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Topics - tchan

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1
General Discussion / Traffic due to recent Starsector Review
« on: August 02, 2019, 01:32:46 PM »
Hiya! 

I just saw a YouTube review of Starsector by SsethTzeentach, and apparently the video brought over a ton of traffic to your website. 

The review gave it 10/10, btw.   8)

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General Discussion / Multiple Orbital Stations?
« on: May 20, 2019, 11:21:22 PM »
Hi!  I wasn't exactly paying attention when building orbital stations for my colonies, and I accidentally built a second orbital station on one of them.  Now I got two orbital stations.  Was that intended?  Can I build 3? 6? 10?  :D

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General Discussion / Interesting name for a station...
« on: December 05, 2018, 05:59:21 AM »


 ;D

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General Discussion / Turn off Warning Beacon?
« on: May 20, 2017, 10:25:39 PM »
I'm wondering if there's a way to turn off the Warning Beacons once you cleared all the baddies inside the system?

I don't remember which ones I've cleared, so sometimes I find myself going into empty systems, sigh, then reloading. 

5
General Discussion / Black Holes
« on: May 15, 2017, 12:27:55 AM »
Maybe it was just me, but I kinda expected to be sucked in when I went over the event horizon of a black hole for the first time.  :P

Also, its pretty brave and badass to see a research station parked right next to one.  Too bad everyone is already dead.   :-\

6
General Discussion / Drawn-Out Battle
« on: May 08, 2017, 10:05:18 AM »
So I came into battle with my lone Paragon, vs a large group of Tri Tachyon (Astral + a ton of destroyers and frigates and everything smaller that you can think of), and managed to obliterate most of the group.  

What remained were 3 shades, a wolf, 3 brawlers, 2 Hammerheads, 2 Medusas, a Tempest, and the Astral.  

For 10+ minutes I ran around trying to catch up to the Astral, just to be slowed down by its fighters as my weapons shot at them and slowed my speed down to 30. Everyone else decided to stay the heck outta my range (like, 3x of my maxed out extended range), and I already used all my missiles.  

I decided to just turn off all auto weapons and plunge straight into the Astral, taking the brunt of all the missiles and shots from its fighters, and finally caught up as the Astral put up its shields.  Finally!  It blew up shortly after.

Then another 10 minutes go by as I feebly tried to catch up to any of the other ships, which just refused to fight me.  I don't blame them, but then, I just kinda wish they'd flee.

No combat for another 5 minutes, and I just turn on autopilot and went on this forum to type this.  Another 5 minutes go by and I hear something, so I check again, and wow they're actually fighting me?  I think 2 more brawlers died and then FINALLY the rest fled.

I heard Alex wanted shorter battles, thus the Combat Readiness mechanic, but when there's a lot of little ships that refuse to fight your big slow ship, but also refuse to flee, nor can you claim victory, the fight drags on for 30+ minutes, and my CR isn't going down.  I'm guessing theirs isn't either?  Yeah I can flee from battle, but then I won't get the loot.  :(

Is there another way out of this situation?

7
Bug Reports & Support / Too Many Missiles Crash Game?
« on: May 04, 2017, 09:10:41 PM »


I'm using console commands mod, and using the nocooldown.  Could be the cause.  I fire 200 Squall missiles and game have a chance to crash.  >_>;

Do I need to send the log file again?

8
Bug Reports & Support / Leave/Assess screen
« on: May 03, 2017, 02:59:01 PM »
I just destroyed a remnant ship and as it starts to explode, i press escape and clicked to exit the battle, then got Asses/Leave screen but, I can't leave or assess.  I'm stuck there forever.

Oh it says NullPointer Exception: Null before it went nuts.







I'm using latest version of game and console commands mod.

9
General Discussion / Trading bug? 220 organics from same world
« on: April 29, 2017, 07:04:47 AM »
Just wondering if this was a bug in the trading missions.  At the start of the game, there was a mission from Eventide to deliver 220 organics to Eventide.  So I checked in their black market, and they had 500 organics just sitting there.

