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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 - Starasp

Pages: [1] 2
1
Blog Posts / Re: Narrative in 0.96 aka Movie Night With David
« on: June 02, 2023, 11:17:50 AM »
Booted up my account for the first time in years to give my thoughts on the vibe you're going for with the NOT-Powerfantasy. I run ttrpgs a lot and the idea of what you're trying to do with mostly just the two of you makes my stomach churn. I think it's working well though, when I play the game the narrative parts of it reminds me of old CRPGs without actually being just that. I feel like I'm just part of a larger ensemble caste in the story missions. I'm the operator who gets things done and people seek me out for that, not really for any deeper reason.

The choices the captain is presented with in dialogue make you feel like you're a slick operator (as you should be, you're the leader of an independent warfleet after all) but not invincible or anything. I was worried if I picked the wrong option when Macario showed up if he might shoot me or something. I knew he wouldn't deep down, but I did consider what I was saying to him a lot more. Overall they're a pretty great time so far, I've replayed them a few times now and even what little there is doesn't get boring yet. If this is just the beginning I'm extremely excited to see more.

Edit: I was thinking some more and I think I'd describe it as a Diagetic power fantasy almost. Your character is competent because it'd be weird for someone in their position to be foolish or incapable of doing impressive things, but it's not weirdly exaggurated just to make the player feel good. You'd be someone more like Andrada if that were the case.

2
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 12, 2018, 04:44:20 PM »
Has Great Leader died?

3
Blog Posts / Re: Colony Management
« on: December 25, 2017, 10:45:59 AM »
Alex, would it be possible to add a feature allowing you to rename Officers and Admins? I always had fun doing things like that in DF and Rimworld and naming various sims and dorfs after my online friends and whatnot, thought it'd be fun here too.

4
Modding / Re: Officers maximum level
« on: August 29, 2016, 06:49:01 PM »
you can't make it so that officers get more skill points when they have all their skills maxed, your game will crash if that happens. it's why at the normal skill progression rate, the max is 36, because at that level they have all the skills they can get maxed, so at 37 they now have points but nothing to put them in.

5
Mods / Re: [0.7.2a] The Knights Templar 0.9.5h
« on: August 23, 2016, 11:58:14 AM »
I wouldn't mind having a version of the Carrier with no flight decks, but about three large mounts, turning it into what the Cathedral is on steroids. That way when it pops up on your screen you know that you're going to be in for a bad time, instead of something you'll have to deal with once you've eaten the fifth paladin.



That already exists if you're doing IBB stuff. The mod-archbishop can do exactly this iirc.

6
Mods / Re: [0.7.2a] Scy V0.99e (10/04/2016)
« on: August 08, 2016, 01:12:58 PM »
It's really neat how you managed to bring the art for your mod more in line with the rest of the game's style but still held on to the feel of the original stuff. Great work m8!

7
Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: May 25, 2016, 11:16:08 PM »
I would actually argue that the Mimir from Shadowyards is a better investment than the Karkinos simply because the AI is far better at keeping the Mimir alive. That on top of the fact that the Mimir is a pretty well armed capital to begin with helps a lot too.

8
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« on: May 25, 2016, 11:13:39 PM »
I'm happy to wait, Exigency always has the coolest toys and extra stuff when it does update.

Any hints about what you've got for us this time?

9
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 13, 2016, 12:44:48 PM »
Feel better DR!

Also does anyone know who made the Cabal music because it's pretty great.

10
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.2)
« on: April 12, 2016, 09:54:46 AM »
420023 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.NeutrinoNeutroniumPlating.applyPowerAromrBuffs(NeutrinoNeutroniumPlating.java:250)
   at data.hullmods.NeutrinoNeutroniumPlating.advanceInCombat(NeutrinoNeutroniumPlating.java:338)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Game crashed and I think it's something to do with neutrino's special armor. I was fighting some pirates and CTD'd on victory if that helps.

11
You know, I kind of just realized how much the Schnauzer looks like the new Centurion frigate in vanilla.

12
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: April 11, 2016, 10:02:35 AM »
Ok, I think I actually figured out what was wrong because I only just realized it was crashing when I was jamming the Uhlan into a "hidden" energy mount on one of those really goofy broken frigates from neutrino while I was just screwing around. It works fine in regular mounts, but it always crashes when put into that large hidden one. Dunno if it's just the one issue with the Falken because I couldn't find another ship with a large hidden energy slot.

Might not really be a huge deal but I thought you should know regardless.

13
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: April 11, 2016, 08:48:03 AM »
I'm not sure how that could have changed much, I uninstalled the game before downloading all the mods again after I updated to 7.2 to avoid just that problem.

14
Mods / Re: [0.7.2a] Diable Avionics 1.63 (10/04/2016)
« on: April 10, 2016, 07:05:54 PM »
304889 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.diableavionics_UhlanFire.advance(diableavionics_UhlanFire.java:59)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Can someone make sense of this? I crash whenever I try to enter combat with the uhlan equipped for some reason.

15
Mods / Re: [0.7.2a] Combat Chatter v1.4 (update 2016-02-28)
« on: March 27, 2016, 05:38:18 PM »
Anyone make custom pilot personalities? Some guys from a certain 4 leaf clover website made a few so far.

I was going to ask about this too, because I could think of a bunch myself.

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