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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Shoat

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31
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 26, 2019, 08:34:26 AM »
What good is colonizing planets in a neutron system if your commerce traffic and patrols get blown away by pulsar beams?

Welll... it's hilarious.

The number 1 goal for my player-created faction and it's colonies is to settle in unusual or cool-looking systems, or systems with neat unique names, or anywhere that is in a fun position.
I mean, what's the point of having a faction that's just profitable/good/powerful because they're sitting in decent but ordinary star systems? The normal pre-set NPC factions already do that, so I'll put my colonies into nebulae, neutron stars, black holes, supergiant systems, binary/trinary systems, or anything with neat names (I love taking Aztlan from the hegemony for the birth of an aztec-flavored faction).

32
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.0 RC5
« on: May 23, 2019, 08:48:58 PM »
OK who has tried a Nexerelin playthrough as member of Mayasuran Navy?   Any interesting to report?  This is also one of my game starts on my list for 0.9.1a I must admit...

It seems like they aren't on the map. Starting as them gave me starting fleet made of their ships, but I was just assigned a commission with the Sindrian Diktat instead.

33
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.1
« on: May 22, 2019, 09:01:26 PM »
1.  Do I dream in vain of cathedral-class ship blueprints?  Or find derelict/salvage one in battle?  How about one for sale (um yeah like I can just see the price tag)?

Luddic Church sells them sometimes.  Blueprints can be found by raiding only.  It doesn't appear in the wild.

Oh, that cathedral can appear in the campaign?
That kinda scares me, seeing how it crashes the game every time I play the stained glass mission (is that bug already being worked on or should i boot up and crash the game again to take a look at the error message?).

34
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 22, 2019, 08:57:42 PM »
Is, generally speaking, quality of systems (number of planets, quality of those planets, cryosleepers) influenced by distance from the core?

Could be forgetting something, but I don't believe so.

Well it does seem that "rare things"* are more often than not further away from core systems and they often contain high-quality worlds with good modifiers (or create valuable colonizable systems through means other than direct planet modifiers). Though of course my sample size is just a dozen or so campaigns, so a pattern I notice does not necessarily indicate the sector generation having any specific weights of that nature.



*referring to the uncommon system types (supergiants, nebulae, neutron stars, black holes) and rare finds ([REDACTED], [OTHER REDACTEDs], and systems with non-generic names that are filled to the brim with extensive ruins and abandoned space-stations)

35
Quick question: Is there (or is it possible to make in the future) a command to rename a system (both the sector map dot and the star at the center)?

Finding a really nice colonizable planet in a good position only to then be stuck with a pretty boring system name is slightly annoying. The main game already features renaming colonized worlds which is nice, but I'm not sure what to do about the system name.

36
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5
« on: May 18, 2019, 01:16:45 PM »
[Obligatory "purple is the objectively best color what the heck is wrong with you?" post]

37
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 29, 2019, 04:02:07 PM »
Yes! New development patch notes!
And, do you have any ideas about new forum's style? I mean, default styles couldn't show "this is starsector forum", why not add some logo on the top of the website?such as replacing the logo of "simplemachines forum"

Hmm, yeah, I ought to look at that at some point... it would involve finding someone reliable/qualified/etc to do the work of creating a new theme, and it's more time on my end, so it's not exactly trivial.


If we can cast aside the whole "where a dev should spend time&resources" discussion, I'd like to throw in that I actually really like your forum's look. It kinda makes me feel "at home", safe and sound, perhaps a bit nostalgic.

Seeing how over-designed many forums (and websites in general) are nowadays, that's nice. Flashyness gets old very quickly.

38
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: January 06, 2019, 07:22:44 AM »
Will there be any changes to permanent debuffs like Decivilized?

But Decivilized is a mostly positive effect. Gives you a growth bonus. Why would you want it gone?

39
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 04, 2018, 10:27:08 AM »
I think that sometimes warnings about expeditions or inspections just don't reach you. Yesterday I had a message that Hegemony AI inspection reached my system, without any earlier warning about it coming. I believe in RC6 I had a situation where there were two stacked Diktat expeditions at the same time, with one being invisible (no intel) and after I defeated the first and left, the second came and nuked my space port, and only THEN I received intel about this raid succeeding.

Part of that might be intended. You aren't supposed to get intel about most things unless you are near a functioning comm satellite thingy. That's why there's always a huge influx oif bounties, exploration missions and economical stuff popping up on your screen whenever you come back to the bubble from the outer parts of the system.

