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Messages - Uncle1sstvan

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1
Bug Reports & Support / Re: Spoiler, Issue with PK storyline.
« on: May 17, 2023, 12:59:24 PM »
i was able to talk to them but im not able to progress the dialogue with them i have the pk in my inventory and all they told me was there may be something out there. they wont tell me more than that and i have no quest dialogue for any of this just red planet.

2
Bug Reports & Support / Re: Spoiler, Issue with PK storyline.
« on: May 15, 2023, 06:24:00 PM »
thats quite alright, i figured that would be the case, no worries. thank you for the prompt fix. Keep up the outstanding work. ;D

3
Bug Reports & Support / Re: Spoiler, Issue with PK storyline.
« on: May 15, 2023, 11:28:03 AM »
this was before the recent patch and it persists into the new one, probably something on a generation level with likelihood of which system they both spawn in. its all good, a little sad that my save is likely scuffed but other than that, the new content is beyond kick ass, i love the new stories and crave more, and the new missiles have a special place in my heart with my love for Honor Harrington.

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Bug Reports & Support / Re: Spoiler, Issue with PK storyline.
« on: May 15, 2023, 10:57:07 AM »
Selecting the quest for red planet and laying in course results in cyclical loop jumping between the local gas giant and the fringe jump point.
I just keep going out the jump point and dropping back in on the gas giant.

5
Bug Reports & Support / Spoiler, Issue with PK storyline.
« on: May 15, 2023, 10:48:31 AM »
So, there I was, a humble spacer going about my business and I happen upon the the old blind spacer who tells you about the red planet in the dockside bar, sweet I've been wanting planetary shields for my colonies.
I gather my supplies and fuel and set off, talk to his buddy and buy the location charts off of him and head out to the south-easternly edge of the sector. and finally after a bout of navigating pirates and hyperspace storms i finally end up at the system. and the quest marked planet is none other than... Sentinel

I haven't even started the quest for PK yet but I accidentally found it searching for the red planet. Something about it appears to have locked me out of progressing as I cannot survey sentinel and the red planet doesn't exist.
The quest just tells me "Explore the planet" and unfortunately for the sake of story I'm playing on Ironman so i cant drop back a save to see if that fixes it. has anyone else had a similar issue?


6
Bug Reports & Support / Re: Quest / Dialogue repeating
« on: May 12, 2023, 07:39:38 PM »
I've noticed similar with Sedge on the Luddic Church rescue mission, he just popped up for me again well after ive completed the questline. although ive encountered no error messages in the time I've played since the update.

7
(Okay, keeping in mind that I respect general griping about waiting and the need to do it. But I think there's also an interesting question hidden in here.)

Imagine a world where Starsector was declared 1.0 a few years ago and the updates came out as DLCs; the "Paradox-style" release, if you like. I ask earnestly, is that a preferable product model?

I suppose another alternative is to declare 1.0 with a possibly rushed 'technically hit all the feature bullet-points', then update post-launch. I struggle to remember a game where this worked out well rather than fizzled, though maybe Brigador kinda did it and managed to turn a rough start around with a viral social media post? I don't think they even rushed their release though, and it is also a game working in a far less maximalist design space, eg. standalone arcade-style maps.
... Are there any examples of this? No Man's Sky? (But that was a publisher-backed project with millions in dev funding, wasn't it? Too big. Different beast.)

Another option: I'm loathe to compare Starsector to Dwarf Fortress because I don't think we think about Starsector the way Tarn/the Adams bros think about DF, but maybe the way the game updates relate to players feels similar? Would DF benefit from declaring a 1.0? Possibly their Steam release and UI update is a stealth-1.0, in the sense that that game state is declared 'provisionally definitive'. (Do people who play it agree? I have no idea, I haven't played DF in 15 years or so.)
I don't think its quite the same as the paradox model as most of their content is paid for DLC, though i could see a content expansion like that years after launch maybe additional story or rebuilding the sector idk. I would assume the more accurate model would be the No mans sky one minus the botched launch because of Gigahype and the millions in backing.

Deep rock would be another good comparison and though I understand that they are different types of games altogether the model of releasing decent amounts of content every couple of months for free or at least status updates and general communication with the player base (not NMS strong suit at first but the death threats were out of hand) maybe general estimates on when the updates will be ready and of course nothing set in stone. Money isn't the only thing they have going for them, they do maintain a pretty consistent dialogue with the fanbase and so does Ghost ship games, but fractal software does for the most part keep in touch but i feel like there is a taboo around any mention of the games future.

I totally that getting bombarded with "When Game ready?" gets old really fast but at least part of the community (not me) is getting impatient with the current set up. I think it would work out pretty well as long as there was a dedicated PR and on a longer time frame than the others do, maybe 4-6 months between smaller updates for more specific aspects of the game? not sure myself.

