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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Sotales

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This is great. I just came back to the game with the new update and I'm sure I will be referring to this often. Wonder how the new skill tree update shakes things up.

2
Bug Reports & Support / Re: I lost my game key
« on: March 27, 2021, 01:27:26 PM »
Just want to add to this. I first bought the game back in 2012. This update is the first time I've had an issue with it asking for the activation key again myself. Searched all emails and I too must have deleted it long ago. Currently waiting for a reply to my email. Hope it comes soon!

3
Hi! May want to update this to refer to Java 8 instead of Java 7.

4
General Discussion / Re: Passive/Distracted AI
« on: October 17, 2013, 03:40:45 PM »
Thanks for the quick reply. Have been enjoying the game the last year or so and love the interaction that you have with the community. I'm always looking forward to what's in your next blog posting and announcements.

5
General Discussion / Passive/Distracted AI
« on: October 17, 2013, 03:29:05 PM »
I was wondering if anyone else has had this problem. Often, I have fighter wings and/or frigates under AI control be a little too passive in taking out their targets or being distracted by other enemies/missiles that aren't a threat. Even when setting fighters to Intercept, which, according to the tooltip, states that they will ignore other targets and put themselves at risk, they get distracted by missiles that aren't targeting them, they often do not close to engagement range, attack another target, or oftentimes, back off from engagement range when they have the advantage. Now, I'm nowhere near an AI coding expert, so I'm not sure if this is working as intended or is the best that can be expected. I only know I have been frustrated on many occasions when fighter wings and/or frigates could have easily destroyed their targets if only they had continued to pursue them and actually fight according to their assignments.


6
Suggestions / Re: UI feedback
« on: October 13, 2013, 02:43:48 PM »
I'd like to see some kind of indication of your selected target/course on the campaign map, so that you can tell how far away it is and what their course is if it is an enemy fleet. I know that this would cut down on the number of times I bring up the map.

Also, is there a way to make the Speed Up Time into a toggle? I tried using the Caps Lock Key to no success.

7
Announcements / Re: Starsector 0.6.1a (Released) Patch Notes
« on: October 02, 2013, 05:24:50 PM »
All modders may want to pay close attention to:
Took out FleetGoal.DEFEND. Use FleetGoal.ATTACK instead, as the behavior is equivalent

Causes Starsector to crash until changed.

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Mods / Re: [0.6a] Firestorm Federation [0.5.3]
« on: October 02, 2013, 03:37:41 PM »
Just tried your mod. A lot of the ship descriptions get cut off when mousing over them in the fleet window. May be a formatting problem?

Edit: After taking a look at the descriptions.csv file, it seems like you have line breaks in the middle of sentences. I removed them on my end and it fixed the problem.

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Mods / Re: [0.6a] Uomoz's Sector: Journey (Mods Collection) {DEV only}
« on: October 01, 2013, 06:43:55 PM »
On character creation, I have 2 aptitude points to use due to my choices. For some reason, I can't assign one at a time. Any Skill line I choose gets 2 aptitude points. Am I doing something wrong?

Edit: Hmm.... after alt-tabbing back to the game, everything is fine. Only posted here as it is the only active mod, other than the LazyLib, and it was the first time trying it.

10
Mods / Re: [0.6a] Hiigaran Descendants v1.0.0
« on: September 21, 2013, 06:45:21 PM »
If you download and use the Console Commands mod, you can use the command "additem hiigaran_badge_of_friendship" to add it to your inventory. You can then use the command "addcredits -30000" to take the money out of your wallet if you want. It happened to me today and that is what I did.

11
Mods / Re: Console Commands v1.6b (.6a, released 2013-09-18)
« on: September 21, 2013, 02:41:15 PM »
I was wondering if this could be used to remove excessive Supplies, Crew, and Fuel from various stations. Some stations in my current save have upwards of 20 stacks of each. Or is there another, better way?

12
Is this still being supported/developed?

13
General Discussion / Re: Faiter119s Youtube Videos
« on: December 21, 2012, 07:32:43 PM »
It would be much easier to watch your videos on YouTube if you could organize them into playlists.

14
Mods / Re: Fleet Control Mod (v.99, .54a) Bug fixes
« on: December 20, 2012, 03:03:07 PM »
Just a quick question, could the fact that the Restock mod sets the totals of ships/crew/weapons/supplies at each station conflict with the convoy's behavior?

15
Mods / Re: Restock Mod - 2.0! Works with .54a
« on: December 20, 2012, 02:07:13 PM »
I have the latest version of Uomoz's Corvus installed. Not sure what could cause your issue. I'm still learning as I go on what is causing some mods to conflict with each other.

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