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Messages - angrytigerp

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46
General Discussion / Re: Steam and other digital download services
« on: August 31, 2015, 08:42:59 AM »
I actually commend Alex for not leaping on the Greenlight/Steam EA program. By committing to readying the game BEFORE it hits the mainstream, he's actually earned my trust as a customer a lot more because it's obvious that this is a labor of love that will eventually reach completion, rather than a cash grab.


That said, I do look forward to it gitting Steam, whereupon I'll probably buy it again just for the sake of organization, and because few devs lately have genuinely earned my money, IMO

47
Suggestions / Re: Provide incremental updates
« on: August 22, 2015, 10:39:26 AM »
When reading the title I thought this would be about having more frequent updates... the actual suggestion though seems really reasonable.

At some point Alex was thinking of switching the bundled JRE to a newer version? Or did that already happen? I don't remember.

Ditto for thinking this was another entitlement/Alex owes us updates every week thread. My apologies for the presumption, OP.

Yeah, it really does sound like a solid plan, given that many SS owners have been around for a few versions. Where does the main bulk of the file size come from? If it's the art and sound assets, then by all means, this would be a drastic reduction of the file size. No need to download every single ship and sound if it's just a gameplay update.
IIRC the bulk of the update comes from the included java (around 155 MBs on my machine with the total being around 355) but he includes that because if he didn't, some dumbass would download SS for the first time (and most likely the java free version) and then *** to all of his friends that it is a crap game that doesn't even work instead of looking up WHY it isn't working!

Wow, the JRE takes that much space (don't have computer, but I believe you)?

I mean, Java doesn't update and break apps that often, does it? And virtually every machine should have at least some version of it installed...

48
Suggestions / Re: Provide incremental updates
« on: August 22, 2015, 08:37:12 AM »
When reading the title I thought this would be about having more frequent updates... the actual suggestion though seems really reasonable.

At some point Alex was thinking of switching the bundled JRE to a newer version? Or did that already happen? I don't remember.

Ditto for thinking this was another entitlement/Alex owes us updates every week thread. My apologies for the presumption, OP.

Yeah, it really does sound like a solid plan, given that many SS owners have been around for a few versions. Where does the main bulk of the file size come from? If it's the art and sound assets, then by all means, this would be a drastic reduction of the file size. No need to download every single ship and sound if it's just a gameplay update.

49
Suggestions / Re: Endurance/Arcade Mode
« on: August 09, 2015, 09:38:02 PM »
Shadowyard's Buffalo mission is close to what you seek.

*cough* Starsector+'s arcade mode complete with unique boss enemies/ships, and a scoring/point system *cough*

Of course, both these options fail to allow for a user-defined fleet as OP requests, but still...

50
Suggestions / Re: Organizing your fleets into squadrons/divisions?
« on: August 09, 2015, 03:18:34 PM »
It'd be really nice to be able to define Groups outside of combat in the Fleet Menu, though.  That's the issue with that feature; it's not explained anywhere, you have to mess with it in an unintuitive place, gameplay-wise, and it's something I suspect the vast majority of newbies don't even know about.

Hell, I've been playing for 3+ years and didn't know this.

BRB going to try it out

51
AKA "boarding/capturing solution thread #39"

So I gots to thinking, the -D variants of ships certainly add a richness to the universe -- drives home the point that ships are lasting for years, decades even, past their prime. But other than sprucing up Pirate fleet lists, -Ds don't really do much other than... Exist. I've got a few concepts to fix that, maybe, some of which improve boarding in the offing;let me know what you think of any or all of these:

1.) Increase chance to board, but make the increased chance correlate with "chance to recover ship as -D Variant".

The shortest, sweetest solution, really. However, this assumes that every vanilla ship will have -D art of its own, which strikes me as a daunting task, which is to say nothing of the nightmare this would be for modders. Hence my slight hybrid solution:

2.) Same as 1.), but roll is instead for failure to recover (be it too damaged in fighting or self-destructing); full recovery (which is to say, the two possible vanilla outcomes); or (the change I'm proposing), a chance to have one or multiple penalty hullmods (like Faulty Power Cores/Damaged Engines at present, and hopefully with more to come...? OP-reducing mods, maybe?)

