you can choose from a selection of hull shapes, armor types, engine types, etc. and then you can go out and find hull blueprints, armor blueprints, engine blueprints, weapon blueprints, etc., etc..
I tried to make this fit in with the lore (as much as I know of it, at least) and I hope that it may be implemented.

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