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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - sector_terror

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166
General Discussion / Re: Is this game dead?
« on: January 25, 2021, 02:05:55 AM »
I'll jump in for a comment. No, it's not dead. And let's not try to be "nice" for it's own sake here. I originally wrote this as a steel manning to ponder for it's own sake but I honestly do think I see where the OP is coming from here.

Edit: A correction to make is that Alex is the prime developer on this. Thus the statement that this is done by the small group I originally pondered with is inaccurate. That only makes my conclusion stronger so....damn good work Alex. You're an inspiration.

Let's start with the premise, that the game is dead. While given that we saw a development blog just last month, and during a holiday no less, calling development dead must be a hyperbole. I won't assume malice of the OP since doing so would require assuming he isn't even looking into the blog on the main site. The only hyperbole I can see it being is that development is so slow it's never really going to come out and we will just get endless promises forever. That I think deserves some examination, if not just to discuss the case since it should always be kept in mind that sometimes you do need to output results. And hell, I feel like playing a steel man since this is an interesting question to ponder.

For now let's look at the history we have. I don't have the time or energy to read and detail every single blog for full examination. And as we'll see in this post, I don't think I need to. But let's be honest, not seeing major development for months on end is not a minor thing, and nor should it be ignored. Here's what I mean. There is a lot of time between each of these development blogs, more than the usual. Up until 2019 the most skipped is one month. Now I'm seeing two-three months of silence followed by another silence in march, then into 3 more months. That's concerning a sign of drastic change in development, and I think we as fans need to look into if that's justified by the difference in content of the development cycle. So now we can pose a key question, is what is being added and altered so significant that it justifies these differences.

Starting with July, we got a blog post regarding this new story point system. Given this was directly after v.9.1 and there haven't been any hotfixes or the like I can find(I cam in around szeth's review) we can reasonably assume development started shortly after on v.95. In the blog we have a visual on at least some screenshots or the like. Looking at it we only have some demo or concept menus combined with already existing assets. Now, we have no idea how far these new screens have been in development, since it might have been created -before- v.9.1 and only released once other important concepts were set to come out, or could just be outright mock-ups. Hell, let's take it further and say the team got this working enough to show a menu through debug commands  on their own system and is still working on other systems. And these are only UI screens, they don't show these screen doing anything, just showing up to be worked with. the only conclusion I think I can come to is that development is pretty active during this period. For this to be finished enough for 4 people to show this much in two month is far from even slow. It also seems a bit too clean for mock-ups if you ask me.

Following that, I think I can also say similar to the November 2019 and August 2020 blogs. Both show a lot of similar aspects. We see screenshots or mock-ups of menus and screens that could be in the game. These not only have the same clean look to them, as if screenshots from the game itself, but also bring something new. Both of these blogs show screenshots that just don't exist otherwise. This raid thing has to be from outright scratch, as do contacts. There isn't a general structure as to those these should exist and how to get to them. Skills and some of the earlier story point menus you can bring up a menu and get into them right away, with the only change being a matter of formatting. But these would have to appear in entirely menus using entirely new system. Unless these really are hard mock-ups, it does show development increasing. A final thing to note here leads into another thing I notice, and that would be some of the writing.

I skipped over three of the blogs, two of them being the ones discussing art, and the third being the latest. Looking at the contacts screen especially, there's a hint a lot of new material. As in, not just a ship or a visual map. Look at the concept work, there's a pretty large chunk of visual material. And these aren't new stars or something they can re-use. This isn't what Stellaris did with some of it's art where they repeated a lot of images while they added new mechanics and events, these are the kinds of thing that are very unlikely to be used repeatedly and even suggest there's outright repetition going on, showing revision. Why bother showing any of this if it's just some individual new red shield quest we've seen before. It's the same with the weapon effects, why show these if they are just a single new weapon or the like? The only thing that makes sense to me is if that writing StarSector post was made because there has been a -lot- of writing and they wanted to drop hints of what to come, which would match up with the screenshots having entirely new menus that would need at least a handful of different quotes based on facts like the faction giving it out. It suggests a lot of density.

