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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 - Sooner535

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1
If I had to guess:
Min battle size is the smallest you can move the slider in game
Default battle size is the default it is set to when starting the game
Max battle size is the maximum you can turn the slider up ingame

2
Blog Posts / Re: Pirate Bases, Raids, and Objectives
« on: June 12, 2018, 02:31:38 PM »
What about playing as pirates? Can we build pirate bases and attack colonies too? I love being a pirate lol

3
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 10, 2018, 05:19:06 PM »
It was always nice in M&B how, even if you were a neutral non-associated guy, some people from a faction might ignore you while others would chase you to the ends of the earth to murder you and yet others might save you from certain doom even though it is not part of their duty, simply because of some earlier interactions you had with them that might have left an impression.

I think it could be possible to get close-ish to that point here, though the larger scale makes it difficult to achieve the same feel. It would have probably worked out well back in the day when we were all crammed together into the cozy corvus system - come to think of it it might be cool to have an extra setting at campaign generation for an even smaller sector size with even fewer systems (and I can imagine some players' computers might be grateful for that, too).

Right, yeah. It's just not something I really want to tack on without a reason. In M&B the lords were pretty central to a lot of things, so it made sense to keep track of reputation etc.

Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol

You're good; the next thing I'm going to be putting out is a blog post :)

Does autofitting system for AI fleets support re-autofitting later in fleet lifetime?
For example AI fleet wins a battle, loses some ships, aquires new weapons from both lost ships and destroyed enemies.
Can/will it re-autofit its existing ships using new weapons?

It won't do that, no. That would be pretty involved. Also, I I suspect the actual player-facing outcome might often be "why is this thing broken there are weird weapons on this <faction> fleet" :)

Alright, thanks Alex.

4
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 09, 2018, 10:04:02 PM »
Out of curiosity is there any slight idea of an eta? I’m thinking of playing a campaign before hand and I don’t wanna be in the middle of a game just to need to update lol

5
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 07, 2018, 08:34:15 AM »
^ could not be happier with people who have understanding of gaming like you mate lol, I have a bud that when he sees games like project zomboid, starsector, and dwarf fortress (all for example) he sees them as crap because of graphics, if a game isn’t AAA quality he will not play them, which too many people think that way.
Funny thing is I specifically built my pc for games like that, high cpu load and low-medium gpu load. Sad that so many people will only look at graphics and will never play some of the greatest games available (for the record I think starsector and pz have great graphics, and I love the lack of them in DF, more imagination). Anyways to get off that tangent, thank you Alex for this load of work! Can’t wait to get my hands on this update

6
Suggestions / Re: Dealing with Smuggers: Searches and Seizures
« on: May 12, 2018, 10:25:27 AM »
Ya the AI really does get some liberties with sitting around without a transponder code on, there are a few systems like that though (like the ability to switch a transponder) that the AI gets a leg up over the player, hopefully those are on the board for being even? Like the suggestion here for smugglers or adding a skill that lets you switch transponder codes with varying degrees of success? Not sure, but I agree that the ability to wack the smugglers would be great

7
General Discussion / Re: 345 days - you've read this post before
« on: March 07, 2018, 11:31:13 AM »
A castle sounds nice. (But, seriously, the next thing after Starsector, provided it was financially viable, would probably be... an expansion for Starsector. No idea what that would entail, though, haven't thought much about it.

Day 1 DLC confirmed :P

8
Suggestions / Re: new market condition: 10^0 population
« on: February 17, 2018, 11:59:36 AM »
At that point why not use non to the power numbers?

9
Suggestions / Re: An idea for armor
« on: February 17, 2018, 08:17:07 AM »
Yes TLs can eat onslaught armor from the front too, and if the poor guy kept that shield up their not shooting back. Most low tech ships have crazily inefficient shields to the point that I want to use shield bypass, however if a non shield ship meets just 1 ship with even good armor stripping they lose, while most shielded ships can handle a ship designed to kill them (by careful use of when to have the generator on or off, which I occasionally see the AI do). I got in a bought with the hegemony just yesterday and they had 3 onslaughts, all officered, I have a tempest, beatitude, and 3 destroyers from ORA (idk why I’m blanking on the name). I proceeded to kill their 4-7 random frigate/destroyer escorts then just EMP locked them one at a time from behind with the tempest while the beatitude beat some sense into them. Their engines are so slow they cannot help each other or disengage fast enough, once caught out they just sit there and die. With high tech ships, your speed, shields, and light use of armor can offer you a second chance, while most low tech ships don’t get that chance at all. Now I’m not saying a onslaught should be able to tank the world, just would be nice if they could tank just a bit more than now, and that goes for all low tech ships.

10
Suggestions / Re: Pursuit Alert
« on: February 16, 2018, 04:14:28 PM »
Thanks for the clarification, I don't remember the exact fleet that was on me (I think it was either Imperium or Hegemony), however I will do another playthrough and test it out

11
Suggestions / Re: Pursuit Alert
« on: February 16, 2018, 03:22:53 PM »
Indeed, I have noticed that as well. I tried a playthrough as a pirate that uses low sensor profile and high sensor strength. Seems every attack fleet that saw me at one point could sense where I was even while getting out of range then changing directions. I think the stealth section of the game needs some work tbh

12
Mods / Re: [0.8.1a] Foundation Of Borken v0.2.1-RC3
« on: February 16, 2018, 12:45:17 PM »
Thank you for the mod and hard work

13
Well if this is for sure not a junk pirate thing (and it just so happens that I got a weird combo awhile back) then I’m more than happy to enjoy this mod again because I’ve missed it a ton >.< thank you for correcting my assumptions

14
Suggestions / Re: Right click to fight! (plus one more suggestion)
« on: February 16, 2018, 06:23:04 AM »
Indeed, if possible every change should be a choice so that way everyone can enjoy what they love :) it’s just the smartest way to do things

15
Suggestions / Re: An idea for armor
« on: February 15, 2018, 08:09:56 PM »
I stand by my statement that most, if not all, low tech ships are easily killed by 1 or 2 EMP weapons on their engines then armor smacking torpedoes. With Omni shields or fast high tech ships it’s much harder to get behind them and do the same thing, heck the last hurrah mission was easy because of those same reasons, just run circles around the onslaught until it gets dizzy. I again cannot name a single ship that is low tech that I have trouble fighting, they all fall to the exact same thing, their slow, bulky, and less useful. What’s the point of flying an onslaught when I can get in a tempest and destroy most ships extremely quickly, (that terminator drone though). I believe though that if the majority thinks armor is in a good place then so be it, I will continue to just play the same old high tech super shielded ships that seem nigh near unkillable.

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