Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - Blips

Pages: [1] 2 3 ... 16
1
Suggestions / Re: Impossible to see space station status?
« on: April 25, 2021, 08:50:53 PM »
I'm not sure of the difference between space station, and space port...

It was a pirate station. Also, another reason why I thought a raid was necessary: the intel screen told me an estimated number of required marines needed to complete the mission.

I noticed that there were some marine icons on the screen where I was selecting my target for disruption - I had no idea I could add more marines!

2
Suggestions / Re: Impossible to see space station status?
« on: April 25, 2021, 01:33:47 PM »
In the conversation with the person giving me the mission, he said he didn't want any destruction. I took this to mean I needed to accomplish the mission though a raid.

3
Suggestions / Re: Impossible to see space station status?
« on: April 25, 2021, 01:05:16 PM »
Okay,

I've managed to complete the mission. I found the experience to be very intuitive. Upon a successful raid, one of the messages reported the minimum duration of the disruption. I thought I needed to keep launching additional successful raids, to ensure that the station remained disrupted for 60 days.

I didn't understand that I needed to disrupt the station for 60 days from a single raid. I also found the disruption screen (where you select what you want to disrupt) to be a bit vague - the numbers in the columns don't really make sense to me.

4
Suggestions / Impossible to see space station status?
« on: April 25, 2021, 10:25:26 AM »
I'm doing a mission where I need to disrupt a space station for at least 60 days.

The problem is, I have no idea how to check to see if the space station is disrupted, or when the disruption is expected to end.

5
Bug Reports & Support / Inaccurate info during mission conversation.
« on: April 25, 2021, 10:17:48 AM »
I was talking to some underground crime boss, and he offered me a job of disrupting a space station.

Unless I completely misread the text, he said that I would need 50 marines. But after accepting the mission, the intel screen told me I would need 250 marines.

6
This one's been already reported :)

7
I've posted the story in 4 parts on the nosleep subreddit.

The first part is available here. Each post links to the next part of the story.

8
Bug Reports & Support / Re: A few visual bugs
« on: April 09, 2021, 10:11:49 AM »
Welcome  ;D

9
Bug Reports & Support / Re: A few visual bugs
« on: April 09, 2021, 10:05:24 AM »
Don't worry about it. If Alex doesn't think they are valid, then he will spend his time elsewhere.

10
Bug Reports & Support / Re: A few visual bugs
« on: April 08, 2021, 06:52:24 PM »
I've pointed out some of the harder to read text below in yellow.

Regarding the UI scaling, I didn't realize that it was even a thing. I've set it to 100% and it looks far better now. It was at 130%.


11
Bug Reports & Support / Re: A few visual bugs
« on: April 08, 2021, 06:45:26 PM »
I've crudely outlined the differences in the skill quote text positioning in the image below. I'll add some screenshots where the text is quite dark.


12
Bug Reports & Support / A few visual bugs
« on: April 08, 2021, 06:15:09 PM »
Encountered a few issues:
1) The text for a survey contract repeats on the intel screen (The following resources are...)
2) The quote reference text, displayed with the skills, is inconsistently positioned.
3) Playing at 2560x1440 and the text and other GUI elements don't look very sharp. I've not noticed this before.
4) Some of the text is very dark/faded and difficult to read at a glance.

13
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 11:48:42 AM »
  • Detection ranges / sensor ranges: I understand what the numbers mean, but I find the system unreliable. With the pirate mining base example, I had no idea how close I could be from the pirate fleet before being detected. I'm guessing this is intentional to make the system feel organic / exciting / etc.
Hmm - do you see the three arcs around the enemy fleet? Or is it with those that it's still feeling unreliable?

Oh yeah, I'm seeing those rings... do they represent the distance my fleet can be from another fleet before being detected? I for some reason thought the rings were an early indication of nearby objects.

14
Bug Reports & Support / Re: Didn't need to apply key
« on: April 21, 2017, 10:20:48 AM »
This is normal. It's stored on the computer.

15
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 21, 2017, 09:55:43 AM »
Been only playing the new version for a short while and so far I'm really impressed. The game is coming along so nicely Alex  ;D

Some small bits of feedback:
  • It would be nice if asteroids belts (not sure if this applies to other terrain types too) reduced detection range of fleets in movement based on fleet composition and size.
  • When leaving stations or planets, etc, it would be nice if our fleet wasn't given an initial velocity. During the tutorial, I sneaked into the pirate mining station successfully but when I left, my fleet was pushed directly at the nearby pirates and I was detected.
  • Detection ranges / sensor ranges: I understand what the numbers mean, but I find the system unreliable. With the pirate mining base example, I had no idea how close I could be from the pirate fleet before being detected. I'm guessing this is intentional to make the system feel organic / exciting / etc.

Pages: [1] 2 3 ... 16