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Starsector 0.95a is out! (03/26/21)

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Messages - Chronosfear

Pages: [1] 2 3 ... 14
1
General Discussion / 0.95 - Post your new Planets
« on: March 30, 2021, 12:30:45 PM »
Hey fellow Spacefarers,

since we had a threat like that before and I´ve found a wonderful Place for a colony I wanted to start this one.
So without further ado, here is mine:
Spoiler

Some mods involved like console command, a "new" faction. Nothing to fancy
[close]

2
Suggestions / Re: Storm Needler Brainstorming
« on: March 10, 2021, 01:12:19 AM »
Im not using the SN, cause of 3 reasons: lowish range and low dmg (per projectile) with a high cost in flux
(i prefer the mark 9 cause it still does a little bit of support on armor and has a better range)
Yes I know SN is anti shield only  8) and it does it very good but I still feel to limited when using it so I avoid to use it.

Shotgun kind of could work out if we increased the range of the weapon and adjust the flux per volley.

Perhaps SN could gain some range and have variable rate of fire. It could either start at 750 and drop to 250 over time, to make it bursty, or go the other way and have it start slow and then spin to 750 DPS to be more brrrt.

I like that idea.. maybe give it some sort of limited but also fast refilling ammo so it lowers the sustain dmg and flux cost while keeping it a high burst (also remove spinup time) and a slight increase in range. So at least it would be an option for some sort of "faster" ships: move in fire and get back into cover to lower your flux

3
The invest is always done on the first Day of the month. You can add a ship on Day 30/31 and it will still be available on 1st if your productivity exceeds the cost

4
General Discussion / Re: Simple question
« on: February 27, 2020, 01:44:53 PM »
Additonal pro tip and warning  :D

1)Fast mouse clicks with alternate on is close to firing All at once, since you rotate through them fast.
2)Holding mouse click with alternate will sync the fire rate to the same delay - works best with same weapons or fire rates (you dont have to Do the Timing yourself)
3)in alternate alle weapons will fire even if its Not on your target/crosshair. While in linked only those that can Hit your crosshair will fire
4)you can see which on fires next: in your hud the weapon is highlighted
5)activating the same weapongroup on alternate again to Switch to the next weapon without firing it

5
General Discussion / Re: Do you care about storms?
« on: January 22, 2020, 12:03:47 PM »
Early game: "Oh no! A storm! Need to avoid it!"

Late game: "Oh yes! A storm! Engine room, more power!"

For me it is the other way. I prefer to avoid storms in lategame (but that ist mostly that i dont use thate 75% hulllmod and would hit me to hard on the supply costs)
Also I think with a bigger fleet if the storm hits me from a bad angle I am more of course than i would like to be which would add more fuel and supply cost to get to where I want
Still depends: If I need to get somewhere fast I use them.

6
Discussions / Re: Need suggestions for science fi and fantasy AUDIO books
« on: January 14, 2020, 12:45:38 PM »
SciFi: Listend to "Alien Wars" a while ago. Started it cause of boredom but found it quit good in the end.
https://www.youtube.com/watch?v=4psZedzuF6g (German audio sample)
+1 main character and a some important ones for story reasons  :o
+not about politics as far as I remember
+for me it was an exciting story
+4 "books" each about 10h of listening
-story is done with a little cliffhanger (open end) -> but not that bad as some others)
-dont know if available in english :(

7
Discussions / Re: How does one update the game?
« on: January 14, 2020, 12:26:15 PM »
Just got the game and was curious if I had to manually update the game or if the game itself will notify me when a new update comes out and I will have the option to update it. Thanks to everything in advance

It will be announced here in the forum and you will probably get a mail a few days after release of an update.
No auto update or patch notice ingame (since it is 100% offline)
But they are rare. The dev is definitly taking the time to get a proper release out  :o ;D
So dont worry to much about it. ( big update ~1 a year)

So check the forum every now and then and download the newest version if an update is out

8
Blog Posts / Re: Raiding for Fun and Profit
« on: November 28, 2019, 03:10:07 AM »
Hi,

Thats a welcome Change to the raids

But why Not (spontanious Idea.)

Split Crew from ships to:
Crew (No XP)
Pilots (slight Bonus eg.to top spd)
If you have enough pilots, No Bonus/Malus
If you have less then requierd add similar Malus, since
"Normal" shipcrew ist maning the fighters and is way less trained in fast high g Combat manuvers

I know fighters are still very strong and this would add top their Power but WE could balance IT again.. and again. Like Always. ::)

9
Bug Reports & Support / Re: Performance issues.
« on: October 31, 2019, 05:45:54 PM »
You could further tune it down in the ini file in the starsector folder.
Maybe a lower resolution below your native one if you havent tried.

10
Bug Reports & Support / Re: Performance issues.
« on: October 31, 2019, 03:15:01 PM »
You could try to reduce the battle size in the options, so less ships fight at once. Yet they (can) enter as reinforcements when other ships are destroyed.
Not Sure if that helps though.

11
General Discussion / Re: Whats the best way to counter phase fleets
« on: October 12, 2019, 02:01:09 AM »
TY for replies!

About pilums: do they recapture the target if it was lost because of phase cloack and then reappeared?

They search for another target.
I think all missiles do that (but most of them run out of fuel while turning or hit the dead ship before they can turn and target another ship)

Against Phase ship. As others said Cover them with fire (fast firing ballistics (preferably HE) also work) until they  have to vent or overload. (Fighters, beams eg.)
or outlive their CR

12
General Discussion / Re: Acquiring the game
« on: July 13, 2019, 12:09:22 PM »
Yeah, don't worry; Alex won't be sending you the game on 5.25" floppies, lol.

Although that would be cool; Alex, write that down if you're ever going to Kickstart this, as a gimmicky giveaway, lol.

uhm, game on 5.25" ... 1.2mb per disk (extended).. Starsector installer is not that demanding on space... but well even when everything is perfectly optimized.. its about 200 floppys :o
would be better to use 3.5"  (extended) which could at least 2.8mb of data its only 80 discs  ::)

Would still buy such a single disk if it would be well designed to put on a shelf!

13
Blog Posts / Re: Skills and Story Points
« on: July 11, 2019, 12:41:14 PM »
I hope those changes will also be reflected in enemy fleet composition.. no more 6+ Battleships in one fleet as a standard.
Other than that I think those points are a nice thing.
But they should always be some flavor around with some text, a picture or something when using them where possible.

like in the pen&paper Sprawl (a cyberpunk themed one) where you gather intel and gear before the run itself (preparations).
The player than can use that intel for "oh I think I got the password for that save in a hack prior to this run".
E.G use point: You remember an code you acquired in your last salvage run (bought one on station z ... and so on)  and hope its still in use ...

Spoiler
Maybe you could add rare "special" items from salvage that are one time use for a smaller or the same benefit and you don't need to spend the story points then or can be sold.
Could add a bunch of different items for different purposes
[close]



14
I like that. +1

Its just unnecessary micro management for no gain.

15
General Discussion / Re: Kitting a Conquest
« on: June 07, 2019, 10:05:27 AM »
Got a chuckle out of me with that single Harpoon there.

Yeah, I would do it just to not have to manually aim any weapon. So I think that's the use of that one, too

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