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Starsector 0.97a is out! (02/02/24)

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Messages - braven25

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1
Modding / Re: Do you use level cap increase mods?
« on: April 18, 2021, 01:47:14 AM »
I dont use mods for it, but i have edited game file to increase cap to 20.

20 is way more than you need even if you wrap around.
Tho I do wish when you you did have to wrap around and could just pick it as long as you reach the previous requirements

2
Mods / Re: [0.95a] Stellar Networks - handy intel boards
« on: April 13, 2021, 12:20:50 PM »
been using this for few days now, seem to work great, no issues found yet.

3
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 12, 2021, 05:54:16 AM »
So when will we expect compatibility update???
Everytime someone asks this same question varya should push it another week

Roll on 2022 then lol

4
Modding / Paint jobs?
« on: April 11, 2021, 11:07:10 AM »
I don't know anything about graphical modification in this game, but I can prob guess it be too much work, but if don't ask and all...

Paint Jobs
Even if just tint feature as oppose to full recolour.

I hazard a guess it be big no as prob require many variants of same ship, but 'if' they was a trick that could recolour ships, it would be awsome.

5
Just to clarify...

The main story can still be played and beaten right?
just the faction wars could potentially make it harder?

6
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: April 08, 2021, 11:54:30 AM »
I new to Starsector and already heavily loaded on mods, keen to see first hand what makes this so popular :-)

7
Modding / Re: larger Salvage Gantry
« on: April 08, 2021, 11:17:58 AM »
There's a couple in different mods if you look, lot of those are themed as mining ships but for vanilla they serve as salvage just as well, f.e. in my mod there's a cruiser-sized ship with salvage gantry; DaRa has the capital class Starlifter, and I'm sure if you look you'll find a bunch more.

Those look like some decent designs there, I guess I add that to my every growing list of mods.
Just hope the Nex and Vayra get updated soon... New to game but love depth/complexity.

8
Mods / Re: [0.9.1a] Cari's Minimal UI
« on: April 08, 2021, 09:20:24 AM »
Manually editing version number seems to make this work.

Has anyone else tried it and found any issues?

9
Modding / larger Salvage Gantry
« on: April 06, 2021, 04:21:35 PM »
Salvage Gantry Hullmod implies they are bigger ships that can have it, yet as far as I am aware non exist even in the current mods.

Would be nice if they was some bigger class ships that included Gantry.

A few rough, rickety ships thrown together early-ish game, and later game some more advanced but efficient Salvage ships

10
General Discussion / Re: This is just too much.
« on: November 25, 2016, 01:17:27 PM »
I think braven25 just wanted to point out that shorter pauses between updates would keep people more interested in the game. He never said he wanted the game finished ASAP.

Thats exactly what I am saying.

I think the blog posts every month do a good job of making the game not seem dead, and they get a lot of comments on the forums.

Sadly not true, especially when they lot devs that posted frequent blogs and never really produced the product those blogs promised.

Most people only glance the actually physical updates, not the blogs.

Don't get me wrong blog are great, but they tend to only be good for those who already invested in the game.

11
General Discussion / Re: This is just too much.
« on: November 25, 2016, 12:33:13 AM »
The problem with Long updates is, unless your fanboy who roams the forums regular, to the rest of the world the game looks dead, and if game look dead it gets deleted from the bookmarks and they never check back.

Updates should be at worst once ever 3 months imo, it don't even need to be huge updates, update give peace of mind that the devs are still at work, and outside people who seen and are interested in the game are more likely keep the page bookmarks to monitor how its development is progressing, those kinda people are not going to spend time in forums, they will just go straight to the update page and judge there and then if the site is worth watching or not.


It dont matter how hard the dev's work behind the scenes, if they nothing people can physically witness they wont believe it.

12
General Discussion / Re: 4 years....
« on: September 20, 2016, 12:17:16 AM »

I am all for doing a Job right and taking the time to get it right, I also have no issue waiting years for a product to be truely finished.

That said however, when updates are beyond 6+ months, it create the impression the game development is dead.

They be plenty people who don't own the game, but are interested in it, so they will bookmark it and check back every month or so, but when they consistantly see no updates they they think development is dead and un-bookmark... potential customer lost.

Not everyone check the forum to see if they is active dev's, with amount of EA titles these days it be full time job just checking each game for active devs, so people depend on frequent updates to gauge if a game is still really being worked on, and how dedicated those devs are, it might not be a accurate gauge, but it creates a public perception that can drastically impact potential sales.

13
Discussions / Re: XCOM 2
« on: May 27, 2016, 09:41:17 AM »
Oh, I know. ;D I'm very strategic with my movement and always trying to out-wit the AI (and the game's persistence to try and screw you over). There are just a few things that annoy me to the point where I often throw in the towel. Call it a "hissy-fit" if you will lol.

The enemy constantly knowing where you are and always patrolling directly toward you, is one thing. I've put my whole concealed squad on top of a building, out of sight, and every pod you can see will walk towards their position. I tested this a bunch of times and it's regular enough to be true. I took one Ranger to the other side of the map and they still followed him, diverting from their typical patrol route.

If the enemy isn't nearby, the AI will skip turns endlessly, even if you have been discovered. So without a timer, unless they are doing the "follow you" thing, you can't wait and ambush them. The game forces you to advance.

The main thing that annoys me though, is the predetermined outcomes. It's not a dice-roll, not really. The decision has already been made what happens in a round and that infuriates me. I just don't see the point in it. Why take away the random nature of a dice roll? It's not true strategy. It's a continuous battle with the game, not the aliens. :-\

Ai don't actually know where you are when in concealment, but if you run while concealed it creates noise that attracts them, which gives the impression that they know where you are, and thats because they investigating the noise.

14
It's still EA, so late game might be subject to change, but currently it is fairly lackluster.

Spoiler
There is one zombie alpha, which is strong enough to reliably beat any AI captains, he just takes sectors one by one. The rest of zombies either follow him, defend stations or are idling in zombie territory.
Killing zombies only costs them only a small respawn delay, every captain that died to them becomes a zombie.
Trying to take back territory from them becomes impossible as soon as their territory is reduced to small enough size to be saturated with respawning zombies.

... But you don't really need to fight zombies as whole. Just level your ship sufficiently and go straight for their Capital (zombies can't catch you, they are slower than full burn movement). Beat last boss encounters and that's it, strategic map state doesn't matter.
[close]

that to me just seem broken as your essentially skipping half the game, prob should be system in place to prevent that skipping

15
I'm actually kinda glad that the devs did something different instead of just going the safe route. But that is my opinion.
If you guys want a more Spaz1 feeling though there are plenty of mods that enhance the first game.

Sadly they is only couple worth while rest don't really do enough to be worthwhile

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