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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Cubano

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1
I wouldn't want another set of resources to manage in leu of S-Mods.

The only change I would prefer is to make them recoverable from ships without having to scuttle, but for a cost - just like the removal of D-Mods.

2
General Discussion / 1.0 Roadmap?
« on: January 22, 2024, 12:04:09 PM »
Sorry if this is somewhere that I'm not seeing. Is there a high level 1.0 roadmap?

Every major release adds some great content and coming up on what will possibly be .97 (so 3 more to 1.0?), I'm wondering what other features/content are planned before it is considered 1.0.

Thanks

3
Suggestions / Re: Collection of QoL-ideas since the release of 0.96a
« on: January 22, 2024, 11:31:09 AM »
I added this QOL suggestion some time back:

Add way to directly plot course to planet listed in inventory hover/F1 menu
https://fractalsoftworks.com/forum/index.php?topic=26113.msg388518#msg388518

4
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: July 13, 2023, 06:15:30 PM »
Currently working through significant changes to Hostile Activity, and adding more content there, so it's not just pirates and Pathers. It's supposed to be a way for you to fight more things just those two, and I really want to flesh that out. And David has been adding some fun exploration content, too!

The HA stuff ("Colony Crises", now) I'll probably want to dive into with a blog post once it's closer to done!

So probably a few more RC versions to test that out then as well.

Thanks for the info


5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: July 13, 2023, 11:14:32 AM »
Is 0.96a-RC10 the last version in this cycle before 0.97x?

6
It's almost too good this mod. Feels like cheating - being able to track down exactly what ship and weapon you want. I mean it is a huge time saver but you lose the emotional bump of finding stuff in the market randomly. Maybe it's just me.

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 01:41:25 PM »
Alex sends a mail when he feels the current version reached a stable point, so after the initial hotfixes that fix crashes and other important bugs.

Thanks,

Right, so that explains today's email given the large list of fixes in RC 9. But we may still get more hot-fixes before it gets lock down till 0.97?

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 01:21:02 PM »
So what is the release/hot fix/version numbering process? Just wondering how to tell when the 0.96a release is locked down.

I did just get notified via an email about this latest hot-fix but didn't get one for the earlier 0.96a ones so I thought this would be the last one. But looking at the comments it seems there may be more hotfixes?


9
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 12:55:50 AM »
And the fact of it is, hyperspace travel is boring and annoying...

And... now you've proclaimed that your opinion is fact. There's no point continuing after that - I'm out.

10
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 12:15:13 AM »
Eh, I think it's silly to cast moral aspersions (i.e. calling it cheating) on changing a game's parameters based solely on whether those parameters are accessible via the game's built-in UI or via an external UI (i.e. the computer's operating system).
Silly or not, these are real mental struggles players go through, and you can't just ignore them or play them down.

Sure you can. As a dev, you chose to implement input from some players and ignore others. Choosing who to ignore is a critical part of development. There are consequences of course. But, speaking as a dev myself, I would never get a release out if I didn't consciously ignore a not insignificant number of people's suggestions.

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 12:06:57 AM »
Ok this is turning into a weird discussion but my counter question is, so what? Someone might feel bad about a certain mechanic that they feel the need to change some of the game files, then they also feel bad about it. What are we supposed to do lol, change the game to fit everyone (which is impossible), or introduce a million of separate options to the point no one will even notice them all...

You just can't please every single user and that's fine. Some options are always good to have (rebinding keys, turning off graphical setting that induce medical conditions or are just uncomfortable, adjusting the volume of separate sources, etc.), while some would bload the setting screen too much. This is precisely what mods do for single player games, they let each player specificaly curate the game the way they want, without impacting anyone else. Thankfully Starsector has an insanely rich modding scene.

Btw it's also super easy to mod some things yourself if you find parts of the game tedious.

It is nothing but an advantage that Starsector is both modable and user configurable. It's a little sad to me that some people don't use mods for games they enjoy because it is "wrong" some how. Not only could they tailor the game more to their liking (which BTW is the entire purpose of a game - to let you do something you like) but it is better for the game as it can give it a much longer life.

Is cheating or dirty if you use an after market steering wheel cover in a car, or add a bit of pesto to a recipe even though it doesn't call for it, or repaint your house because you don't like the color?

12
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 06, 2023, 11:26:37 AM »
Stupid question. The hotfix can be installed over the previous install or need to uninstall previous version first?

13
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 04:24:39 PM »
Sorry, I picked up the game after the last release so I'm not sure how mod updates are communicated.

Is the main index list updated as they are or do we need to monitor each one's thread?

Edit: NVM - I see they are starting to get updated on the index list already. I'll just keep an eye on that.

14
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 04:11:31 PM »
Of course, same week as AOW4

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Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: May 02, 2023, 07:20:34 PM »
Also @Alex, a QOL improvement request. When transporting things, like when moving all my weapons from one place to another, sometimes I wish I had a move all feature instead of ctrl clicking everything, a minor QOL request if it's not to hard to implement, and certainly don't delay this release over it.

Enable "altMouseMoveToMassTransfer" in settings.json

It may be on be default. I never updated the settings file and it's always worked out of the box for me

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