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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 - XCTrailBlazer

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1
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 17, 2020, 06:12:04 PM »
I have read all the changes, and with the exception of the change to the colonies, I like them.

PS: Glad you can adjust the size to the growth of the colonies manually if you want the current system.

Okay, now my question for you, Alex.

Since each time version 1.0 is approaching in time and with it the official launch.

Can we expect content patches after the 1.0 release or will only bugs be fixed?

It's a question you probably can't answer for me in a concrete way, but I'm a little nervous that it's the end of these patches / blog content that keep me excited about Starsector.

I'm sure the 1.0 release will be a success.

Thanks for doing such a great job and such a fun game for so many people.

2
Mods / Re: [0.9.1a] Better Colonies 1.2
« on: December 23, 2019, 06:50:24 AM »
I hope you continue supporting Commissioned Crews and this mod, this two mod are fundamental for my next playthroughs. Great job and thanks for the mods.

3
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 21, 2018, 09:36:53 PM »
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

They're not included:

IBB is not yet supported, sorry.  You'll have to wait to the next version for that.


Thanks for solving my doubt.

4
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 21, 2018, 08:52:00 PM »
Do IBBs work differently than in previous versions? I have a fairly advanced game and not yet published any IBB.

5
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 18, 2018, 06:52:17 PM »
I was very impatient to see this mod back in Starsector. I love the design of the "bounty" ships.
A great job as always.

6
Blog Posts / Re: Economy & Outposts
« on: September 19, 2017, 07:22:11 PM »

Right, yeah. The general idea - and, again, things may change etc etc - is that you're pretty limited in how many outposts you can have under your control. Say, something under 10 if you fully skill into both personal management and administrators, with it being a soft cap with a heavy "mismanagement" stability penalty for going over. If you need to go over, there'd possibly be some options where you give up more control and it becomes essentially useless aside from supplying your other outposts with stuff (e.g. "Grant Autonomy") in exchange for not having a penalty.
 

I like the concept that if you go the "limit" the game gives you a penalty rather than put a limit which can not exceed in any way.

Yeah, all these things make sense, just have to figure out how everything around that works to see if they're a desirable thing to add.

Anyway, it does not have to be an event neither very rare nor very habitual so that the sector does not get out of control.

I do not want to imagine the entire sector plagued with new AI planets in the short term or that at a very advanced point of the game you only see a few planets colonized by the factions.


Maybe? Pre-made markets are generally a self-contained entity where if there was a reason to upgrade something, it probably would've been done by the time the game starts, so this doesn't seem strictly necessary.


I suppose that the AI with the time develops more industry as it obtains more resources and the economy advances or on the contrary that it has to cut industry by extra costs.

Everything will depend on the direction of the sector and the faction, right?

Some industries require the right planetary conditions - Farming requires some type of farmland, Mining requires ore/organics/volatiles deposits. Other industries are limited by their upkeep, especially on high-hazard planets. For example, a volcanic world might have great ore deposits, but if you were to build everything else there, you'd pay way more than necessary, and a better apporach might be to build a refinery etc on a safer planet nearby.


I am glad to know that, I would not like the planets to become "Gaia" planets that have everything and can build everything by obviating the planet's wealth and other factors, this would make the valuable planets lose a lot of wealth.

Conceptually, factions draw from the same pool of ships - aside from a few special, rare blueprints - since they're all "Human Domain" ships. I would like to make faction fleets more distinct, though, but perhaps the way to go there isn't through unique hulls but unique built-in hullmods. Not sure, though; will just have to see how it goes.

I understand it perfectly and it is totally logical, but I notice that some factions that a priori are "powerful" do not have their own flagships, Like Persean League or the Sindrian Diktat.

It makes sense that you make with each faction modified versions of the ships as has the hegemony with its "XIV group" variant instead of making ships for each faction in exclusive.

I have to admit, I want to see more capital ships and cruises, I can still add a few: D

Two mores questions:

Will we see any new faction or the persean league was the last big faction in the sector?

Will we have any news of the man's dominance in the game?

A kind of reconquest fleets would be a lot of fun or a kind of "crisis" for the late-game and change the power board in the sector.

Some very important events would be very good, since it would force the player to adapt to them and that the game did not become linear in the mid-late game.

I'm sure you have something prepared up your sleeve with gates or something very important that we do not have information yet.

As always, thanks for the answers.



7
Blog Posts / Re: Economy & Outposts
« on: September 19, 2017, 05:22:56 PM »
All very good questions that I don't have concrete answers to :)

For AI establishing outposts, for example, I think it might be nice if they did, but not so much so that it was the primary thing they were occupied with. Say Tri-Tachyon has a market that needs transplutonics, maybe there's an event where they go about finding and establishing an outpost to supply those. But I don't want the factions playing it as a 4x with quite the same ruthlessness as a player or a proper 4x AI would approach it.

I understand the fact that you do not want the game to become a 4x game, but if only the player can "colonize" planets, I could build an empire and almost no one could oppose me, which would not make much sense.

I suppose there are a limited number of planets that we can have under our command, right?

I would like an event that if I sell data from one planet to a faction, as the faction more inclined to claim.

The more valuable the planet is, the more likely that that happens, it would also be great if that event is influenced by the needs of that faction at that time.

It would not make sense that factions colonize planets with scarce resources or that it is not profitable.

Highly automated, I don't want the player to have to micromanage a lot. Adjust the settings and let it do its thing, basically.

For example, it's *possible* for you to do things like bring Food to an outpost that needs it, but in the normal course of things that would be handled by automated trade fleets that are created by your Spaceports.

I'm glad to know that it's going to be a fairly automated system.

No worries, it's certainly better than my Spanish :) (At least, I'm assuming Spanish based on the ¿; apologies if that's incorrect.)

Yeah, I'm Spanish :D

I have more questions:

The AI factions will be able to improve their industries just like the player?

Are we going to have a limited number of structures that we can build according to the type, size and resources of the planet?

One last question that has nothing to do with the future update.

I feel that we still lack capital ships and ships unique to the factions, with the exception of Try-Tachyon and the Hegemony they have enough exclusive ships.
Are we going to have new exclusive and non-exclusive ships in the future for the factions?

Thanks in advance for your answers


8
Blog Posts / Re: Economy & Outposts
« on: September 19, 2017, 03:09:02 PM »
My dreams come true with this blog ;D

I have multiple questions: ¿The AI factions can colonize planets in the same way as the player does, right?
The sale of survey data obtained from the planets to the factions will make sense that way.

¿We can make fleets of attack in the same way it does the AI to extend our "empire"?

¿If we join a faction will we have the same freedom when it comes to making outposts?

¿There will be actions that only the AI can do in this aspect or vice versa?

¿The maintenance of the outposts will be quite automated or we will have to do a lot of micro-management?

PD: I'm sorry for my level of English, it's not my native language.





9
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.3
« on: July 17, 2017, 11:11:46 PM »
I've been getting constant crashes in the omnifactory option "Put in an order at the local production facilities"
Error "Fatal:Null"

¿Any possible solution?

PD: I had no problem until I installed the new version of nexerelin and Scy nation.

Code:
Code
 211559 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at org.lazywizard.omnifac.WeaponUIPlugin.renderInternal(WeaponUIPlugin.java:120)
at org.lazywizard.omnifac.OmniFacCustomUIPlugin.render(OmniFacCustomUIPlugin.java:126)
at com.fs.starfarer.ui.newui.oOoO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.ui.OO00.renderImpl(Unknown Source)
at com.fs.starfarer.ui.Q.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.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)







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