And to end this all off, here's the work I did do in detail. We only got the actual development list of exactly what's going to be in the next update mid october. And all of it looks entirely in-line with what we've been seeing in the blogs. Nothing is left without some mention, and nothing is added that wasnt brought up before. It shows development being well structured, retaining development goals, and keeping a stable project line. If that wasn't enough, the time scale between when these patch notes comes out and when the thing is finished is still in line. Last one was January when the notes were posted and came out in May. And the one before that was even longer(as have most others.) So it won't even been off-speed until after April.

With all this said, there is a question I can't ask, and what's how much content has been added previously. I have no interest in pondering so far that I start digging into the full history of the blog and development status down to individual posts to make a full pattern. More veteran fans than I will have to use their memory to decide if what I'm bringing up seems significantly more complex and dense to justify the silence or if the blogs are just longer and significantly more detailed so less needs to be said month to month.

If none of that made sense, that's fine. I honestly thought of deleting this for being way off topic, but I figure sharing my thoughts on the proposed question holds some worth. All in all, i remain recklessly excited for the next update and confident in the developer's ability to get it finished without breaking their own drive or losing control of their direction into feature creep. From what -I- see there is a wealth of content here which justifies the time taken, and the general development time doesn't even show a sign of slowing down. The blog posts do but that could be there's just more in each of them then before and thus done with a new style, since the shift in time between blogs is consistent. Thus I don't think the game is even slightly slow, and have no reason to lose my patience here. Thanks for coming to my ted talk.

167
General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 20, 2021, 06:02:53 AM »
CODE mines? Not even PLAYTESTING mines?

We are doomed. All hail the 2022 patch release.

to be fair, to the proggramer QA testing is still just more of the same. Revision is still called "writing" as much as the actual putting new words to paper. But I feel you. I hope I'm right in predicting february-april.

168
General Discussion / Re: Does anyone else prefer using mainly frigates?
« on: January 19, 2021, 05:00:01 PM »
(... I just want to put out there that one of the new Leadership skills is named "Wolfpack Tactics"... <disappears back into the code mines>)

your absolute madman. your brilliant madman.

169
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)

Wow, that looks incredible. amazing how graphics editing can work so well.

170
General Discussion / Re: What has more scaling, this game or Oblivion?
« on: January 18, 2021, 06:25:49 AM »
Oblivion, this game doesn't scale like that. Bounties are the only directly scaling thing, and it scales to the number of bounties you get, to a cap which is reached somewhat quickly. Bandits are just a time gate you can reset at any time(the timing is an issue, but setting.jsom editing works as a solution short-term) and procurement missions scale to your cargo capacity, which can be changed(in my experience, I haven't done extensive testing.) In-born system fleets dont change.

171
General Discussion / Re: Pirates Ruin the Fun
« on: January 18, 2021, 06:23:09 AM »
I have to admit. I'm impressed the sheer depth of information I'm seeing here. It's kind of amazing. I can't even add much because of how much is here. There's not a lot advice I can give out. Props to everyone for the sheer amazing standard of aid here. Man am I looking forward to the update. I hope I'm right in guessing february-april(estimate using previous patch timing)

I ca also add a successful(if not cheating, but w/e) solution for me. Go to setting.jsom and find the "minpiratebase" line, and change the minimum number of pirates to zero(so they dont instant respawn) and the time to upgrade between 'levels' to 24 months. suddenly 1/5th the number and size of pirates. I've run into maybe 2 severe armadas? And I let the pirates go on purpose for those out of lazyness.

172
General Discussion / Re: Income problem.
« on: January 07, 2021, 04:57:25 PM »
If you care about saving money (and you do!) Only store your stuff at abandoned bases where it's free:
https://starsector.fandom.com/wiki/Abandoned_Base

How did it take me this long to realize, this instant, that I can hide my smuggled trade goods inside these places and half, say, 10k in organics stored up for free....

