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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Linguistie

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Mods / Re: [0.9.1a] Gates Awakened (updated 2021-01-12)
« on: March 01, 2023, 10:17:39 PM »
Will this work on 0.95.1a-RC6?

2
Suggestions / Re: Return building in SO with cost of 2 story points.
« on: April 29, 2021, 08:30:44 AM »
I think 2 story points are not that difficult to grind, so there's pretty much no difference in terms of balance one it comes to how much you spend.
But making it take 2 'build-in slots' would be a much better solution.

3
Suggestions / [Intel->Planets Filtering] Search by chosen resources
« on: April 29, 2021, 06:44:32 AM »
After discovering a planet with a not previously seen attribute (like low/high gravity or no/toxic/... atmosphere etc.) that singleparameter gets added into the search filter that has all the data that has been collected by surveying or visiting already colonized planets.

After that, if you go to the Intel->Planets (list), you could use a filter where you could either choose needed categories like Gravity (N/A, Low, High, ...), Atmosphere (N/A, No atmosphere, Thin, ... ), Volatiles (Plentiful, ...), Organics, Ore, etc., or (maybe this idea would be better) just choose from a huge table that would contain all the previously found planet attributes in the form of already existing icons to put a check mark on if you want to see it filtered.

My opinion: The reason for that, is that this would make searching for needed planets VERY easy, comfortable and fun to use, eventhough that does require a lot of coding - that would still be a great addition to the game. Currently it takes a lot of time to find the needed planets if you have already opened the whole universe with all the planets, and that doesn't negate the fact that you could just miss the planet you are looking for, because there's just so many. It is a mental challenge to go though that list every time.

4
When colonizing, being able to chose from planets that are affected by Cryosleeper or Coronal Hypershunt in the intel->planets (list) would be great.

5
Suggestions / Reorganize the intel categories or add hotkeys
« on: April 27, 2021, 10:51:40 AM »
The categories at the bottom always feel like a mess.
It's imposible to muscle memorize them as they change places all the time.
Some categories (like Colony threats) disappear - which is really annoying.
And it does not feel like there is any structure to how they are layed out.

I assume it is just a place holder? If not, maybe making permament categories either with icons or just the way it is with text without them disappear would be a good start.

EDIT: And yeah, before I forget - adding some hotkeys like "G" for "Gates" would be great. It is tiring to click on gates each time to recall where they are.

6
Suggestions / "Form Squad" button as a new addition to strategic map
« on: April 27, 2021, 10:41:58 AM »
Make a "Form Squad" button.
Form Squad: makes the selected ships prioritize the same target with freedom of movement around the target and makes them stay close to each other when out of combat.

What's the difference between that and ship escorts?
Quite often making ships escort a different ship feels very inefficient because they become quite passive when defending that ship, eventhough it does have its use (like having support ships follow a capital)
There are cases where I would want two or three ships (imagine Wolves) attack the same target from different sides or move around the map capturing objectives together attacking same enemies, and making a ship escort is not that good for that.
 

7
Suggestions / Filtering by production type.
« on: April 27, 2021, 09:54:44 AM »
Clicking on a production type in "Intel -> "Planets" (list) should filter planets by that production type (from highest to lowest)
eg. clicking on "Organics" will show the planets best for getting organics.

8
^title
Cryosleepers, Coronal Hypershunts and similair things should be toggleable to be displayed on a map, preferably with the radius of how far they work.
I keep forgetting where both of my Cryosleepers and where my Coronal Hypershunt are located, and I didn't find anything in exploration logs.

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