One more concept I was thinking about, but requires a bit more work, would be:

3.) Keep vanilla boarding exactly as it is (ship defended by crew, successful capture yields mod-less hull), and add roll for a separate pool of derelicts to the post-fight results where the crew is dead, but recovery (which still isn't guaranteed) will always yield a -D variant and/or install penalty mods (as would happen with 2.))

This makes it so that there's no RNG element for the ships you have to fight for beyond whether you cap it in the first place (hopefully minimizing frustrations), but also that there's a chance that you can snag a couple more goodies from a fight.

Now, along the same lines but aimed at different targets:

A.) Construction Rigs and/or some yet to be determined dedicated Salvaging Ship (with either or both possessing some help hullmods to accomplish below feats) can reduce -D variant or penalty mod roll chance (for 1.) and 2.), respectively), or increase lifeless derelicts' (3.)) chance to appear after battles.

B.) Skills should be added offering bonuses/chance to get a desired result to any of the roll rates I mention above.

C.) (Most difficult to place using current game design) perhaps add a service to stations/planets to overhaul a ship, purging any penalty hullmods installed, for a credit fee (and maybe something more meta like raw metals?)

EDIT: Unfortunately, this thread will have to pan out without me -- got some at-sea stuff to do with the Navy coming up, and will be gone for a few weeks. Will attempt to keep up using slow-ass ship Internet every once in a while, so keep the debate going! ... Or let the idea die the death it deserves, whatevs.

52
Yes and yes.  Take a look at the code dealing with that, after setting up an IDE; essentially, all of that is moddable, just not trivial.

Whooops, just looked at my OP again, didn't realize that it read like a modding proposal. What I was getting at was... vanilla should be written so that we don't have 20 inspections/minute. I know a lot of newcomers to the series find themselves getting taken for all they're worth in the early-game because of it, sometimes.

53
... And if so, can we add a condition that inspections won't occur within X amount of time of each other?

I got pinged by a Hegemony security fleet (the same one, yes, not two separate ones) twice in about 10 seconds, without having stopped at their station or anything. Now, granted, there's a lore-friendly explanation in-game ("blah blah blah '...feels like a legalized shakedown...', etc."), but all the same it's kind of ridiculous sometimes.

54
General Discussion / Re: Major Build Release
« on: August 07, 2015, 01:28:28 PM »
now more than ever is the time to go chime in on the Suggestions forum (either with your own or in favor or someone else's), or provide feedback on the Blog discussion threads.
As I said, feedback is almost worthless when it's not based on anything but speculation.  I don't have the thing that I'm supposed to be giving feedback for, so I can't say whether a feature is well-executed or not if I cant see the feature in practice.  There have been so many new feature announcements and the game has changed so much from the version I have that there's no basis for me to be valuable.

Give feedback on current builds, or community suggestions. And if you think feedback is worthless, bear in mind that the team does watch what transpires in the months-long blog post threads.

I'm not sure exactly what you're getting at, to be quite honest. Is there something that bothers you about the current game? Find a thread about your issue, or make one if there isn't. Do you disagree with some concept Alex put out? Reply to a blog discussion thread. Plenty of that happened during the flux damage boost/ammo removals. The team explained quite clearly their rationale.

I'm not sure if you're... What, disappointed in something yet to come? Or that's in the game now? Because alpha or not, pretty much every game will have some issue for someone... And it won't be possible to implement everyone's perfect solution.

55
Mods / Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
« on: August 06, 2015, 09:58:50 PM »
I actually haven't updated it.

Okim said he wasn't done with the balancing, so I waiting for his final pass for this version and kinda...forgot.
I'll get around to updating one of these days.