173
General Discussion / Re: Ironman Runs
« on: January 07, 2021, 04:51:16 PM »
The only thing keeping me from ironman runs right now is the sheer cliff of how quick bounties and delivery jobs fall into. With the new coming contacts update I can control the pace of the missions given to me and actually control the pace of the games difficulty, something you -desperately- need in an ironman game. Right now things go way too fast too quickly for that. I love the tension of ironman, but I can't stand being forced to rush terribl or die with all or nothing as the consequences.

174
General Discussion / Re: 10 Years of Starsector!
« on: January 02, 2021, 04:06:14 PM »
Do I have to raise my glass to Seth? Cus him and the merchants guild were my gateway

175
The AI is very defensive in general outside of reckless. It seems like they build more for trying to protect the ship from long-term damage and keep in mind the price tag of repairs. The AI cares more about winning with minimal damage than taking advantage when it probably should. Keep in mind that has an advantage given how costly even a single loss is, but I do see the issue. As far as I can tell the main issue though is the AI doesnt plan for long-term strategy. It takes into account the enemies payload as if it's surrounded and they have no backup to help them retreat. If its going to run 80% of it's flux, or even 50%, and has no escape plan, it wont go in right away.

But hey, im writing stream of consciousness so...

176
Bug Reports & Support / Re: Starsector on the Microsoft Surface Pro
« on: January 01, 2021, 09:05:55 PM »
I'm not sure how much help I can be, but an additional would be to try a different java program and get some info there. I think what's happening here is the graphics card is doing something or altering something which causes java itself to simply stop being able to access the card, which causes the freeze(thus every visual become incapable of altering) It makes me wonder if you could get it closed by moving the mouse through the now basically invisible space. Still, this very much runs the risk of being an issue with how Java accesses the card, and how the card itself works with other software. If that's the case this becomes a different problem entirely.

I would suggest looking through other java games and asking around to find if this issue persists through different games. If it does there might be enough info to grab a pattern and work from there. It's a longshot but it's all I got shy of toying with some advanced stuff I wouldn't dare instruct you to do with my skill level.

177
General Discussion / Re: Thanks for this amazing game!
« on: December 28, 2020, 09:22:04 PM »
If ti says anything, the games development has brought me back to play the game 4 times after quitting(this time I will be unlikely to quit again) and by god....the new update(especially skills, story points, and the new mission system) have me so excited I'm legit hesitating to play the game because I want the development version instead! It wont leave me brian and that makes me sad.

Seriously though, keep up the amazing work. I consider your development logs on par with Stellaris logs in how insightful and wonderfully written they are. And the game's design really shows in how remarkably capable and intelligent the team is.

178
I find that editing ships out of the .factions is the way to go. The ships not found in factions somewhere are so much more rare you can just flat ignore them, especially since they aren't ground anywhere. blueprints will likely need you to outright start doing mod editing in the raw java files. As an amateur programmer I can tell you good luck. Your best bet is to remove them from .factions and just hope you dont run into blueprints for them.

179
General Discussion / Re: Any Chance of a Surprise Christmas update Alex?
« on: December 28, 2020, 09:15:41 PM »
Any sane developer never promises. If you promise murphy will show up and plant a full-on kick to your projects gonads while also lighting the building on fire just to spite your optimism.

It comes when it comes. It's better to have rabid customers than disappointed customers.

I think a distinction needs to be made here. A developer should never make promises to the players/buyers. A developer should always made promises to themselves. Planning out a general goal and completing it is the basis of any work. Set deadlines and goals to yourself to make realistic completion, and then edit as necessary for the completion of the goal. you can edit *** after it's done. Starsector is doing right now with the new skill system and missions, like stellaris did with federations and borders.

180
General Discussion / Re: Trade and reputation gain
« on: December 28, 2020, 07:24:32 PM »
You can find the specific number and even edit it in setting.jsom, you need to buy and sell a total of 100k worth of goods(ships do not apply) for each point of reputation change. This of course applies to black market trades and negative reputation. If you have no reansponer on this is disables entirely.

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