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Messages - Typo91

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16
General Discussion / Re: Colony cap
« on: November 29, 2018, 10:19:51 AM »
How do you get around the cap??? start a colony and just abandon it? or edit a file somewhere?


17
Bug Reports & Support / Re: Lost Activation Code
« on: November 17, 2018, 10:33:23 AM »
Thanks! Alex... super fast fix!  I figured I'd have to wait a day or two.  Glad you found it, I dont know how I didn't have the email, i never delete anything.

18
Bug Reports & Support / Lost Activation Code
« on: November 17, 2018, 10:18:44 AM »
I picked up the game back in 2009 or something... back when it was Starfarer.  Searched my email for several keywords, but can't find the email with the code...
For years I never even thought about it because I literally managed to run the same windows 7 install up till about last December when I got windows 10.

Been watching this game for years, but since the new update, wanted to play... now I need the code. Forgot to pull it out of my windows 7 registry before installing windows 10.

As an early supporter, I dont feel I should have to pay again.  But Since my email doesn't contain "Fractal" "Starfarer" "Starsector" (that contains a code anyway)

I doubt he even has records back that far.  I could have sworn there was a way to log in to get your code before.

19
Am I missing something? 

I conquered a station, blew up the battle-station too.... so when do I get to build my own battle-station in its place?

I was really looking forward to doing its load out.

20
General Discussion / Re: 345 days - you've read this post before
« on: March 07, 2018, 10:30:18 AM »
Well, if it's 'be all sappy about Starsector' time: I think Starsector is within the same order of magnitude as Star Control 2.

p.s. 0.9 release, now, please. Or super buggy beta version. I'll take whatever fix I can get!

StarControl 2 is my original love...  did you know they are actually trying to make a new one? its on steam.

I got my hands on an early release, its pretty rough.

Starcontrol 2 was and still is a magical thing... the The Ur-Quan Masters remake is a testament to this, and that other game thats being made in the same style, as a direct continuation from the community.

I can't stress enough how amazing Starcon2 was... my god... still have the map and remember exploring the galaxy... maybe thats why i've followed this game so much for the better part of a decade.

This game could use a modular ship that you build from totally separate parts you find blueprints for, would be kinda cool.

21
General Discussion / Re: 345 days - you've read this post before
« on: March 04, 2018, 01:32:50 PM »
dont get me wrong, this is the single game i've learned to wait for updates....

but broooooooo

reading about all the things...... a year..... i have more patients then most... but brah.... almost a year....   

come on... I love that the patches are almost always playable without problems... but come on.

Even the driest deserts get more rain then this!

22
General Discussion / 345 days - you've read this post before
« on: March 04, 2018, 12:39:04 PM »
come on man, i know we arn't suppose to talk about it...

but bro... 345 days of reading/checking the blog page about good ideas and plans....

why sit on something like this for so long?  By the time you finish the game at this rate, we will have moved on from 2D screens completely.

This has had so much potential from day one. It still does...  If you actually kept this game moving forward and updated it more, as well as brought it to release it would probably more then out shine whatever job you are working now in income.  The sky is the limit for actively supported games theses days. 

If i was in your shoes I would have doubled down on this project so hard, given all the followers and community.  Defiantly would have quit my job.

23
General Discussion / Re: A few questions regarding the next version.
« on: February 19, 2018, 07:38:38 PM »
at this rate by the time this game is finished.... we will all need to run it on "WIN-BOX" because we will have moved on to neuro-net hyper dimensional Cortex processing units running the Uni-matrix AI operating system. all created post singularity.

24
well not that its hard....

But you gota be planning that next Supply pickup and watch that fuel. 

Like you're hooked on that sweet crack supply.   And everything you do, from stepping into a cloud to fighting just makes to suck down those supplies faster! 

I just dont like the mechanic.  I think there has to be a better way.  What about a ship that grinds up all ships you kill and creates new supplies from scrap?

Why not a ship that manufactures new supplies from metal plates or something?  Why not the ability to break components down and make supplies from the parts?

Why not break things down more.... Like Food for the crew, and supplies almost dont drain unless you need repairs....  and Food you can farm by finding any planet that has life?

And the ability to make fuel by having certain ships/mods and being near gas giants/stars ?

How about some of those apples?

25
I've been playing since the game was called Starfarer.  and it used to be a lot worse...

And yes i've tried using Cargo Capital and Fuel Tankers....  In fact at one point i was just driving around with my Onslaught and 3 other support ships... but still feels like I can't go too far from port because Fighting all the time even with salvaging skills and fuel conservation skills, still seems to feel like the clock is always running out on my supplies, and fuel gets expensive if you want to go far.


I dunno, just sucks to have a big fleet, and gets REALLY expansive to go around after really big bounties.   Much less explore the unknown and be ready for large Alien who knows what.

26
I try to play the game everytime there is an update.

Seems that even getting a decent fleet always gets to the point where I am ALWAYS fighting supplies and fuel, cutting in the profits constantly.

I mean i get the mechanic and all, also it hasn't really stopped me from getting to the point where i have lots of money.   

But to combat the problem I often drop most of my ships off at my abandoned outpost, and try to take smaller fleets or just a few big ships.

Having said all that, it still feels like I am just constantly fighting draining supplies and fuel, its to the point where the entire game, every move involves being solely based how much fuel and supplies I have... exploring the deep space seems out of the question considering if you arn't going out to get more money to buy more fuel and more supplies you are going to go broke.

It just gets a little old... always chasing that supply and fuel drain every turn....

Could rename the game to StarSupplies.

27
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 03:30:28 PM »
possible bug
50000 credit bounty posted is listed as 75000C on my intel screen...

Varda Lim by the tri-tachyon.

Bug?  am am neutral with tri-tachyon.

I can click the 75000 bounty and it reads 50000 credit at the top.

28
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 05, 2015, 12:49:34 PM »
Reports indicate that XXXXXX was killed in an incident unrelated to the bounty posting....


Right after i just killed the guy with my transponder on....  this is the 4th time i got denied payment i was owned over some meaningless technicality by whoever has all that money yet is too lazy and chicken to take action against the pirates themselves.


And yes i've triple checked it... transponder on... even an allied fleet nearby this time, but not in the fight.

Really killing my early game, trying to work up some credits.

(was using RC4... getting RC5 now gona try loading from my save i made, right before the bounty kill cause i thought i was going crazy or doing something wrong.)

*update... RC5 seems to work now... thankx Alex... on with the carnage!

29
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 01, 2015, 08:51:25 PM »
Pilums regenerate regardless of the ship you mount it to. It's a support missile and all that jazz.

thats really cool, i'd like to know if other missiles do that too... man i know what i am putting on all my medium missile slots now.

OH now i see where it says it does that.... i had thought that was the time it takes to fire another round... Reload time shows 6/min on it... ok i gotcha now

30
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 01, 2015, 08:42:44 PM »
Is the Onslaught suppose to make missiles?

I have 4x Pilum LRMs on mine, and during a battle i can see the ammo count going up... it never runs out of missiles...

It doesn't say anywhere this is a feature of it... do Pilums regenerate or something? 

edit:
just tested on the Gryphon with Pilums, they regenerate here to.. only slower, without using the Autoforge at all...

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