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

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Messages - ThePinkPanzer

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1
I do have some art/writing things I'd like to have though! Right now, they're:
  • Portrait for Remnant contact
  • Concept and dialog for more Remnant story missions
  • Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
Added you on Discord to talk to you about helping out with those!

2
Just wondering, are you still looking for help writing planet descriptions? Would love to lend a hand somehow.

3
General Discussion / A compliment to the writing
« on: May 02, 2021, 07:22:46 PM »
Spoilers for the Academy Quests

Just wanted to compliment the writing, especially with the newest update. I've always really liked Starsector since it really nails a particular vibe and the writing, even the incidental stuff which most people who haven't had to slave over a Google Sheet of 1,000 random dialogue blurbs that need to be made for the coders don't appreciate, has always really built that up.

Anyway I have been doing the new Academy quests finally and I've actually been extremely impressed with how well it's written and I feel like that hasn't been said enough. As a game writer myself, it is really lovely how well it ties around the universe and makes the whole thing feel alive. Normally I just wipe out pirates and make friendly with the rather faceless factions and *** off to settle colonies till I'm bored.

However, tracking down the scientist for the Academy and having to shake and bake with a who's who in galactic politics has been a blast. I loved actually throwing money around to pirate bosses and sitting down with them for chats, talking to some dock workers about their superstitions about the local calamity that was a huge event to them and is little more than a blip on my radar to me, and then negotiating with the station head and hearing about how byzantine the inner workings of the League are and how her station has its own outlook and culture and dislike of other League planets.

It just makes everything feel so much deeper but I feel almost nobody ever talks about this sort of thing (I noticed the same with Battle Brothers!) so I just wanted to show my appreciation of it in case nobody else had.

4
Gonna be honest was really doubtful of the mod but gave it a shot and I actually really love all the new buildings.

Privateer Bases are fantastic because it *** FINALLY lets me have my faction go on the offensive without me having to lead every single charge (a non pirate type would be awesome, perhaps less loot and more expensive but more powerful raids and sometimes bombardment), and I have a relay addiction now.

5
If you need a flag done I do graphic design, could help you out gladly.

6
The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.
I think you should and make it big. Else this thread is going to have endless 'bug reports' saying the same thing... multiple times.
Can you claim to be a modder if you don't deal with that? It's a universal constant across all games and planets.

7
Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 07:09:15 PM »
Sounds cool! A bit too advanced for my first, but deff will keep in mind.

I think I'm going to merge the first two ideas and have a highly missile based rapid attack faction of drugged up nomad pirates who regularly do dirty for cash. They'll be similar to the Luddite's suicidal attacks but focus on ramming you in the back with junkers, unloading a torpedo stockpile and then blasting off at mach five to get away since they hardly have shields or armor.

Perhaps they'll even have reloading missile racks on their more advanced ships, and at the very high end they'll also field some artillery to back them up that effectively serves as a Katyusha with an engine strapped to the back.

If anyone has more ideas feel free to drop them! If When I make this faction I'll surely want to do more. The only other mod I have planned is one that adds radio audio (like Homeworld) when you fly close to ships. I want to do a faction mod first since it's so much more documented, then see if I know enough to do that. After that? More factions probably.

Thanks again!

8
Modding / Re: Ideas for faction mod?
« on: April 24, 2021, 01:02:35 PM »
Might be neat, but I meant more specifically like, combat niche. Rocket heavy, fighter heavy, capital ship focus, fragile glass cannons, etc.

9
Modding / Ideas for faction mod?
« on: April 24, 2021, 12:19:45 PM »
Been wanting to actually release a mod for years after first tinkering with the tools before we even had other sectors. Finally plan on dedicating some time to it soon but my problem is I'm not a crunch person, I like my lore more. So I can't really tell you the intricacies of all the factions I've downloaded from other modders and I can't really say what's been done before.

So I'm mostly just looking for any ideas on what specific niches in factions haven't been explored yet. Wanted to just make a small faction with a very tight theme, so I'd appreciate it.

Thanks!

10
The based excited zoomer versus the based respectful boomer.

Can't wait for the update! You and Varya are credits to the community, especially with how fast you move.

11
Mods / Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
« on: August 25, 2019, 05:33:38 PM »
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.

Any advice on the matter? Intentional behavior?

Can you get me a screenshot of the colony? If it's a Kadur raider base, then hmm - I'll get that in the next update. If it's something else, I either have no idea why it's doing that or have possibly already fixed it - heh.
Sorry, was a hot minute ago. I'm 90% sure it was a raider base I stumbled upon however.

12
Mods / Re: [0.9.1a] Kadur Remnant v3.0.2 - bugfixes 2019-08-15
« on: August 17, 2019, 02:50:14 PM »
I can't invade some colony I believe they created (using it with your Sector mod) so I started saturation bombing it. I've saturation bombed it three times, and despite it always being of a size to be instantly destroyed, it refuses to die.

Any advice on the matter? Intentional behavior?

13
General Discussion / Re: Sseth Tide
« on: August 17, 2019, 01:46:59 PM »
Decided to try it again after seeing the video and have spent probably 20 hours in it in the last week or two

Is there a play logger in the game, or is this a rough estimate?
You could easily do it by adding it as a non-Steam game or getting a third party, but mine was just a guesstimate.

14
General Discussion / Re: Sseth Tide
« on: August 16, 2019, 06:49:38 PM »
Used to be fairly active on this forum and sort of a ***  ;D

Hadn't played much of the game for a few years. Had tried it after Hyperspace got introduced and something about it jived wrong with me and I stopped again.

Decided to try it again after seeing the video and have spent probably 20 hours in it in the last week or two. It's just as amazing as I remembered if not better. Great work Alex!

15
General Discussion / Re: The new UI
« on: September 14, 2013, 07:50:28 AM »
I just miss when we had the one big menu with the tabs. The new one where it takes up the whole screen if you want to buy things is really iffy.

The fluff around the screen is neat too, but it just makes things feel a bit cluttered.

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