Another point is both of those developers have one big thing in common with starsector, their vision and scope have changed fairly decently since they were launched and they've both gotten pretty positive feedback in some big ways since then too, i think i speak for a good majority that we love the update posts and all the nitty gritty details of the work and progress, the thoughts and love that go into the game, maybe some dev updates about lore and the sector istelf instead of just game and status updates too, just some food for thought.

I understand there are complexities of making a game and that a lot of things can tie you up in that regard so all i can really say is i wish you all the best and can't wait for the game to be released, you are all doing fantastic work.

8
Discussions / My Current mod list for .95
« on: August 22, 2021, 06:39:22 PM »
So i noticed that a lot of the mods on the index were compatible at this point and decided to throw a couple on, and then i hade almost 3/4 of the mod index in my directory. to my surprise, so far this seems pretty stable. ive gotten a couple hours in and relaunched a few times and have yet to receive even a single error. give it a try, lots of faction expansions, a ton of ships expansions, a fair bit of utility, and of course Nexerelin. I hope you guys enjoy the Wildly expanded sector.



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Oh my god im an absolute idiot. Thank you very much.

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Also, sorry if this isnt the right thread for this. I wasnt sure if it would fal under modding since its such a small tweak overall

11
Im trying to go through the files to tweak the mudskipper so it has a universal or a synergy large mount rather than ballistic but when looking at the ship data, i can only find the mudskipper base model and when diving into that i see the mount in the data but it says "mount: "HIDDEN", "size": "large", "type": "DECORATIVE" so im not sure where i would go to switch it since is seems like its set via a string or a plugin im not sure.

12
Another means of mitigating these debuffs could be through some of the relatively unused commodities like domestic and luxury goods to help with the rate at which fleet wide crew effectiveness drop from a loss of morale from extended deployment from port. Maybe even recrational drugs, who knows. Maybe needing metals and rare metals needed to supply the salvage gantry as well as heavy machinery needed to operate in the first place like with salvaging. I would like to see more uses for all of the cool things theyve added to the game. Also there was a mention of the use of harvested organs for reducing crew losses in combat on Gothars QoL ideas post.  I could see that actually being quite useful, with the hull mod for recovery shuttles and maybe even a medical bay to have partial losses of crew returned after battle. A commodity to fuel it would be harvested organs and operating on wounded who arent dead so they dont join the final total of bodies, just to flush out and expand the uses and features available to add to the depth of the game. Just some food for thought.

13
In most situations im in big fleet or small i usally carry around excess cargo space. One with dedicated ships and two additional berthing for even more, usually the same with fuel. But more often then not, if i play a battle well. I dont have to go back any time soon, even if i get my boat rocked ive usually got the supplies to fully repair and that doesnt make sence to me. The reasons i never really see the need to go back soon are because im restrictive on how many ships i deploy as to mitigate supply cost for cr recovery and two because i dont pick up every peice of garbage in the sector, im a mercenary, salvage crew operator. Not a janitor, Unrefined minerals, organics, and just plain old refined metal are almost never worth the inventory space in my book. But i dont think its dependant on the size of a fleet. Its composition is the key. I have fleets of capital ships and fleets of frigates both capable total sector exploration, you just need matching quantities of civilian ships. I was also playing with the ideas thrown out in the new patch notes about being able to avoid asteroids and storms if you are smart and cautious. I was also mentoining methods of mitigating the effects with certain civilian ships to help flush out fleet compositions and with use of civi ships.

14
I like the idea, although it might be more of a 'hard mode' type of thing.

Just a note, having CR below 50% actually inflicts some de-buffs on ship stats already (also very low CR causes malfunctions and CR > 70% actually buffs ship stats). The wiki says it affects damage taken/dealt and maneuverability, but I thought it affected stats like dissipation and capacity as well. I think reducing max CR after combats without visiting a station would already have the effect of 'temporary d-mods' if the reduction was significant enough anyway. It might also be much easier to implement that way since the mechanics are already there.
I see what you mean,  i think the lowered cr would be a pretty easy way to go but i dont think implementing temp d-mods would be too hard. As theres already are a fairly decent amount of similar debuffs in the game already.
I like this too and I agree that max CR reductions are the simple way to simulate this. Capping max hull/armor/flux cap would be more visually cool though.

One thing to consider however is that this should probably be designed as a "heavy on flavor and light on gameplay consequence" kind of change. Otherwise, it runs the risk of becoming an unintended and very tedious limitation to exploring outside the core. I like the idea of the salvage gantry removing or reducing the penalty though. If that vessel were ensured to be accessible fairly early on, for instance, then I could see this suggestion as more playing into the "build a fleet for exploration" kind of playstyle that requires more thoughtful choices on what ships to bring, etc.