Also some expeditions will be made up of more than one fleet, so it's possible you crush one of them and think that's it and leave, and then several others sneak past and smush your station.

40
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 30, 2018, 09:11:34 AM »
Mostly, I dont like the fact that faction and fleets are static in time. Factions should make new colonies. Salvage fleets should sometime loot and make disappear stuff like orbital station or derelict ship. It would greatly help to immersion. So far it looks like a classic RPG à la Elder Scrolls: the story will not change if you don't change it, which is kind of boring.


I don't think that is a design decision, just a "not done yet". At some point in the future AI factions will become more dynamic (though they'll probably always be slower at expanding and other stuff than the player, simply for performance's sake), but not in this version (though let's be honest, there's been enough gigantic sweeping awesome changes for one patch here).

The world around the player is already WAY more dynamic than it has been in past versions of the game.

41
Mods / Re: [0.9a] Sylphon RnD 0.9rc2
« on: November 29, 2018, 03:06:36 AM »
Just started trying out this mod.

Got a quick question: There are several ships (the ones that are black isntead of poiple) that reference an "outcast" faction. Do those have any bases somewhere? Are blueprints of their ships acquirable?

42
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 09:33:50 PM »
obliviously missing the point.

You are the one missing the point here.
I'm not saying I'm great at the game, I'm saying your complaint that the tutorial battle is "too difficult" is ***.
You either didn't follow all the tutorial's steps to prepare you properly (they gift you an entire fleet and an inventory full of free equipment to put onto that fleet, all you have to do is follow instructions to salvage ships, then equip the fleet and buy some crew&supplies and the fleet you then get is good enough ot win that battle without you), or you somehow managed to engage both fleets at once on every single one of your failed attempts to fight, or you DECIDED to not use some of those salvaged ships because you didn't like their d-mods (in which case the battle isn't difficult, you just made it difficult for yourself), I can't imagine how else one would be able to lose there.


That battle at the end of the tutorial has to prepare the player for what to expect in the game.
And it is still very much on the low end of what the game will throw at you afterwards, so lowering it's difficulty any further is a terrible idea. You wouldn't want to make it out of the tutorial thinking "wow, what a bunch of chumps, that was easy" only to get completely game-over'd in the first battle afterwards, right?

43
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 23, 2018, 02:47:16 PM »
The D-mods on the salvaged ships seemed especially severe (a damaged flight deck on a carrier renders it essentially useless).

Wow. You're gonna have a very tough time in 0.9 if you are that unreasonably picky.

The damaged flight deck is fine, having any fighters (even talons and broadswords) out at all is a HUGE difference in an early game "both you and the enemy have tons of d-modded crap ships" battle and can very easily swing the fight on their own, even with reduced speed and health from a damaged manufactory or with reduced replace rate from the other fighter d-mod.
2 sets of basic fighters with that d-mod debuff can still solo-kill any destroyers (or venture) in those tutorial battles (i literally just quickly re-did the entire tutorial to test this to make sure i wasn't just lucky in my past few savefiles) while you just dart around punching frigates. Heck, in the second battle I just hung back and did nothing and still won with no losses.


The other d-mods aren't a big deal, either, your opponents' ships are just as *** as yours and you outnumber them (after salvaging ships in the tutorial, your fleet is bigger than either of the two pirate fleets, and they don't seem very enthusiastic to engage 2v1).


Again, I do not understand how you can find this tutorial battle difficult. If you have to restart 6 times to "not have unacceptable losses" (which is already questionable, if you consider all the d-modded ships you're given "useless" how can any los be "unacceptable"?) I wonder how the hell you're playing the game, if I can quickly destroy those without any ship taking hull damage at all, on normal difficulty, without putting in all my skill points (to save time in this quick test run).
Those battles are extremely easy given the huge pile of advantages the game gives you to prepare for them.

44
So these are some sort of redesign (I think of one of the RSF destroyers, which had small weapon slots front-left, front-right and some bigger ones back-left and back-right?) to get a bit closer to the russian submarine look and feel?

45
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 21, 2018, 05:05:07 AM »
Increasing campaign mod limit (from two to three) would be a nice perk.  Maybe replace that useless perk in Loadout Design 1 that increases capacitor limit.

In it's defense, back when it was introduced that was actually a decent perk.
Nowadays there are way too many useful hullmods to ever max out both vents AND capacitors, so it's a lot less relevant.


There will certainly be many more changes to the vanilla skills in the future.
Until then you could easily just change the max logistics hullmods in the game's settings text file and just not use the extra slot you added until after you get the Loadout Design 1 perk.

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