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Topics - TJJ

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46
Discussions / Steam Halloween standouts; post your finds!
« on: October 26, 2017, 06:06:51 PM »
Beyond Sol : -75% (£1.74 or your regional equivalent); 4-pack available too for slightly less ea.

Cryptark: -65% (£3.84............); only recently positively reviewed by Total Biscuit.
I like the way conflicts are handled in Beyond Sol; like a bare bones implementation from a paradox grand strategy, opinion modifiers, treaties, war score, call for peace, and truces. The only thing it doesn't have is a CB system.

Still, it's enough to prevent wars from being simple competitions of annihilation, and allow diplomatic posturing.
There's definitely something here that Starsector could learn from.
That said, the UI design is pretty bad.

I encourage people to take a look, if just for broadening your game design experience.

:edit:

I would have liked to have seen military bases project influence (as they do now), but when influence overlaps, creates contested space.
Contested space would then be one of the primary Casus Belli for expansion.

If each hex also kept track of who'd controlled it in the past (similar to EU4 cores), regaining said territory after losing it (Reconquest) could be another CB.

They could have created a hands-off trade system too, then to complement it, the ability to sponsor piracy.
Threaten/protecting trade would then become another avenue for CB creation.

The game is what it is, but with relatively few alternations, it could have been a lot more.

47
Suggestions / In-action video preview of weapons in codex.
« on: October 12, 2017, 11:41:20 AM »
As per title; a little animation, either pre-recorded or rendered live, of the weapon going through its launch/travel/impact effects.

Given the variety of weapons and need for varied contexts, a pre-rendered animation would probably be the most sensible approach.

It'd help with accessibility for new players, especially with the early difficulty curve, where you don't necessarily have cash to waste on buying inappropriate weapons.

I appreciate this function is somewhat addressed by the refit simulation, but:

1) UI-wise the simulation isn't in the right place; you browse available weapons in the Cargo/Crew screen, not the Refit screen. (and direct from the Codex there's absolutely nothing)
2) You can only simulate ships in your fleet, so if you can't mount a weapon, you can't simulate how it performs without first committing to a hull purchase. e.g. Imagine having to find & then buy a Conquest, just so you can test out the tasty sounding Hammer Barrage.

48
Discussions / VR is frackin' awesome!
« on: July 24, 2017, 02:29:19 PM »
Just picked up an Oculus Rift + touch controller bundle (£323; Oculus price slash + retailer pricing error + cashback promo. :D)

I was initially skeptical, as my previous experience with VR was the Oculus DK1 (I seriously considered not opening my CV1, and selling it on for a profit!)
However, having just finished a session of robo recall, it's definitely a keeper!
It evoked in me the same feelings I got when I 1st played the 'sit down and race' style arcade machines like Ridge Racer, and the lightgun games like Time Crisis; unprecedented immersion, and a completely unique gaming experience.

Though there is one (arguable) down side.... gaming is now physically exhausting!
Granted I'm no body builder, but nor am I couch potato slob, yet after a few hours of of play my arms, back & legs, are all in need of a rest!

So yeah, even if you don't buy one yourself, I encourage everyone to find somewhere you can demo it.

Also..... Starsector VR hype! ;D

49
Discussions / The Witness is frickin' amazing.
« on: June 23, 2017, 07:34:13 PM »
So much work must have gone into the puzzle & level design; the two come together seamlessly to create a compelling visual masterpiece.

As much of the challenge is in learning (being taught by the game) the rules of the puzzles, it's hard to say much more without spoilers.

Most similar to Talos Principle or The Turing Test, though far more challenging than either.

60% off atm if you own Braid, and buy The Witness + Braid bundle.
(Kind of amazing that the same guy could pump out two such fantastic puzzlers.)

