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Messages - Alex

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General Discussion / Re: A few questions.
« on: June 01, 2011, 07:44:33 AM »
I think Ivaylo maybe answered a slightly different question that was asked :)

You'll be able to outfit your ships with various weapons and hull modifications. You might not be able to put an autocannon into a laser slot, because those are different weapon types, though. Weapons fall into energy, ballistic, and missile categories, and have sizes (small, medium, large) - but within those restrictions, you'll be able to fit a ship with whatever you like.

The first implementation of that is slated for 0.35a.

Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 06:45:32 PM »
(Also I've updated the mod zipfile to the one that works if anyone wants to try an easy mission against my terribly named 'Junk Pirates')

I have to admit, I got a kick out of seeing that. It's just really, really cool to see and then realize, hey, this is actually something someone did with Starfarer! Then it kicked my ass, twice :) "Easy", eh?

Those Spikes are just brutal. The interceptor AI combined with exceptional handling makes them stick to you like glue once they get in close, almost neutralizing PD systems. The dual light autocannon is just evil and makes them a real threat at range, and not to be ignored if you're focused on dealing with another ship.

Hmm, just to make sure, did you mean to make them "INTERCEPTOR" and not "FIGHTER"? That changes the AI behavior quite a bit. Interceptors try to stick close to their target once they engage, while fighters (and bombers) prefer longer attack runs. In addition, interceptors prioritize enemy fighter craft as attack targets.

Thanks, fixed.

Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 02:15:02 PM »
No problem, I'm *glad* it was an easy one :)

Modding / Re: If you're working on a mod... (updated build)
« on: May 31, 2011, 01:51:59 PM »
For the spreadsheets (ship_data.csv, wing_data.csv) you need to have the first row be the column names. Just copy the first row from the ones that come with the game.

General Discussion / Re: Possibility of Donations?
« on: May 31, 2011, 09:12:24 AM »
Thank you guys! I really, really appreciate your support - it means more to me than I can easily express with words :) Reading this thread just blows me away.

Spreading the word is incredibly helpful - so much of the publicity that we've gotten so far is from word of mouth, as we haven't done a concerted push to raise awareness.

I've actually quit my full-time job to focus on Starfarer - last day is this Friday. From a financial standpoint, it's a bit premature and I'll have to break open the piggy bank. Just the same, I'm very excited about finally working on it full-time. Thank you again for your support, and the reception you've given to Starfarer - it's played a large role in my decision.

Suggestions / Re: .34a-p2: shield upkeep tooltip is the odd one out
« on: May 31, 2011, 08:47:22 AM »
You have it right - upkeep is how much it costs. 0/10 is free, 5/10 means flux dissipation is reduced by half when the shield is up, etc.

Suggestions / Re: HUD indicator adjustment
« on: May 31, 2011, 08:46:42 AM »
Hmm... there is a bar showing the flux level already. Maybe it should flash when it gets high, though - would help draw attention to it when necessary.

Suggestions / Re: Shield types
« on: May 31, 2011, 08:44:57 AM »
Yep, these kinds of things would be perfect for ship hull modifications (taken as part of outfitting your ship).

General Discussion / Re: help, I ordered but no key!
« on: May 30, 2011, 05:41:29 PM »
Hi - yes, it can take a few hours sometimes for the payment to be processed and the key to be sent out.

Please accept my apologies for the delay. I'd send you your key via email but at this point I don't know what it's going to be.

Suggestions / Re: .34a-p2: shield upkeep tooltip is the odd one out
« on: May 30, 2011, 02:55:48 PM »
Hah, yeah. As you say, I suspect any attempt to make it less confusing would make it more confusing, though.

General Discussion / Re: Hi, all
« on: May 30, 2011, 01:24:32 PM »
Hi, thanks for dropping by!

I hear what you're saying about battles having context within the world - having something more permanent at stake in the battle is going to add a lot.

About things become a bit disordered - like you mentioned, the current set of orders is insufficient, and we're planning to add more in the way of that. I don't think it'll ever be all neat and tidy, though - the ship captains have minds of their own, and aren't obedient RTS-style drones. Still, larger ships are slow enough that their presence lends some stability and shape to the battle, which is what I think you're looking for.

Much longer-term plans include using construction rigs to build defensive platforms around objectives and repair ships behind the lines - adding more in the way of structure to the fight, if you so choose. A carrier behind your lines repairing fighters also adds to that feeling of having some structure to your deployment.

These would be optional, though - you could choose to field those in your fleet and have a more deliberate approach to each fight, or go with attack ships and blitz the enemy in a more chaotic assault, or somewhere in between.

Suggestions / Re: Scripted events
« on: May 30, 2011, 11:13:01 AM »
Yeah, it's hardcoded. There's a notion of triggers which will likely become mod-accessible eventually, but right now they're too half-baked for that.

Taking a step back, I can certainly see a much more involved mission system for Starfarer, with groups of missions being organized into "tours of duty", with ship/item/character persistence across those, etc. However, that's tangential to the direction of the game overall - it seems more important to forge ahead with the real campaign, rather than to keep adding features to missions. Those kinds of things would be nice to have later, but for now missions are a representation of the kind of battles that would take place in the campaign, and not the more elaborate scripted affairs.

Suggestions / Re: Starfarer irc chat and some suggestion
« on: May 30, 2011, 11:08:58 AM »
Thanks, I'd love to know how it goes. I do have access to a windows 7 laptop, but it's not mine, so I'd rather not install Steam  on it - but might have to.

I'm not sure what I'd actually be able to do if it turns out the overlay doesn't work under some set of circumstances - not doing anything particularly odd with the display code.

Modding / Re: a look into missions I'm working on
« on: May 30, 2011, 07:38:04 AM »
Hmm, interesting - sounds like it's working better than I thought.

The problem right now is it makes no distinction between a military ship and a freighter. The freighters function as very poor and easily intimidated military ships, instead of trying to head for the edge of the map. It also won't order retreats when would be appropriate - the ship would have to be pretty damaged, or the remaining forces very outnumbered.

And then there's the (lack of) strategizing. It's just using the same AI, not meant for an "escape" scenario...

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