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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - AdmiralRem

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General Discussion / Re: Swimming in credits
« on: July 18, 2021, 03:04:24 PM »
I'm in the same boat. I have like 34mill or so. I've decided to just declare war on the faction I don't like and try to wipe them out. Good excuse to spend lots of money :) I forgot about the pristine nanoforge! Another thing to add to the list! Ill just invade whatever colony has one yessss....

Kinda seems like what you want is everything at once. Which is not balanced. You can have perfectly good defense but at the cost of offense GASP :) Like many people have pointed out there are many viable options. You cant have it all.

Dang…. Because I found an amazing system I was not able to take (redacted) and I want to play it again. I think it had 2 lvl 5 planets both were Terran and a lvl 4 and was just amazing in general. Oh well…

Does this mod mess with map seeds if you don't enable random core worlds? I just copied pasted a map seed but its not the same.

Suggestions / Re: Reverse engineering.
« on: July 05, 2021, 03:37:45 PM »
Clearly Stutopia is one of those people that can’t handle other peoples opinions haha. I made a point of saying that reverse engineering would cost millions to prevent any mid game wonkery and encourage finding them in the map first and using the reverse engineering as a last resort or if you really need something. There are all sorts of ways to make it “not easy” but I guess that doesn’t matter to some people haha

Dasault whatever it’s called and Blackrock. Never used either. Right now Magellan is keeping me quite happy and Diable is always fantastic.

Suggestions / Re: Reverse engineering.
« on: July 05, 2021, 11:06:29 AM »
I guess people here have never played pre .9 versions when custom order ship was not a thing and you work with whatever you can obtain.

It’s fundamentally missing expectation and misunderstanding of game design goal. Player can get all blueprints but it definitely shouldn’t be the baseline.
For older players, the ability to custom order ship is already too much and makes the game very easy, comparing to old days when you can only salvage or get commissioned and purchase in military markets. I myself is happy to work with any blueprint I can find, and if I want a specific blueprint I can always raid for it. There is no reason why reverse engineer need to be a thing.

I don’t understand the relationship between tech mining and reverse engineer tbh. It’s mostly referring to archeology activities that looks for relics of domain technology, as suggested by lore.

The point of a sandbox game (which I believe this is being toted as) is to be able to play as one wants (for the most part) and me referencing tech mining was just to give it some purpose past like 3 months of use…

Suggestions / Re: Making the story start more obious
« on: July 05, 2021, 07:45:28 AM »
Ah, you want text to appear in parts. It should be enough to count as movement and movement catches human attention, so it might work.

I think part of the problem is that I don’t know what’s important and what’s not.

Suggestions / Re: Making the story start more obious
« on: July 05, 2021, 07:37:24 AM »
A typical JRPG style of 2 people "having a conversation" is very attention grabbing but that would be a huge rework.
What do you mean?

Having your characters portrait talk to whoever the dialog is with while the words scroll out is more engaging and let’s you know it’s important. I find myself skipping pretty much all the dialog in this game and just looking at the numbers (in the dialog) as they are usually the only information I need. The fact that I’ve played this game for…. A tons of hours and know basically no lore (the majority of what I’ve learned is from the forums and such) speaks to the fact that it’s either easily avoidable or it’s not engaging? I would love to know more about the “world” but I just don’t.

Suggestions / Re: Making the story start more obious
« on: July 05, 2021, 07:18:30 AM »
As much as I LOVE this game it doesn't do a great job in the story telling division. I find that it doesn't naturally draw me in, as in I find it easy to completely overlook almost all dialog. A typical JRPG style of 2 people "having a conversation" is very attention grabbing but that would be a huge rework. I don't know anyone else feel that way?

Suggestions / Re: Reverse engineering.
« on: July 05, 2021, 07:13:15 AM »
thats an industry in the industrial evolution mod if u want it. its a must-have for me; i dont like scrapping rare ships that I can salvage without a story point, but i also dont like consigning them to storage if they don't fit the fleet I'm running. Having an engineering bay industry I can jam them into to be consumed & eventually overridden onto a blueprint that was useless to me not only gives me a hole to throw rare hulls I dont want to waste into, but also for blueprints that arent worth the money to sell, and on top of both of those I am in the end left with an incredibly valueable rare blueprint chip I can feel good about selling

I've seen the mod ill have to take another look because that sounds pretty neato.

Suggestions / Re: Reverse engineering.
« on: July 05, 2021, 07:12:35 AM »
Lore wise it’s impossible to reverse engineer. Just look at China cannot even successfully reverse engineer 7nm micro processors, now imagine the difficulty of reverse engineer something from much more advanced civilization with only modern tools.
If it’s that easy to reverse engineer everyone would have been doing it and gate shutting down would not be referred to as “The Collapse”.

Personally I don't care much about the lore (I don't think the game does a great job at directing you through it) but there are plenty of reasons you could come up with why they haven't and or cant. Like a colony item that lets you do it. Faction X doesn't have the revenue for it. They are against it. The "more advanced" items are harder to reverse engineer. I don't know that was 30 seconds of thinking so I'm sure someone could do better :)

Suggestions / Reverse engineering.
« on: July 05, 2021, 06:20:04 AM »
Using tech mining to be able to reverse engineer things since it has no purpose after a few months. It would also be nice as an end game option for those things you just can’t find blueprints for. Making it extremely expensive so as not to replace finding blueprints. I just find it very frustrating finding 6 of the same blueprints and none of the ones you want….

Mods / Re: [0.95a] Magellan Protectorate v1.08a - update and fixes
« on: July 04, 2021, 07:47:20 PM »
Just some feedback. So after many many hours of gameplay I have come across 4 Capellas 2 Keus and zero phase frigates. Oh and the only way I can get a combat freighter is by procuring with an agent.

Otherwise I keep having more and more fun with this faction. Found the skytiger blueprint and I’m loving them, especially the bombers. I love deleting things with the bombers!

Ohhhh awesome thanks a bunch guys/gals!

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