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Messages - TJJ

Pages: 1 2 [3] 4 5 ... 127
31
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.

32
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.

33
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!

34
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

35
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!

36
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 ;)

37
Suggestions / Re: Directional Omni shield Control (again)
« on: November 10, 2020, 06:34:06 PM »
Could we utilize the mouse scroll button instead?
Scroll down for omni shield togo clockwise, and scroll up for the omni arc togo counter-clockwise.*
This should let u keep the ''point weapons to mouse pointer'' intact, and is close the the lower raise-shield right mouse button.

While im at it.. the middle mouse button scroll, can also be pushed, assigning venting to that should make the whole package intuitive.

*smaller arcs on shield should have more precision to tank incoming specific things... like reapers. While larger shield arcs could be 30degree or even more per scroll tick.

Was about to suggest this, though it's a significant change to the control scheme.

A couple of drawbacks that seem immediately obvious;
- mouse wheel is typically a direct, proportional input; small wheel movement -> small change, big movement -> big change.
However, as shield rotation rate is capped, there will be a disconnect between the player's wheel movements, and the resultant shield rotation.

This could be remedied by instead having the mouse wheel directly control a target angle for the shield, and then have the shield auto-rotate towards that target angle.
(though this solution creates potentially unintuitive rotation behaviour when the target angle is ~180 degrees away from the current angle)

- typically when changing shield orientation, you disengage the shield, and reengage it at a new heading. Often involving precise aim & timing to block critical damage.
As a mouse wheel would only be able to deliver discrete increments, I doubt this would achieve satisfactory results.

- mouse wheel up / down doesn't map well onto clockwise / counter-clockwise motion. Try steering in a driving game using the mouse wheel; sure it's possible, but it isn't immediately intuitive.

It's worth trying in an experimental mod, but I doubt it'd be successful enough to ever find its way into vanilla.

On the topic of experimental input..... how about FaceTrackNoIR ;)
That'd give the additional 2D axis needed.
Have your eyes control the gun target, and the mouse control the shield target. (or vice-versa)

38
General Discussion / Re: General Thoughts from a new player
« on: November 09, 2020, 02:12:57 AM »
If performance is getting in the way of auto-saving, it's time for a rewrite.

39
Discussions / Re: Ridiculous Avery Brooks never had his own ds9 movie
« on: November 07, 2020, 08:10:01 AM »
Great show, though doesn't hold a candle to B5  ;)

On a side-note; anyone getting 'B5: Endgame' vibes from current political events?  ::)


40
Discussions / Re: Delta-V: Rings of Saturn
« on: September 11, 2020, 12:23:08 PM »
I remember playing a very early alpha of, what I think, was this game. (or maybe it was the demo?)

Found it impossibly hard, and not at all clear as to what the objective was  ::) (maybe back then there wasn't one!)

41
General Discussion / Re: Alex, do gates mean bigger default sector sizes?
« on: September 10, 2020, 06:29:32 AM »
Starsector 2  8)

42
General Discussion / Re: Found a Legion XIV!
« on: August 31, 2020, 02:22:10 PM »
Once you out of missiles, your armor is probably already half-dead, so it's not a shame to retreat legion XIV after that.



That's Grand Moff Tarkin's line, not Admiral Piett  :o

43
Discussions / Re: Starsector PvP
« on: August 27, 2020, 03:54:58 AM »
No idea what Pokemon Showdown is, but yes to PvP.

44
General Discussion / Re: Most underdeveloped aspect of game?
« on: August 21, 2020, 02:11:01 PM »
Replayability.

Outside of mods, or replaying to check out the changes after a major update, I find there's very little motivation to revisit the game after a 'complete' playthrough.

At the moment the only significant variables between runs, are the order in which you unlock blueprints, the faction you choose to support, and the skills you select.
Of those, only the skills are of real consequence as they will likely determine your choice of flagship & fleet composition (which does have a very real impact upon how the game plays).
The factions are obviously not fleshed out enough to give a significantly different play experience, and the order in which you unlock blueprints is only a transitory difference.

On first glance you'd expect the visually wonderful & varied astrography of the sector to create wildly varied experiences, but in actuality it isn't all that impactful upon how you actually play the game.

Hopefully this will change as the game becomes more fleshed out; I'd love to burn as many hours on Starsector as I have the likes of civ4 & ck2 :D

45
Suggestions / Re: Multiple currencies
« on: July 28, 2020, 11:29:26 PM »
I personally quite like the idea; it'd make the sector logistically larger if your wealth wasn't immediately and automatically transferable between all factions.

The exchange rates between the various currencies could also serve as a soft progression system, requiring the player to establish themselves in civilized space before being able to afford to live there.

Thematically it'd also help differentiate the factions.

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