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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Thana

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1
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 13, 2021, 10:26:35 AM »
Is there a way of changing the G key on starmap? Every time i exit a window with the G key the window for this mods setting pops up. Looked through the options and didn't find something there to change the G key only disabling it. If that is the case, could you make it so it doesn't pop up when exiting a window(like salvage screen and so on)?



Other than that great mod that helps the somewhat dumb ai :D

Yeah, that's pretty annoying. Every time I leave the looting window I get hit with the gunnery AI choices window unless I break the normal workflow and use the mouse to close the looting window instead - which I would normally never, ever bother doing. It was irritating enough to make me disable the mod.

2
I only saw one of the new hyper-AI things, and didn't have to fight it. Did I just miss something?

Yeah, that part confused me. I know some players have controlled it, so I assumed it would come up again. I guess not, though. But when I saw it, it outclassed my entire fleet to a stupid degree, so if I was supposed to fight it and win... Yeah, that was not going to happen. Plus, it probably would have required the "control automated ships" skill anyway.

3
General Discussion / Re: When the game hears you like Neutron stars
« on: April 11, 2021, 10:41:25 AM »
That's really cool!

Stupidly impractical for explorers, sure, but really cool!

4
General Discussion / Re: Remnant fights?
« on: April 09, 2021, 08:00:56 PM »
The fleets seem to keep getting bigger if you stay longer/kill more. I was up to 3 radiant fleets when I stopped playing my first campaign.

It could also be upscaling over time? I mean, fleets do seem to get stronger over time in general?

5
General Discussion / Re: Commission welfare
« on: April 04, 2021, 04:50:49 AM »
Amusingly enough, I just decided that my next playthrough I'll try taking a commission, which may in fact be the first time I've ever done that. Certainly the first since I don't know, version 0.6 or something. So in terms of a commission being necessity... I'm going to have to disagree strenuously.

6
Suggestions / Custom map notes?
« on: March 27, 2021, 08:32:04 PM »
It would be very nice to be able to add some pins with custom notes to the map, or maybe a new "custom" category to the Intel screen. There's often times when there's something at a specific location a player might want to tag for later attention and currently there's no way that I can see to do so in the UI. Examples I can think of where I'd personally want to add a note:

  • While exploring, you come across one of those Legion XIV elite carriers, but don't have the supplies, fuel and/or time to bring it with you right now.
  • Contacts, not marked on the Intel screen currently.
  • Your favourite colonisation targets for later. Yes, you can find them later by using the filters and sorting on the planets list, but it'd be easier if I could just drop a "this system right here is where I'll lay down my home" note.
  • A system where there's something very interesting but one can't currently access it due to too strong [REDACTED] presence.

I'm sure there's other use cases as well, those were the first ones off the top of my head. Having something beyond a text file open in another window to keep track of this stuff would be quite useful to the player and shouldn't be hard to implement. It might not even be visible on the map, it might be as simple as a Custom category on the Intel screen so long as the player could there attach the textual note to a specific system or location within a system.

7
General Discussion / Re: 0.95a is Here!
« on: March 27, 2021, 12:13:09 AM »
One piece of criticism that I'd like to make: considering the new contacts system, I think they should be visible on the Intel screen as a category. Maybe I've missed them - only played a few hours this morning - but I can't find one's contacts listed anywhere in the menus, meaning I'll just have to remember where they are. It's not a problem in the beginning, but may turn out to be unfortunate in the long run.

Some of the choices between skills seem quite tough, but I'm surprised at how quickly I'm levelling up - in the aforementioned couple of hours I already reached level 5, a third of the maximum level. I assume level-ups will slow down quickly, but it still seems pretty sudden.

I really like how using marines is an alternative to using money in some of the missions, and how I can use story points to improve my chances or get new alternatives. Very cool!

Overall, seems a definite improvement so far, but the above are a few things that raised my eyebrows so far. I'll probably report something else later because constructive criticism is useful, but make no mistake, despite my overall tone being critical here, I am and remain a fan of this game.

8
Personally, I just intend to buy a second copy on Steam even if I were to get a free key. (Which I'd just donate to some friend.)

Because by now, the game has given me my money's worth many times over anyway.

9
General Discussion / Re: New favorite ship, the Monitor
« on: December 12, 2018, 08:44:16 PM »
That image is amazing.  :o

10
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 26, 2018, 06:06:52 AM »
What determines fleet str?  Is it just how much money you're making in the market?  Both my colonies do not have freeport on and run 0 AI cores, but it still makes me about 200k per cycle (depending on pather junk, which is a different issue).

You can mouseover the fleet size percentage on your colony screen to see what goes into it, but in short, stability, fleet buildings and colony size are all very important factors when determining fleet sizes. Ship quality is improved by stability (making it a double-dipping factor, so very important!) and by improving heavy industry and adding a nanoforge to it.

