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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Candlebury

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That happened on 0.3.5i

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Spoilery bug report:

Spoiler
It seems like all the salvage fights in the manchester system have been replaced by taskforce safeguard instead of the normal DomRes drones.
[close]

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Suggestions / The Galatia System feels uninteresting for its campaign role
« on: February 26, 2023, 09:13:38 PM »
You visit it repeatedly on the course of the campaign and most of the time it feels like you are the only captain to ever actually do so, the system is mostly desolate ever after you clear the tutorial. Probably a function of the small system markets combined an awkward placement of the jump points that incentivize direct jumps to and from Pontus.

Some suggestions
  • Revise the geography of the system. Arkadia is a similarly shaped system that I feel is much better due to having the jump point and comm relay in the L4 and L5 points of Syrinx, which I feel makes the traffic much more visible.
  • Make Galatia Academy generate independent fleets.  The docking fluff and story makes it clear the space around it keeps relatively busy, but I don't think any fleets actually visit the academy at all during normal gameplay. Some rare visitors in orbit would probably help a lot.

4
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 02:53:26 PM »
Surprised the Odyssey didn't become the Indie only capital. Both since its description mention it mostly being a flagship for non TT megacorps,  and its unique quasi-civilian hullshape.

Really like the Diktat narrative however.

5
Bug Reports & Support / Re: Starsector on the Microsoft Surface Pro
« on: March 28, 2021, 05:57:23 PM »
For others still having this issue in 0.91, I've noticed that combat is much more stable if in addition to disabling vsync and limiting framerate to 30 FPS, you install and enable the Graphics lib mod.  In my experience, the freeze might still happen very rarely, but it lets me complete fights against pirate armadas that would assuredly crash the game with the mod unloaded (actually tested this by saving before and replaying a particularly large fight several times with and without the mod).

I only gave GraphicLibs' code a very cursory glance, and by all accounts I'm not familiar with star sectors java, but my wild stab in the dark is that that the ship explosion override that the mod includes might actually be more stable than its vanilla equivalent. Now this is a pretty wild claim, although I'm not sure what else could justify the difference.

Must also say that I never experienced this issue as a regular problem while playing 0.91 (as I never really played 0.91 without the GraphicsLib mod) and didn't realize it was such a frequent issue before updating to 0.95. Hope this can get fixed in some way.

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