So I grabbed that, even though my ship is overloaded over 150 or so of organics, but it was ok, since I turned it in the moment I bought the organics, and got 22,800....from moving items from their black market to the same world.

Okay.

Is that right?  >_>;

10
General Discussion / Editing Text Field?
« on: April 25, 2017, 11:46:14 AM »
So I'm clicking through the TIps on the main menu screen as pretty ships fly by and explode, and saw this tip "When editing a text field, you can press Shift+Backspace to clear it, or Ctrl+Backspace to delete the last word."

When did I ever enter any text in the game besides my name, and even then, I could use a normal backspace.  What is this referring to?   ???

11
General Discussion / Neutron Star
« on: April 23, 2017, 02:24:47 AM »
Hiya!  I love the graphics of the neutron star's beam, but is it supposed to do something to my ship? ???

I didn't see any damage or rise in supplies used or anything. 

12
Discussions / Star Citizen's Starfarer
« on: May 15, 2015, 08:16:08 PM »

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Bug Reports & Support / fixed-duration phase cloaks
« on: May 08, 2015, 10:22:07 PM »
Hi :D 

Dark Revenant suggested I post this in the bug forum.  He said it's a problem with fixed-duration phase cloaks.

Here's the bug:

In the mod The Knights Templar, I was piloting a Jesuit Elucidator, and about 50% of the time, if I have accelerated forward, stopped accelerating, and bumped into an enemy ship's shields, at that exact moment I right click to use Priwen Burst, I'm sent flying backwards about 1/3 of the entire map in 1-2 seconds.

14
Suggestions / Ship-Consuming Black Hole Device
« on: May 06, 2015, 12:02:04 PM »
I did a search for black holes, and it seems quite a lot had been suggested as a hazard in either the battle field or hyperspace.

But how about as a device you can strap into a ship?  Its purpose would be to slow down and contain giant slow moving enemy ships (cruisers/capitals...etc) that generally are dangerous to engage, while you clean up the smaller ships.  It would affect the entire battle field, slowly pulling in all ships toward the black hole.

The only way the larger ships can escape is to activate a burn drive, but only if its far enough from its center, because in a certain radius near the center, it immediately overloads all ship systems.

The device would destroy the ship its installed on once activated.  You can strap it on a small shuttle, but the duration of the black hole would be shorter compared to if you have it on a frigate or a destroyer.  It basically consumes the ship materials and energies to create the black hole.

This way, you have more control over the battle field.  The challenge in this is to choose which ship you want to install the device on (and basically choose to sacrifice), when to use it, pilot it manually without getting destroyed, and tell your ships ahead of time to disengage all enemies and fly the hell away from the detonation point.

I'm not sure if this is worth it the trouble, though.  Maybe add some damage to affected ships nearer the center?  How long should it last for it to be effective, even on a small shuttle as a minimum requirement?

Would the only strategy be to strap it on a fast ship, have it suicide/detonate, the missile spam the enemy?  I don't know :P

Also, would such a device fit in the lore of Starsector?  Since we have ships that can phase and teleport, and anti-matter blasters are a thing....maybe?

Also...by piloting it manually, how would the player shuttle get out in time?  Or maybe you don't have to pilot it manually.  Just send it in as a kamakaze, and when it gets destroyed, it auto activates the device.

And limit it to just one device allowed per fleet at any one time.  Because...reasons.  :P

15
Suggestions / Hidden Pirate Bases
« on: May 06, 2015, 09:48:56 AM »
... they aren't very hidden, are they?  :P

Maybe only show the base to players that are already in the faction?

Or just rename it as Pirate Base? 

I'm not sure if Alex is gonna put in quests or anything, but faction NPC in the same system could give you a quest to find where the hidden pirate base is, and once its found, you can sign up for an assault on the base with the faction.  If successful, the base could be destroyed, and the pirates could set up another base sometime in the future in the same system or another system. 

There might be some odd balancing issues or game-breaking exploitation I haven't thought of, so er, I'm just throwing thoughts out here.  :D  I just find it weird that a Hidden Pirate Base is in plain sight of everyone, and at one point, I think I saw a faction NPC patrol it as a common waypoint >_>;

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