Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nick9

Pages: 1 2 [3] 4 5 ... 11
31
Why would the main factions tolerate large, well-known pirate starbases and colony worlds as neighbors?

To use them against other neighbours. "Oh, there is a planet size 4 with patrols which rob your trade caravans so you always have a deficit?.. How dare you! They are just independent. If you try to invade them, the whole galactic community will invade you!.." or something among the lines is completely possible.

And of course it's a space opera. Imagine fighting with guns in space, when you could just take with you a bag with crushed stone. Considering superspeeds, such obstacle will demolish any shields/armor/hull in an instant.

32
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 13, 2023, 12:11:18 AM »
We must construct additional pilums.

Ok, this was very funny))

33
Modding / Re: [0.96a] Force Auto Resolve (v0.1.0)
« on: December 04, 2023, 09:06:54 AM »
Chef kiss. Didn't know it exists.

34
I have a question about collision radius (there are 690 pages, not gonna try search it out).

What are some tips on getting it right? Should it extend further from ship if it's, let's say, 'bulky'? Should it be exactly at further polygon bound?

35
Modding / Re: [0.96a][WIP] What The Dawg Doing (v1.2.0)
« on: November 29, 2023, 10:33:40 AM »
As of 1.2.0 there is currently a bug with the Doomlin where it does not have a collision radius/hitbox.
I found that to fix this go to What The Dawg Doin-1.2.0 > data > hulls > wtdd_doomlin.ship
Edit the line "collisionRadius":
and edit the 0 --> 125

Wow. Thank you! I really have made i mistake and instead of collision radius created a shield emitter. Will fix it right away. (not considering the fact I didn't check this topic for quite a time)

Also big props that you've provided a method to fix the issue. And basically created an account to do that. Wow

36
General Discussion / Re: Can I used assets from dead mods?
« on: November 29, 2023, 10:29:51 AM »
bro just make another onslaught why bothering

37
yeah guys I too very much like Nex and stuff, but keep in mind, removing protection will (100%) bite any in the ass who'll decide to do some story quests. I've ruined Sindrian quest for myself some time ago because I've captured freaking Umbra. and then I also ruined that knight quest after visiting all shrines and I still don't know which capture caused it (not Mazalot/"that LP planet"/Gilead, they were never captured).

38
General Discussion / Re: How Do Increase Monthly Output For Ship Crafting?
« on: November 14, 2023, 06:02:32 PM »
Custom production limit is based on how many units of ship hulls your planets are producing. 25k per unit. So build more heavy industries, put forges on existing ones or improve them with sp.

AFAIK the more population you have, the more units will be produced as well. So this may be the case for quick initial rise in production and a current stall.

39
General Discussion / Re: Gifting Ships to Defence Fleets?
« on: November 14, 2023, 01:13:03 AM »
If you have Nex (I'm assuming, vanilla answers are above), you can create Special Task Groups with any ships you'd like to give them.

They may even solve hostile activity problem.

40
General Discussion / Re: About Natural Dreams
« on: November 13, 2023, 02:47:51 AM »
Btw I love when Nex acknowledges your current faction in text in some quests =)

41
General Discussion / Re: About Natural Dreams
« on: November 11, 2023, 07:54:50 PM »
No, not really, they don't hold the necessary replayability value, I think. Well given the choice between "nothing" and "large-scale text quests" I would obviously choose the latter, but I wouldn't be super thrilled about getting interactive text quests over more sandbox content and/or refining of existing systems.

Yes, I agree, as a general rule, they won't have that value. The purpose is to create atmosphere, make a focus on world design, and make them optional, so you won't need to replay them every run and they won't have a strict order as well. That's, probably, what I want to do.

But meh... I guess we can do Starcraft 1 zerg too, if you guys want it that much.

Space snails, that's some unique vision here!.. But I lol'd at this sentence. I really love zerg <3

42
General Discussion / Re: About Natural Dreams
« on: November 11, 2023, 11:19:07 AM »
we should make a mission in which we have to cook the perfect pizza for a Sindrian Diktat superior. And then we get attacked by a giant enemy spider

Maybe integration with Symbiotic Void Creatures would be cool in that case :D le epic one.

And starfarer cooking pizza is straight up fanfic stuff. Could be fire because I've never made pizza in my life... byeah, I am totally not being serious rn.

...unless...

43
General Discussion / Re: About Natural Dreams
« on: November 11, 2023, 09:52:59 AM »
>are you referring to specific pirate missions introduced in A War Apart

Not specific, there are prerequisites for some, so there's a small chance you haven't seen some. But mostly it's like you described. It's not like they are themself... specific enough though :D

Spoiler
[close]


> and had to gift the giant orc/goblin warrior and his wife proper gifts to appease him for some sort of an economic deal

They are maloqs, baka!... Yes, it was a funny one. I remember gifting a rifle to his wife.