50
Awesome game; highly recommend it!

51
The game launches fine without the screenshot folder being present, but as soon as you try to take a screenshot, boom:

Code
4810940 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at javax.imageio.ImageIO.write(Unknown Source)
at com.fs.starfarer.util.o0OO.super(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)

52
  • Salvaged the Astral below
  • mothballed it until home (didn't have the crew)
  • unmothballed it, restored it, and started fitting it out
  • while doing so I noticed the tooltips for all mounts described the mount as "..... (Empty)" (see screenshot below)
  • switching to another hull, and then back again, corrected the issue.


53
Suggestions / Overlapping debris fields should coalesce
« on: April 24, 2017, 10:01:17 AM »
I'm pretty sure they don't atm?

It causes a problem when you have a depleted field on top of another that you want to loot; without clear bounds of the debris fields, it isn't obvious where you need to move in order to scavenge from the correct field.
There's also no indicator as to which field you're salvaging until you've committed to it (risking your Heavy Machinery for potentially no gain)

Neatest solution IMO would be to simply merge intersecting debris fields.

54
Quote
"-50% chance of malfunctions when at low combat readiness" (all ships in fleet)

Does it do what it says?
or does it only affect the piloted ship?
or does it do nothing?

Does it stack with other officers/the player? additively, or multiplicatively? (tbh either would be pretty OP)

55
  • in the fleet window
  • click a ship to begin a 'pick up' action. Simultaneously, press the escape key.
  • The active menu will change to whatever was previous (main menu when docked, space view when not)
  • 'pick up' action will still be in effect, preventing interaction with whatever menu is now the active
  • the 'pick up' action can be terminated by clicking in the correct place (on the now invisible Fleet window) to cause a 'drop' action
  • I can't find a means of exploiting this for gain; it's just a UI layering bug that might cause confusion if encountered.

56
If [redacted] attack you near to one of their stations, the station will get pulled into the battle as an ally.

It's a non-obvious interaction that is a little dubious on the realism front, and if stations are to become more prominent elsewhere in the game, might become somewhat of a problem in the future?

57
Anyone notice Drovers are rather reticent to fire harpoons?

I've seen it a few times now; at the end of large engagements, where everyone has had plenty of opportunity to expend their ordnance, my Drovers are still mostly full.
These aren't Drovers that've been given special orders to hang back either, just the usual defend an objective.

Something to be mindful of.

58
Sorry, couldn't resist the quote.

There's a 'simultaneous actions' bug with the action interface, specifically scavenging. (though I imagine it'll exist for other actions that pause the simulation)

https://www.youtube.com/watch?v=c1t66L0VM2A


Steps to reproduce:

  • Move over a debris field
  • Set auto-pilot to where ever you want to go
  • Make sure the game is unpaused
  • left click an empty action bar icon (or right click an occupied one) to bring up the pop-up for assigning new actions
  • simultaneously left click (to dismiss the pop-up), and press the numeric shortcut for the scavenge action.
  • the click appears to be processed after the scavenger action is processed, causing the game to unpause after displaying the scavenger dialog
  • It looks like while you've got the scavenger dialog open, you cannot be interrupted by other events (as the video demonstrates, the autopilot was unable to begin the survey). I guess this could be exploited to avoid encounters

59
Suggestions / S-burn balance....
« on: April 22, 2017, 06:01:52 AM »
Just a few thoughts & observations; please contribute your own:

  • I'm using it exclusively, e-burn is largely defunct
  • Even evasive AI can be caught by exploiting (run away, turn around, charge in @20, they can't dodge)
  • When surveying/hunting for derelicts, sensor debuff is irrelevant; s-burn is ~3x faster, so even with -25% sensor range, you still scout more area s-burning.
  • It might be contributing to those saying the sector actually feels smaller, as s-burn makes star systems significantly smaller than they were.
  • Navigation - The skill that gives +5 s-burn, -25% fuel use, and 30% less terrain penalty is OPAF

60
In a field of stars, having the "You are Here!" icon also be a star-like shape..... probably wasn't the best UI choice ever  ;D

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