Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - BillyRueben

Pages: 1 [2] 3 4 ... 6
16
Suggestions / WASD on the Tactical Map
« on: August 29, 2014, 04:04:05 PM »
Just started playing again recently. Something that has always bugged me was the inability to use the WASD keys to scroll the tactical map when in an engagement. It's something that I can do in most other games, and it's something that shocks me every time I start this game up. Not a super important feature, just something I'd like to see.

17
General Discussion / Officers: Are They Going to be Immortal?
« on: November 29, 2013, 07:43:43 AM »
So my big question is this:

Are we going to have Mount & Blade style officers, where they can be "disabled" in combat, but cannot be perma killed. These officers having a backstory and personality?

Or are we going to have something like the soldiers from XCOM, where they are randomly generated, you train them up, but a bad move causes them to die forever?

Personally, I'd prefer the perma death approach.

18
Suggestions / Better Way to Save Supplies Needed
« on: November 02, 2013, 12:56:16 PM »
At the moment, I'm on the peak of a "death spiral" in my current playthrough. "No problem" I thought, "I'll just mothball a few ships and save my supplies." Nope. As it turns out, mothballing my ships actually increases my supply drain due to the fact that it detracts from my maximum crew count. I'm not flying with anywhere near max personnel either, I had just enough crewmen to pilot my ships.

My only idea so far is that we could force ships to consume only enough supplies to keep their CR steady, rather than eat away at precious supplies attempting to regain their CR. I'm not sure if this is the best way to go about it, but I find it better than the current method.

19
Bug Reports & Support / Retreat Order Breaks Full Retreat
« on: October 23, 2013, 04:19:28 PM »
If you select a ship and order them to retreat after selecting "Full Retreat", it cancels the retreat order for that ship.

20
Suggestions / Large Reaper Torpedo Launcher
« on: October 21, 2013, 08:38:04 PM »
Anyone who knows a thing or two about torpedoes knows that they need to be either:

A) Launched at close range to have a good chance to hit the target.

or

B) Launched in a spread, so that ships can't easily dodge them.

I feel that the large Reaper torpedo mount doesn't satisfy either of these, being that most of the ships you can mount them on are too slow to get close enough to ships to launch them with reasonable accuracy, and they fire both torpedoes in parallel. My suggestion is that the Large Reaper Torpedo Launcher be adjusted so that both torpedoes launch at the same time, and at a slight angle from each other. I think this would make it worth using a large missile mount for the Reaper Launcher.

Also, as a slight add on suggestion, I feel that [hullmod that increases missile tracking ability] should add some small tracking to the Reapers. Just enough so that it can turn a near miss in to a hit at range.

21
General Discussion / Fighter Pilots Don't Last
« on: October 12, 2013, 07:51:11 AM »
So after having some fun with a good carrier fleet, I noticed that I lose a lot of my elite pilots in every engagement. It seems that we are back to having fighters being flying coffins again. Is this intentional (which is fine)? Or is the "death" rate for fighter pilots going to be reduced in the future?

22
General Discussion / New Frigate Timer
« on: October 08, 2013, 07:58:03 PM »
Am I the only one who doesn't like the new frigate timer? I actually liked having a timer there to push myself in combat, and winning an engagement before the time ran out made me feel like a badass. Now, I win while the timer is still in the triple digits, and the excitement is gone. Honestly, I feel like the mechanic doesn't do anything anymore.

23
Suggestions / UI Tweaks
« on: October 04, 2013, 07:41:38 PM »
I'm not sure if there is a cool code name for that info panel in the lower left corner of the screen on the campaign map, so I'm just going to go ahead and call it Pancakes.

I love Pancakes, but Pancakes gives me heartburn for a few reasons:

1. I don't like how the Fleetwide Hull Status indicator doesn't include armor. I feel like a ship's armor level is a better indicator of its ability to hold up in a fight, so I'd like to see it included in that percentage (and the name would need to change as well).

