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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Velox

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Suggestions / Bind "ESC" key to menus for "exit"
« on: February 12, 2015, 03:05:47 PM »

Hi Alex!

I'm not having any serious issues adjusting to the new menu shortcut keys in the new version, except that ESC doesn't quit out of things anymore.  I used to do stuff in station and when I was done could just kind of mash ESC until I was back in space.  It would be nice if dialogs that had a "get out of here" option - either leaving stations, fleet interactions, choices that just say "Leave" or "Continue" or whatever were bound to that key (or a key of some kind.)  That obviously wouldn't apply to any dialog with ramifications ("comms, pursue, let them leave" or the like) but it'd be nice to have a single go-to button that says "I get it, let's move on" since the 12345 options in the actual menus won't always have "proceed" as the same key.  Hopefully that makes sense!


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Suggestions / Variant Export to Common Library
« on: January 21, 2015, 02:43:03 PM »

I think this has been touched on before but the last reference I could find was a couple of years back and never went anywhere, and this has been driving me nuts so please forgive me for re-approaching something on the topic.

Anyway - at the moment, ship variants seem to exist only within the particular character's save game(s).  I find that I often have loadouts that I use very frequently ("Fleet Standard" freighter - ext. shields, 2 vulcans + 2 ACs, some number of capacitors) or find something I really really love with a particular ship and like to use often. 

So - if it weren't too high-impact, it would be awfully nice to be able to export variants to a sort of "general library" available to all characters, which could show up with either the pre-defined ones for each ship class or in a secondary area of some sort. 

3
General Discussion / Not pursuing?
« on: January 17, 2015, 01:02:33 PM »

I've heard a number of people talking about avoiding pursuit so as to never go vengeful with a faction.  I've been trying this with the pirates and have found that it's made things immensely harder.  It's hard to find fleets that will fight (so hard to get much bounty-wise) and not chasing down the yummy freighters and such has me perpetually struggling at the edge of bankruptcy (most of my savings went into the abortive "armed merchant fleet from the other thread.)  Am I missing something or is it really not worth staying un-vengeful with the pirates?  All being able to trade at their stations really seems to get me is massive rep hits with everyone else.

4
General Discussion / Back from the dead!
« on: January 09, 2015, 04:42:07 PM »

I just had a "crews were able to restore basic functionality" event happen on a sloop-class ship that had been disabled.  The thing is, I only have one point in the science track so far, and so only one point in the "faster repairs" thing that has the "30% recovery" perk at level 5.  Is there a small chance that your ships can be salvaged and returned to service after combat no matter what?  Or is that an artifact of some mod I'm playing with?  (I don't have anything too weird loaded up - SS+/Imperium/Templars, SCY, and the mayorate.)  Anyway, it was TOTALLY AWESOME because that was the first ship I captured in the game and it had saved my tail many times while I was trying to crawl up out of the absolute-newbie-character gutter.  Interesting!

5
General Discussion / Today I learned...
« on: December 18, 2014, 08:36:44 AM »

... that holding shift while you click on the add/remove vents/capacitors buttons makes the counter go much faster.  I thought "it sure would be nice if it worked that way" ... and it did.

Alex, you rule!

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