Well, fortunate for me I thought to check this thread. I had installed IC and then dumped VNS as I've done a couple times before (each separated by a few months, mind you, as my SS urge grows), and I noticed that VNS caused errors to be logged where it was inexplicably trying to load files from all the other mods I'm using on my "add everything" (N)Exerelin playthrough.

Then I reinstalled IC without VNS, tried it, it worked, and came here to post about the discrepancy... then saw this.

Shame, that, IC in and of itself is great, but I always want MOAR... VNS helped a bit. It'll be much appreciated when, or even if, you ever get around to updating it, Trash. Till then, best of luck with whatever you're up to.


56
General Discussion / Re: Starsector Ship Tiers
« on: August 06, 2015, 07:23:30 PM »
Thanks for the clarification =)  I read this post quite a while ago, I just didn't get around to posting about it till recently.
Also, I am not sure it is fair to say that most people play modded without some sort of polling metric to back that up.  I personally do not use any mods, I prefer the basic game.

That's unfortunate, because as you said, mods add a lot of variety; and there are plenty of mods that have a definitively vanilla-balanced feel and aren't just "lol this is way better in every way". The ease of the modding framework even makes using them really simple, as all you have to do is check a few boxes.

That said, I can understand reluctance to play with mods in general, but they are a cornerstone of PC gaming.

57
we have waited longer than this in the past, let them do their thing

Exactly. Bear in mind this isn't something built with Unity or CryEngine or some similar preexistent engine, it's being homegrown from scratch. The team can't really look at other projects and say "oh, THAT'S how they did X!"

58
General Discussion / Re: Major Build Release
« on: August 06, 2015, 10:54:20 AM »
I am grateful for all the effort Alex and the others have put forth.

I think I've been miscommunicating my point which is to have more of a two-way process.  I'm not trying to rush a full release of the game, that could take another 2 years for all that matters to me.  It should be as Alex envisions it.  I just wanted to be able to see the project develop over time and to be a part of it; to be able to throw my two cents in after these new features are blogged about.  I haven't been posting about the blogs much since it is all speculation from our end.  We just have to wait until .7 which will be (essentially) a new game with the amount of new mechanics (I'm looking forward to it!).  I'm not interested in playing the full game sooner, rather I'd like to be a part of the process as it grows and be able to speak from experience with the game as it develops rather than from speculation on how I think the announced features will play out.

I am still unsure if I articulated myself well enough.  I am not a wordsmith. :(

Well, I know the forums seem dead, but I assure you they are not. In fact, now more than ever is the time to go chime in on the Suggestions forum (either with your own or in favor or someone else's), or provide feedback on the Blog discussion threads. Don't know if you've noticed, but the Fractal Softworks team is definitely active in reading these discussion, and Alex actually is great about throwing in explanations for why X or Y suggestion wouldn't work because of something else he's got cooking, he personally answers bug reports, etc.

As the game grows, of course, the cozy direct interaction will likely fall by the wayside as a natural process, but for now, make your voice heard. And rest assured that this game won't be a perpetual alpha -- at the rate it's been growing, it'll just keep expanding slowly but very steadily.

59
General Discussion / Re: Major Build Release
« on: August 05, 2015, 10:01:49 PM »
I will point out that this question gets asked every few months in between every major release. Been that way since I picked the game up, and that would have been... I wanna say 0.52? Whatever May of 2012's version was, because that's when I dropped the cash.

Anyways, yeah, it'll get done when it gets done. It feels like there's an exponential growth with every build; I think I remember playing like the first version after the campaign mode became a thing (however utterly barebones it was), as I don't remember a missions-only selection. Then suddenly we had ship systems, and phase cloaks. Then suddenly personal skills, then MULTI-SECTOR GAMEPLAY, then TRADING AND EVENTS AND FACTION RELATIONSHIPS!?

Point is, it just keeps growing, bro. Just keep riding it out, knawmsayin'?

60
Mods / Re: [0.65.2a] Nexerelin v0.5.0b "Rock Bottom" (hotfix 2015-08-02)
« on: August 05, 2015, 09:53:54 PM »
  • Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!

Well, now you're just being no fun.

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