Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Blackoth

Pages: [1] 2 3
1
Blog Posts / Re: Skills and Story Points
« on: July 26, 2019, 07:57:52 AM »
So as I started reading, I was getting really disappointed with the skill overhaul. I am never a fan of limiting choices and level caps. The current system is fantastic in my opinion. But if there is one thing ive learned over the years of following Alex and the development of Starsector, is that Alex is an amazing developer and always has something up his sleeve! WOW! Story points sound amazing and offset the changes to the current skill system. I really really like how they are a new system that can be used in unique ways.

2
Blog Posts / Re: Phase Cloaking - a Deep Dive
« on: January 30, 2016, 05:35:26 AM »
Those are some pretty awesome changes!! I've always felt phase ships to be more like a horse fly, just annoying and hard to get rid of. Now it seems they will have some danger associated with them.....exciting!

3
Modding / Re: Editing fleet sizes
« on: August 25, 2015, 04:13:28 PM »
ah bummer, i was hoping that i was just looking in the wrong place for the edits lol.

Thanks for the help! I will try messing around with the fleet point values and see if i can get bigger ships to appear!

4
Modding / Re: Editing fleet sizes
« on: August 23, 2015, 07:01:23 PM »
yes, in previous versions it looked like this "hegemony.faction" file
"fleetCompositions":{
      "patrol":{
         "displayName":"Patrol",
         "maxFleetPoints":50,
         "daysWorthOfSupplies":[30, 50],
         "lyWorthOfFuel":[40, 60],
         "extraCrewPercent":[80, 80],
         "marinesPercent":[20, 20],
         "ships":{
            "enforcer_Assault":[1, 1],
            "condor_FS":[1, 1],
            "hound_Assault":[1, 1],
            "lasher_CS":[1, 1],
            "dram_Light":[1, 1],
            "piranha_wing":[1, 1],
            "broadsword_wing":[1, 1],
            "talon_wing":[2, 2],
         },
      },
Was incredibly easy to make stronger fleets by adding ships and qty ranges.

The current version of the "hegemony.faction" file does not have that in it at all, it has what looks like descriptions of what ships fit what roles, but im not seeing something that looks like what fleet spawn compositions are....

Was hoping someone could point the way to edit spawn parameters currently.


5
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!



6
General Discussion / Re: Speculation on the next blog post
« on: February 24, 2014, 11:11:01 AM »
Anything Alex decides to work on next will come out awesome =Þ

7
You know you have played too much Starsector when you are trying to figure out the best way to print out all the ships on magnetic material so i can play out battle scenes on my refrigerator.......

8
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: February 13, 2014, 07:28:05 AM »
In brief - no, there's no other way. I've thought about accepting donations in the past, and it just doesn't feel right to do that for something that's, in the end, a commercial product.

Just sell merchandise or something.  It's what everyone else does.

I want magnetic cutouts of the ships of Starsector so that I can play on my refrigerator!

9
Suggestions / Re: Deploy from carrier.
« on: February 03, 2014, 11:38:39 AM »
I like the idea of being able to deploy from carrier. I think it would have its benefits.

What I have in mind is having carriers have a hanger capacity as well as a number of launch pads. That way fighter wings can be stored in the carriers during map travel at the benefit of costing no logistics to maintain after all fighter aircrafts are repaired and replaced after the battle. Since logistics is such a critical resource to deal with in the current state of the game. I would like to have some torpedo wings in my fleet but I dont use them unless I have to, so they take up logistics that I only sometimes utilize.

A drawback to this could possibly that the ships take time to launch during the battle so they would not be fully launched untill say 1 minute into the battle. Or if you have multiple carriers in the group they could each be launching different wings.

Small carriers could hold possibly 1 wing worth of fighters/spares in the bay. Medium carriers could hold 3 wings worth of fighters/spares. Large carriers can hold 7 wings worth of fighters/spares

Wings that dont get docked would still cost logistics as normal. We already have ships with deployable drones, so to me (a very non experienced game dev / modder) it seems like the mechanics are already in place.


I suppose a possible issue would be that it would be easy to spam a battle with fighters. But with both sides having this, I would love to see more fighters in battle  ;)

10
Suggestions / Re: Button that got me in trouble....
« on: January 21, 2014, 07:28:00 PM »
Awesome!

11
Suggestions / Re: Button that got me in trouble....
« on: January 21, 2014, 03:54:06 PM »
I just wanted to post a friendly reminder about this topic, I managed to leave battle without loot again  ;)

12
General Discussion / Re: cant buy the game :/ (resloved)
« on: January 21, 2014, 11:33:30 AM »
Hope it was a positive resolution!

13
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 =)

14
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: January 20, 2014, 10:54:56 AM »
Very awesome news indeed! As with all updates to this game, I find myself racing home from work to download it and play. And with every update, it gets better and better. Starsector still has me more excited for updates then other whole games!

You are doing great work here Alex!

15
Bug Reports & Support / Re: Bug- no, FEATURE
« on: December 17, 2013, 11:58:12 AM »
I am a fan of that too, I vote to keep this one!

Pages: [1] 2 3