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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 - Sharp

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1
I don't think I've made it too clear.

You have the option of different dialogues on when Finlay asks about why you want to find Scylla Coureuse, you do not have to say you are working for Provost Baird. So when Finlay mentions Provost Baird in the dialogue it's assuming that you actually didn't tell him you were working for Provost Baird in the first place and then it becomes a "gotcha" that he gets the information that you are working for Provost Baird.

Which isn't a gotcha when the player chose the option to have already told him you were working for Baird.

This is a pretty minor bug.

I do agree that rules.csv is not straight forward at all though.


2
The problem is the player being surprised in this certain sequence.

Like
Player: "I'm working for Provost Baird"
Finlay: "Tell Provost Baird I said hello!"
Player: "How did you know I'm working for Provost Baird? much surprised!"

3
Just a little bug on text you get when looking for Syclla Coureuse with a certain dialog chain.

Player: Where is Scylla Coureuse?
Agent: *blah blah blah* Why should you know?
Player: I'm helping Provost Anahita Baird with a secret project
Agent: I must admit I didn't expect you to come out and simply say it *blah blah blah*
Player: Why is that
Agent: Scylla Coureuse is in Isiah sector *blah blah* It'll show Provost Baird you worked hard for it
Player: How do you know about Baird?
Agent: If I didn't you just confirmed it

So little bit of a narrative bug that player can outright say he is searching for Scylla for Baird, and then a couple of dialogs later being surprised the agent knows/guesses you are working for Provost Baird.

4
I feel with the incredible mod support and even more incredible modders that it doesn't matter if the game reaches a 1.0 before you die or not.

It's an amazing game, updates may be slow but if you want fresh content there are loads of mods to completely change it. Starsector is well worth the money paid for it, I'm sure many of us have sunk thousands of hours into it, even if the game cost $100 it would still be a bargain for the entertainment it has provided. I've paid more for many games I've played way less.

Hitting 1.0 is a nice milestone but I'm not sure if it really changes all that much fundamentally.

5
General Discussion / Re: Asking ChatGPT things about Starsector
« on: March 31, 2023, 05:03:27 PM »
It's entertaining and can be quite thought provoking with the semi-randomness of it's suggestions. Still I think asking it silly questions is more fun.

Quote
if Starsector had a dance, what would it be like?

If Starsector had a dance, it would probably be a combination of precise, calculated movements and elegant, graceful flourishes, just like the game itself. It might incorporate elements of traditional ballroom dances like the waltz, but with a futuristic, space-faring twist.

The dancers would move in perfect synchronization, almost like they were flying through the vast expanse of space. They might incorporate hand gestures and movements that resemble piloting a spaceship, such as gripping an imaginary throttle or making slight adjustments to their trajectory.

The dance would also likely incorporate elements of combat, with dancers weaving and dodging around each other like they were engaged in a dogfight. At times, the dance might even resemble a choreographed battle between two fleets of spaceships, with dancers representing different ships and factions.

Overall, the Starsector dance would be a mesmerizing spectacle that combines the elegance of ballroom dancing with the excitement and energy of space combat.


6
Just to point out there is this mod Supply Forging

Which uses metal and heavy machinery by default to generate supplies. It can be modified though to use different commodities, but it doesn't change the base result of still needing just supplies to do repairs

7
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 13, 2022, 04:32:50 PM »
All of these responses just reinforce why none of you should be game developers. "Just navigate around them" "I've found this trick useful for mitigating the annoyance" etc. etc..

In their current form hyperspace storms add NOTHING of value to the game. Imagine you're playing The Witcher 3, and every time Geralt says "Winds howling..." "Storm's coming....", your stupid horse is blown off course and you have to fight the controls just to go in a straight line to the next town. Frustrating mechanics under a thin veneer of world building does nothing for me, sorry. Either rework Hyperspace Storms entirely or remove them and build the supply cost directly into travel distance.

I wish you luck in your search.

I'm not sure you should be a game developer either.

It's just complaining about something in the game. To take Witcher as an example it's like being annoyed about Toxicity when drinking potions. Or being stunned by an enemy attack.

You say the storms do nothing but they are literally a hazard in space. It's part of the game and you are given options of how you want to deal with it. Might as well complain that games which have traps are annoying that you have to go around them.

8
General Discussion / Re: realism
« on: September 11, 2022, 12:48:20 PM »
You can edit crew wages in the config files.

I did sort of feel a bit similar and bumped up crew and officer salaries, but damn does running a fleet get expensive quick. I do like it though because it does make decisions on how much crew you keep on with you a bit more important, as well as actually having a reason to use blast doors to keep the low numbers you have alive for longer instead of just having hundreds of spare crew.

9
Suggestions / Re: Shortage-based automatic tariff adjustment
« on: August 29, 2022, 09:20:15 AM »
Isn't that practically covered by the increased purchase prices?

Yeah I agree, it would be more realistic to reduce tariffs but gameplay wise it wouldn't add much.

10
Has a blob of these things actually beaten three-Radiant ordos or is the whole post just an elaborate troll?

It's "elaborate" troll. Using fleet of monitors without shields obviously isn't going to work, especially when just armed with flak cannons and reapers.

11
General Discussion / Re: How do I view the Trade Overview?
« on: January 30, 2022, 03:24:42 PM »
In The Trade screen there is a Market Info button on the top left press that (you can see it in the first screenshot in wiki), then it shows the imports/exports of the colony, click on one of the commodities to see the commodity trade information overview.

12
Suggestions / Re: Added gameplay
« on: January 22, 2022, 05:01:04 AM »
It's an interesting idea but I think it's entirely within the framework to be a mod

13
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: January 20, 2022, 12:15:30 PM »
Oh you beautiful person!

I think I put some unloved suggestion of having AI control shields to let player focus on guns. I know this isn't exactly that but it's better than vanilla.

14
General Discussion / Re: Are non-aggressive officers useful?
« on: October 27, 2021, 03:17:15 PM »
If timid officers herded together they could actually be useful, you could have a timid group and an aggressive group and use the timid group to play keep away from the enemy main force while aggressive ones can flank.

Too often I fall into the trap from the otherside chasing some ship while my fleet gets cut apart.

Timids with pilums will at least still be doing something.

15
You have blown my mind, never realised it and I love Alpha Centauri!

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