11
General Discussion / Re: Disengage Rules?
« on: November 20, 2018, 10:03:54 AM »
Personally i wish that instead of the retreat where all your slow ships die (or you use it as a way to split the enemy up into 3 groups and fight them one by one legend of the galactic heroes EP1 style) instead i wish that when engaged by a much bigger enemy blob (so you have no chance at all of surviving) you would be offered to dedicate some (minimum) fraction of your total fleet to a "rearguarding" battle, where the goal is only to survive and hold the enemy for a bit (say have an objective in the players deploy zone as the "lose" condition) before those rearguard ships can retreat off the map, if you hold for a bit of time then the ones who retreat off the map and the rest of your fleet get to evade the fight, if your rearguard is completely wiped out, then the other ships still get to evade the fight, its just rly frustrating for me how "safe" you have to manuver in the overworld at all times, because running into a fleet twice your size is an instant full wipe of all but your frigates and similar fast ships, it also rly makes me want to stay with only fast ships in my fleet since i know if i start playing with ships with say 60 tac speed its doomed if i ever need to retreat.

Something in that general vein sounds like a pretty good idea to me. The particulars might need some ironing out, of course, but the principle of it sounds reasonable at first glance, at least.

12
Blog Posts / Re: Population Growth
« on: November 24, 2017, 06:15:24 AM »
I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)

No worries, it's fun stuff to think about :)

Hmm. I wonder how it would feel - with a fairly rigid structure like that, it might end up more obviously "X things can happen at these particular points", so not so much emergent stories but randomized content. I mean, if the approach is to implement a set of variations for the specific piece of the sequence, that's at odds with what "emergent" means, right? Which if I had to define quickly would be something like "unexpected but compelling results from the interaction of different rules".

But say the variations in the different pieces were based on some prior events in other missions, all operating based on some set of rules... then it gets more interesting. Yeah, it's fun stuff to think about.


A issue I see is that the connection points between modules have to be  rigid to allow exchanging modules. So while what happens during a module can vary, the start and end conditions would always be the same, right?  Like in the boardgame Tsuro, you have varied tiles but the connections are all the same.
Spoiler
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That does seem like it come become predictable and boring pretty fast.

Yes and no. Things like entry and exit could be incorporated on the same map as generation parameters. (Inside of target building would have its own parameters, as would inside, and entry/exit randomisations might be present on the map from the start or only come into play at a later date. You might see someone already fighting there when you go in, or there might be a power outage during your run, whatever.)

But you are right that giving a sufficient amount of material for the system to create enough variety and still keep the system from becoming too messy to debug would be the biggest problem. If it was just preset modules (entry map A3, entry scenario B3, interior map A5, interior scenario A5, exit scenario A2...), it would be too rigid and become predictable. They'd have to be more along the lines of this:

The target is a city-based research site for a wealthy corp, so there are exterior map modules wealthy_neighbourhood, isolated_zone and high_tech_zone as possibilities. They give modifiers to the map generation algorithm, activity (civilian, police, criminal, miscellaneous, all separate functions that should affect one another) randomisers, entry point generation (you won't find "broken down wall" in a wealthy downtown district unless you've rolled for a heavy attack to be underway when you go in, for example) and so on. Add in chances for effects from past entanglements (you've done a noisy job in this area recently, so any security forces get a bonus to alertness, numbers and equipment, plus there's a chance that AI you *** off may try to trip you up by feeding your opposition damaging info)...

That's the sort of thing I was thinking of. Like I said, it would be a far from trivial coding exercise, but I don't believe it'd be impossible to pull off successfully. But it's not an "oh yeah, maybe add this in too" feature, it'd have to be a central focus.

13
Blog Posts / Re: Population Growth
« on: November 22, 2017, 08:22:51 PM »
(The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!)

Same! Not entirely sure it's possible, though supposedly CK2 is pretty darn good in this regard.

Yeah, it's definitely among the best games for that.

I have this idea bouncing in my head of a mission-based CRPG whose missions would be constructed of modules (recruitment, planning/preparation, entry, execution, exit, getting paid) and each would have random variables. It was for Shadowrun originally I guess, so you might find that when you go execute your mission, your target location might be surrounded by a crowd of protestors, or your run might be interrupted by another group coming in to do the same or some other objective at your location, that sort of things. It'd be really tough to balance right, but conceptually not outlandishly difficult to execute, I believe.

(Sorry for the tangent.)

14
Blog Posts / Re: Population Growth
« on: November 22, 2017, 07:27:08 AM »
I'm a bit sad to see a more detailed sandbox simulation go, but I guess it would be too expensive and hard to control for in practice. I'm just personally a big fan of emergent stuff (The developer who manages to create an engine that creates good emergent storytelling and quest design will have my undying adoration!) and that would play into it, making the world seem that much more alive and interconnected.

But it's not a deal-breaker or anything.

15
Blog Posts / Re: Economy & Outposts
« on: September 20, 2017, 09:54:31 AM »
Ooh, very nice! This is just the sort of thing I've been looking forward to since campaign mode was originally added in!

A question: are there plans for secondary, automated offensive (or active) fleets for the player? I mean, you say there'll be patrol fleets to defend outposts, but can you also buy an AI-controlled fleet to, for example, raid a certain system?

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