2. While the Fleetwide Combat Readiness bar is sweet, it feels a little counter-intuitive. Something that combat readiness is supposed to do is stop you from hitting your "Deploy All" button every time in combat (and it did that very effectively for me). However, I find myself ignoring the Fleetwide Combat Readiness bar for that same reason: the ships I didn't deploy bring up the percentage too much and give me a false indicator on how prepared my fleet is for conflict. While I don't have the perfect answer, I would like to see CR indicated on a more ship-to-ship basis.

3. While the panel offers fantastic info at a glance, I feel that it isn't the best at displaying the helpful details while in the fleet screen. I like how it expands as you get to the fleet menu, but I feel it could get a little bigger and give you some more indepth info. For example: it takes a little bit to get used to the fact that supplies/day is what affects your LR rating. If the panel had a display informing you of how much these ships were costing you, and showed how it affected your LR, it would be super helpful.

Even with these problems, Pancakes is fantastic. Thanks, Alex, for making Pancakes.

24
Bug Reports & Support / 0.6a - Can't Retreat Off the Top
« on: September 21, 2013, 12:13:38 PM »
In a small engagement (I had a Hound, the enemy had a Lasher + Piranha wing), I wasn't able to manually retreat off of the top of the battlefield. After that failed, I gave my ship the order to retreat, and it retreated off the top as ordered.

25
Bug Reports & Support / 0.6a - Outmatched Enemy Engages Then Retreats
« on: September 14, 2013, 02:43:34 PM »
Fighting the Pirate Plunder Fleet, I managed to defeat them in the first engagement. The game informs me that they are choosing to engage me again, so I throw all of my ships at them. Right after I get in to combat, the game transitions back in to the encounter dialog box, saying that I won the fight.


My fleet makeup is clearly better than theirs at this point, but they insist on fighting me. Every time I fight them, they immediately retreat once the combat starts.

My fleet makeup:
Spoiler

]
[close]

Their fleet makeup:
Spoiler
[close]

Getting ready for another round (read the dialog):
Spoiler
[close]


26
Bug Reports & Support / 0.6a - Sensor Array
« on: September 14, 2013, 01:53:33 PM »
The sensor arrays don't reveal the area around them anymore. Is this a bug, or is this intentional?

27
Bug Reports & Support / 0.6a - CTD Boarding Bug
« on: September 13, 2013, 08:04:17 PM »
My game crashed to desktop after I attempted to board an enemy vessel.

Here is the last few lines of my log file:

Spoiler
java.lang.RuntimeException: Can't create nested lists using GLListManager
   at com.fs.graphics.util.GLListManager.Object.super(Unknown Source)
   at com.fs.graphics.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.C.o00000(Unknown Source)
   at com.fs.graphics.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.C.class(Unknown Source)
   at com.fs.graphics.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.C.ö00000(Unknown Source)
   at com.fs.starfarer.ui.Oooo.for.interface(Unknown Source)
   at com.fs.starfarer.ui.Oooo.render(Unknown Source)
   at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.O0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.render(Unknown Source)
   at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.render(Unknown Source)
   at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.D.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.D.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.render(Unknown Source)
   at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.render(Unknown Source)
   at com.fs.starfarer.campaign.super.ôØ0000(Unknown Source)
   at com.fs.starfarer.B.øÒÒ000(Unknown Source)
   at com.fs.super.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

In more detail, I attacked an enemy fleet and won the first "round" (which is when this vessel that I was able to board was disabled), then the second round was me chasing down a lone Lasher. After that victory, when I was salvaging, the game gave me the option to board the disabled Mule. I selected a Condor from my fleet to board, and the game crashed.

28
Bug Reports & Support / 0.6a - "Exit the Game"
« on: September 13, 2013, 05:06:58 PM »
After hitting escape, the game asked if I wanted to exit the game. I chose "No", and the game closed.

29
Discussions / Endless Space: Disharmony
« on: June 26, 2013, 08:36:25 PM »
Anyone get a chance to play the new expansion for Endless Space?

30
Discussions / [Kickstarter] Energy Hook
« on: May 11, 2013, 10:27:03 AM »
Energy Hook is being made by the same guy that created the Spiderman 2 video game's swinging system.

Pages: 1 [2] 3 4 ... 6