There was also one quest from SR1 where you need to hold a ground defense against rebellion, but in the end, (after some battles) it was better to give order to retreat despite what you've been commanded (to hold the line and die), because corrupt superiors were trying to evacuate valuables instead of soldiers. I wonder if something like that is possible with Nex in mind, but I wouldn't really think about it because 100% it will be broken mechanic not working as intended most of the time.

I think there's a lot of potential. Some quests could really make an impact, not like in SR. And yeah, "spawnfleet" after some not good quest endings are, indeed, a possibility :D

Although making a pizza would be nice too. We have modded bakeries and stuff now, come on.

44
General Discussion / Re: About Natural Dreams
« on: November 11, 2023, 04:58:57 AM »
Really small clarification on clarification:

>Whether you had a violent past and served the pirate regime or were a dominator hunter didn't matter.
At least, this did matter, because certain quest are locked for certain characteres (war hero/trader/pirate) that is based on your rating that is based on what you've did in the past. Alhough it's easy to change.

Alhough with instruments that Starsector provides, it's much easier to make something that depends on your previous choices on some previous quests, I've seen save file structure.

>but then I would expect someone else to assemble it

It's really difficult to implement something large here, at least SR had utilities (like, TGE), there you need to code everything and, yeah. There would be a lot of code. We need framework.

upd: I still want to try to collab, at least, to implement one quest and to see how it goes. My English is not good, my writing skills may be worse, but I know how to code. We probably need to contact each other.

45
General Discussion / About Natural Dreams
« on: November 11, 2023, 12:11:56 AM »
In short, this topic is about (but not only) proper and large-scale text quests for Starsector. Would you want them? Maybe as a mod?
Now, to more explanation:

This game is not from this world. Okay, maybe it is - but... If we start talking about gameplay, there's nothing even close. And it's easy to see the result of several productive years of development with the idea and passion. In my list of favourite games it'd be ranked as 2-3 place. Comparing games of totally different genres is not a good thing to do, but, aside from the overwhelming positive experience Starsector(tm) has to provide, there's one small itch that it somehow... didn't cover? Should it even? Starsector is what it is, it is perfect that way it is, the missile knows where it is at all times, but I still want to share.

There are open-world space games I've played before that are astonishingly good. I am from Russia, this may be relevant, because, most likely, you wouldn't hear about these games: Space Rangers (1, 2, and 'A War Apart', though last one is definitely broken, and please don't try any mobile versions, like 'quest'), Parkan: The Imperial Chronicles (1997). They are (at the very least, first one) part of Post-CIS culture, a "Nostalgia for a future that never came". They both are open-world, but different in gameplay terms and scale, even genres, they both have some wacky gameplay moments, but also... they both have that one thing in common - in-game atmosphere is on another level.

Now I'll provide some examples based on Space Rangers only.

You'll find a lot of different dialogues based on who you are. If you do pirate activities more, you'd most often referred accordingly, you'd have more quests (text adventures) related to your 'job', and vice versa. You will be judged by your “appearance”, judged by your rating, military rank. Different parties (civillian fleets, military fleets, independent rangers) will have their opinion based on a lot of metrics. You may try to rob someone, and the success of the persuasion will depend on your ship's strength and speed. Military bases will provide dialogues with the context of current galaxy situation in mind. They will be brave if a war is in stale and the galaxy is split equally, and desperate, if the war is almost lost. What I mean, there're a lot of contextual dialogues. I've seen occasional context-dependent dialogues in Starsector, of course, but... different games, different genres, yeah.


Yet there's also something that could be in Starsector right now. Large text adventures. Not everyone likes these, so it's good to keep them optional, although in the right hands these could provide much more immersion to the game.

There's a Persean Chronicles mod that somewhat close to what I want to see, but those quests are still relatively small. E.g. in Space Rangers game text quests have HUGE branches, a lot of possible choices, some of them are complete mini-games that make them replayable, though they are not necessary, most of what they do is... Atmosphere. While music adds to it.

It's hard to find good videos on English about these quests because of the reason mentioned in 2 paragraph of prologue. My favourite one was a "Cybermind", where you've sent by some government to fix a problem on some distant AI-driven complex, and it already delivers from the start. You find it pretty much abandoned, except from the one scientist that tells you about rogue AI problem. And then that rogue AI activating its comms and says that... the scientist is the problem. It has a lot of branching and minigames, and a lot of ways to die, of course. They may be hours long, like Proprologue, that sends player in the past and emulates the game in the text format, although this is overkill.

These quests add a lot to world design and creating in-game atmosphere in general. Also music works, in Starsector it's usually serious, but sometimes also feels boring and repetitive, though it's whole other point and some will already throw hats at me. Right now, there are some quests in Starsector that involve some text navigation, and I love them. I simply wish for more.

Now, should we, as a mod community, find some writers that are willing to make some full text adventures? I also feel like there'd be a need for a framework in this case.

Random images from text quests
[close]

...and some music:


Pages: 1 2 [3] 4 5 ... 11