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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - TJJ

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1
Or we can just implement the idea (not mine) of contacts being capable of introducing the player to other contacts.

++;

I agree, it's an excellent idea.
The first (and only) procedural implementation I've come across is in Star Traders: Frontiers.

2
Shogun 2 reskin number No.8?
 
Feels like TW is the FIFA of strategy games; gotta get that guaranteed annual recurring income!

3
Discussions / Re: 3 way battles?
« on: May 13, 2021, 01:27:13 PM »
I imagine the biggest obstacle would be the AI.

4
General Discussion / Re: Complaints about CR and game design
« on: April 02, 2021, 02:37:15 PM »
How about a carrot, rather than stick, approach?

Renown.

You earn it by taking on hard fights, and lose it by taking easy fights. (hard/easy determined by relative DP cost of your deployment Vs theirs)
Higher renown grants bonus pay on jobs, access to more challenging jobs, and perhaps a gradual faction opinion uptick.

I seem to remember Gratuitous Space Battles did something similar; each encounter in the campaign had a set budget of 'Honor'
Deploying ships reduced the 'Honor' you could earn from the encounter.
Left over Honor was accrued, and could be spent to buy unlocks.

Such a mechanic would address the 'just deploy everything in every fight' issue that existed before CR.
Though I'm not quite sure how you'd tweak it to address the 'just have a single overpowered command ship, and chain-deploy it' strategy.
Perhaps that aspect doesn't need addressing, as it's simply a playstyle that some will relish while others won't wish to endure.
Though if you had to, you could apply a heavy renown cost to withdrawing.

5
Obviously the underlying bug should be fixed, but I'd be inclined to make this sort of eventuality a feature.
The possibility of being stood up by the recipient of a delivery would make the world feel a little more real / uncertain / lived in.

So long as the game left the player in no doubt that this is intended behaviour, it wouldn't be repeatedly flagged as a bug.
e.g. "Hmm, there's no one here to receive the delivery. Looks like I've been left hanging"

Maybe a 0.1% chance or something of that order.

6
Discussions / Re: Games that bring back memories
« on: March 26, 2021, 09:40:28 AM »
X-Wing, floppy disk version on my 486 DX2-66.

That was my first experience of a properly immersive 3D experience; prior to that all my gaming had been on my Amiga 1200/500+, or earlier still on my elder brother's Spectrum 48K.

Obviously I'd played flight sims, and Frontier: Elite 2 on my Amiga(s), but in comparison X-Wing was such a huge leap forwards in terms of cinematic experience, immersiveness & gameplay. Also being a huge sci-fi nerd gave it additional gravitas  ;D

Before that, I have very fond memories of The Settlers on the Amiga.
Nascent RTS, where success came through economy building & transport network optimization rather than direct confrontation.
I must've spent thousands of hours playing that game.

7
Surprised nobody has implemented the Scale2x algorithm.

https://www.scale2x.it/algorithm

It's super simple, fast, and works quite nicely with pixel art as it maintains crisp edges without requiring an integer scaling factor.

Integer:

Scale2x:


I used it years ago when porting J2ME games to handsets with radically larger screen sizes (where it was cost prohibitive to redo the art assets)

8
Bug Reports & Support / Re: Starsector crash on startup
« on: January 15, 2021, 07:07:27 AM »
Might be related;
Same CPU, same exception.

https://bugs.mojang.com/browse/MCL-11693
Leading to:
https://bugs.mojang.com/browse/MC-32606

TLDR; might be Intel GPU driver related.(yet again)


9
Bug Reports & Support / Re: Starsector on the Microsoft Surface Pro
« on: January 09, 2021, 08:01:38 AM »
This isn't a Java problem, nor is it really a Starsector problem, it's Intel's shoddy Iris drivers.

I'd wager capping the framerate to 30fps (thus reducing GPU temps) will improve, perhaps even eliminate the driver instability.

10
Modding / Re: New tech demo of a mod i've been working on
« on: December 16, 2020, 01:34:22 AM »
Awesome! I have fond memories of Weird Worlds.

11
Bug Reports & Support / Re: Using my personal game key and not sseth's
« on: November 29, 2020, 01:06:43 PM »
In Windows the game key is stored in the registry in:

Computer\HKEY_CURRENT_USER\Software\JavaSoft\Prefs\com\fs\starfarer

If you delete the "serial" value then relaunch the game, it'll prompt for a new one at which point you can enter your personal key.

To edit the registry, start->"regedit".
Be careful though, you can do some serious damage to Windows if you go around deleting/changing the wrong stuff.

12
Discussions / Re: AI vs AI programming games?
« on: November 27, 2020, 05:07:40 PM »
Just found Gladiabots; seems to be sort of what I was looking for.
Though the programmability looks somewhat limited.

It's free on Android!
After going through the tutorials, it seems to have enough tools to make impressively complex logic!

13
Discussions / Re: AI vs AI programming games?
« on: November 27, 2020, 04:55:38 PM »
Hmmm, well its an old board game, but Robo Rally comes to mind: https://boardgamegeek.com/boardgame/18/roborally

Players input a series of commands (move this far, turn left/right this many degrees, fire, etc) and then all of them happen in sequence from all players. So, for example, if another player knocks you off course your remaining commands do hilarious things as they are all wrong.

I'm barred from buying any more board games; too many sitting unplayed  ::)
Also looking for something that can be played remotely, and optionally solo. (Robo Rally via Tabletop Simulator doesn't count  ;D)

Have there really been no arena battle competitive visual programming games released in the last 25 years?! 0_o
My searching has turned up nothing (besides PSP rereleases of the aforementioned Carnage Heart).

Now there's a major project for a Starsector mod  :o

14
Discussions / Re: AI vs AI programming games?
« on: November 27, 2020, 04:46:04 PM »
I know a non-violent game that is very good at introducing logic & programming:

https://denki.itch.io/autonauts

YT playlist: https://www.youtube.com/playlist?list=PLmTpKUr_ehtxvjo0usx1UCgHsE1Np67OA

Interesting.
Strange coincidence that it just so happens to be currently available in Fanatical's Killer Bundle 14!

15
Discussions / AI vs AI programming games?
« on: November 27, 2020, 04:01:07 PM »
Anyone know of any games that fall into this category?

I remember playing one years ago on a friend's PS2 that involved programming teams of mechs to battle one-another.
Google tells me it was called Carnage Heart.

I'm thinking a modern equivalent would be a fun introduction to logic & programming for my 8 y/o nephew.
Big stompy robots as a theme are optional, but obviously desirable ;)

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