I'm sure there are some who would resent the need of yet another ship cap slot being "mandatorily" not a combat ship though. My personal opinion as far as that is concerned is that such things are necessary both to make the civilian/utility ships useful/desirable in general. I don't necessarily think a player should be able to get away with a mostly combat ship fleet unless they are near a resupply point. It is another way to create unique challenges for the player based upon factors other than just how big or strong the enemy NPC fleet is. Less combat ships being a requirement to get to the location is interesting rather than frustrating - at least to me.
I wasnt thinking of anything too drastic as you are right its a fine line between interesting mechanic and manotonous chore. Something like 5-10% reductions here or there wouldnt be too bad for temp debuffs maybe have them increase based on repeated abuse or crew fatigue from being deployed for a long time with no leave or anything and it being as simple as spend a day or 2 in orbit around any signifcant population center with a spaceport and have it stack a few times like every month or 2 away from a station get a crew debuff of like 5% effectiveness up to maybe 3-5 stacks so if you go for 3-5 months without hitting a station which is fairly unlikely in most situations anyways you end up with a total reduction of cr by 15-25% which could be substantial. But also from a long ended escapade. Maybe have these effects mitigates by having nicer civilian ships like the starliner in your fleet to satisfy crew needs and reduce it by percentages bases on hull size with diminishing returns on quantity of ships. Thise numbers could be tweaked too but i think that could also help insentivise use of troop transports and other civilian ships. Things like damage from asteroids and hyperspace storms from reckless navigation could be heavier but isolsted to single ships, the concept of hitting a massive ball of rock and iron at those tremendous velocities could make me think of hull and frame compomisation that would require substantial facilites to repair in deep space something like 10-20% hull or 5-10% armor, maybe destroying a couple weapons outright leaving your ship with missing ordnance, same thing could apply with storms but toflux shields or engines, also maybe still weapons too. And have those effects be more likely or more drastic on unshilded ships or ships lacking certain hull mods. Heavy armor, reinforced hull, hardened shields, flux resistant conduits. Have a flux cap set to storm damage to see if it damages the power core or shields generator(that ones a bit more out there but i could see it being interesting) and have those occurences repaired by service gantries at a slow ( few days per debuff ) and increase number removed at a time by number of gantries. I personally also wouldnt mind repairs at a station taking some time. Maybe even 1-2 days which would also benefit the crew fatigue and give a reason to hang around planets for more than 3 in game seconds. I just think that with how long custom production takes that repairing ships though not nearly as long should still take some amount of time rather than the current instantaneous we have now. Having abroad repair times take linger than they do now would be better too but maybe thats just me. Im still in love with what theyve done so far. I hope it would just help flush out the game a bit and help round out need for stations and non combat ships.

15
Okay so this has been something that i noticed never really felt quite right. Repairs abroad vs repairs in station. I find that the autonomous nature of post combat repairs to be kind of bland. the fact that just given supplies a fleet can repair their ships to the same quality as any space station only it takes longer doesnt seem right. A fleet out in the void wouldn't have anywhere near the facilities like a drydock would and i see that in the hullmods locked behind station access but i feel like stations should be better at repairing than an isolated fleet would be. But you can already get cr to 100 so i figure a decent tweak to the game would be a maximum cr replacement while abroad. Im sure even with catastrophic levels of damage a determined ship would be able to restore itself to functioning order but it would never be to that tip top straight out of the dock level of fixed up. I think it would be interesting if self repairs would only repair most of the damage instead of all, maybe have it adjusted by how badly the ship was damaged and what parts of it were. Or possibly even Temporary D-mods to represent this that are only removable at stations or with a (service gantry -salvage rig) cant remember what its called right now. Something the make the drydock at stations more of an important factor of the gameplay loop, once you get a sizable fleet staying out for months on end isnt very difficult and i think it would scale well with different fleet sizes, im not thinking anything too heavy as the game does still have quite a bit of challange but i think stations dont quite feel like the isolated beacons of civilization they would be in such a cold and unforgiving sector. I think different temp d-mods for different things would be cool, suffering damage from a hyperspace storm? Maybe a chance for a temp d-mod to flux level, flux dissipation, shields or engines could be cool. Hit an asteriod at full burn, maybe take a hit to a ships armor or hull strength maybe a couple incapacitated weapons on its hull. Just some ideas. I just feel like the consiquences of engaging in large battles in multiple succession isnt quite punishing enough and having the same thing apply to othe fleets in the sector would further flush out the character and charm of this wonderful game you guys have created. I hope things are going well on your end Fractalsoftworks. I cant wait to see what this game looks like when its complete.

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