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Messages - Reh

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1
General Discussion / Re: 10th Starsector AI Fleet Building Tournament
« on: June 02, 2020, 11:09:24 AM »
I loved the first round and the MVP Dram. Great commentary from both casters. :)

Would it be possible to have a small text somewhere on the screen saying the names of the players, which factions they have and which wave it currently is? I know all that information is given before the battle but it would be nice for someone one just tuned in or was distracted during the pre-battle talk.

2
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.5
« on: July 23, 2019, 03:19:50 AM »
Holy ***, the ships look very good. Good to see someone experimenting with the shapes. I'm glad I postponed my annual trip into SC.

Thank you very much for this mod. :)

3
Mods / Re: [0.8a] The Nomads (v1.0 - outdated)
« on: June 20, 2017, 05:25:54 PM »
Tonight, I'll be trying to bring this mod into the present, with all of the features it used to have; incorporating anything from Snrasha's work that is in-line with my own expectations for the work. PokerChen's lore updates are also valid for inclusion if possible.

Thank you so much. I can't wait to be able to play it.

4
Mods / Re: [0.65.2a] ICE Faction
« on: June 20, 2017, 05:13:52 PM »
Any chance of resurrecting this mod? I'd do it myself but I have absolutely no idea how mods work.

It has such a fantastic ships and abilities design.

5
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 15, 2017, 11:10:59 AM »
Thank you for letting me know guys. I'm off to get me some of those Mimirs then. :D

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Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.1.2
« on: June 15, 2017, 10:29:57 AM »
How is the update process going? I can't play StarSector without my favourite faction. :)

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Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 13, 2016, 09:37:57 AM »
His name is Dark Revenant!


But seriously, get well soon.

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Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 30, 2016, 10:07:29 AM »
Some good points.

I feel like you're speaking from a perspective of someone very experienced in this game, and also as a mod creator, so balance may be of bigger concern to you than to me. My skill and experience with Starsector is average, which is why I'm pretty sure I'm not alone in this. In a single players game I think it's none of my business how somebody likes to play the game, if they want to solo a fleet, which I find tedious and boring, let them. Similarly composing the fleet out of IBB flagships only is not very interesting to me but I don't see anything wrong with others doing it.

As for 4chan threads in which people boast about their fleets, it's natural that they post the most pimped up, powerful fleets, and I don't think they are representative to what average player does.

I hope there is a point of good compromise between your opinion and mine. It'll ultimately come down to where on the hardcore/casual spectrum Starsector wants to be. For example I never got the Templar Paladin because that fleet was too hard for me to defeat.

9
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 30, 2016, 06:55:46 AM »
[...] It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on. [...]
Firstly I'd say it's hardly "unexplored": many mods add rare super ships that often twist the game's rules: Imaginos, Morpheus, Excelcior, Maximus, Versant, Unsung, Stymphalian Bird etc. And a fair few mods add their own IBB fleets: Shadowyard, Imperium, Templars, Junk Pirats, ASP, Tiandong, Diable (soon)... If that trend continue, having standard ships will soon become the exception and every player will only fly unique/rare ships.


I've never seen those ships you mention in my game despite doing quite a few long campaigns, as opposed to IBB ships which immediately caught my attention. I know faction mods add IBB fleets and I love it, what I meant was mods that would add just IBB fleets but maybe I'm getting ahead of myself. It's just that the IBB bounties are my new favourite feature and obviously I'd like more of them.

As for saying that players would want just IBB fleets, I think you may be exaggerating a bit. I feel that what players want is that something special, custom tailored, unexpected and exotic, exactly what IBB fleets are, with capturable IBB flagships being a cherry on top of that delicious pie.

I seriously doubt players want those ships because they are overpowered. I want them because they add colour and diversity and if internet taught me something at all is that I'm quite average and share opinions and tastes with majority of people, so I assume the majority of others also want just colour and diversity.

I'm not sure why your first instinct to players having tremendous fun with something is immedialy coming up with an idea to limit that fun.

10
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 30, 2016, 02:40:40 AM »
@everyone Reverted the capture chance and made them more likely to be repaired after being disabled.

However, there is an indirect nerf to having a huge IBB fleet.  More on that later.

You're the man.

I complained about it not because I want to have all of IBB ships but I like having 2 or 3 in my fleet for entertainment value, particularly the Liberty class cruiser for pretty fireworks, also others are really fun to fly. It looks like other people also enjoy the IBB boss ships, maybe it's a sign that there is an unexplored so far demand for interesting, quirky, unusual ships. Maybe there's a potential for mods containing just IBB fleets, I'd love it if they'd catch on.

To think about it, I use all the mods possible just to make the galaxy diverse. I don't care if the ships overlap each other in terms of functionality, purpose etc, I just like seeing different designs, even if the differences are minute.

11
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 25, 2016, 12:55:17 PM »
>>Change Log
>>Version 3.4.0 (Unreleased)
>>
>>   - Reduced IBB capture chance

:(
It was my favourite thing to do. I wish there was a capture mechanic that doesn't depend on RNG, but rather on preparation/ship mods/skill.

12
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 30, 2016, 04:09:18 PM »
Is there a way to reset the boss bounties? I don't get them anymore and they were possibly one of the most enjoyable aspect of the game. I wouldn't mind doing the same boss bounties twice or thrice.

13
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 29, 2016, 12:21:38 PM »
I'm on my annual playthrough of SS with SS+ ofc and it's absolutely fantastic. The boss bounty fleets are a stroke of genius and a neat way to get access to some amazing ships like Liberty class cruiser that shoots patriotic fireworks under the guise of flares. It gives a unique feel the game and a break from the boring default bounties. I also love those bounties that are faction specific and never have enough of them. It's a great way to introduce player to the mod factions and teach their strengths and weaknesses. I particularly liked a surprise Knights Templar bounty fleet that wrecked my juiced up paragon/mimir/2 auroras etc.

One thing though is that there are too many carriers in bounty fleets for their own good. It's not unusual to get a fleet that is all carriers - 5 herons and 3 other different carriers from mods and the rest are just fighter wings, or some huge capital carrier with a few cruiser carriers, a tiny fistful of combat destroyers and a swarm of fighter wings. It's not even funny how easy those fleets are to defeat. I don't know if it's a vanilla doing it but would it be possible to make the fleets have less carriers and more punch to them in SS+?

14
Mods / Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
« on: December 09, 2014, 07:19:59 PM »
Could you try replacing the jar in the mod folder with this one and see if the problem disappears?

A few hours of play and it seems to be fixed. Thanks for quick response.

15
Mods / Re: [0.65.1a] Common Radar v1.1c (released 2014-12-03)
« on: December 09, 2014, 12:32:58 PM »
There seems to be a bug with the campaign radar; seemingly at random, when flying around, I notice areas where the radar will first lose the radial radar mask thing, then lose color, then finally disappear entirely.  This also causes the combat radar to act funky, though fortunately it does not affect missions.

It started happening with my game as well. First the static frame becomes very dark, then disappears completely, the marks on radar do something similar. Funnily enough if the entire radar disappears completely and I press shift, it reappears but is very dark/transparent. By hitting space I can make the dark radar appear/disappear. Looks like the alpha channel goes crazy for reasons known only to itself.

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