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Topics - Linnis

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31
Discussions / Starsector state in China
« on: June 28, 2015, 05:46:43 AM »
It is interesting that the unofficial forums for the Chinese community see over 100 posts a day, granted most of it is chatter small talk.
http://tieba.baidu.com/f?kw=%D4%B6%D0%D0%D0%C7%BA%C5&fr=ala0&loc=rec


They even have a Chinese Wikipedia page on it, some of the information is wrong like stating the game is from "united states"
http://baike.baidu.com/view/8276777.htm


A rough estimation on how popular it is.

Starsector wiki page has : 44k views
X:Rebirth has : 72k views
Both games do not have Chinese support, and players have to jump through insane hoops to play. (pirate or not)
Eve online: 1billion view on the same site, it has a Chinese server and support.

But look at the community followers

Starsector : 5800 followers
X:Rebirth : 800 followers
Eve online: 227k followers

Most common ways for players to play atm is to download the "cracked" latest version of the game, some community members also privately share keys. It is not because they don't want to buy the game. The price is 60RMB converted which is enough for a nice dinner for two (non street food), or half a day of rent in the city. But rather currently there is no way for Chinese people to pay, the only way is trough alipay or paypal with alipay/union pay enabled. Those are the usual ways to pay for foreign things online, and its extremely easy to set up that basically most Chinese highschool students already use it on a regular basis.


Chinese people are notorious for being English illiterate, even university graduates who are required to take English every semester and pass multiple exams still have trouble reading the most basic things. Further even English majors would have serious trouble navigating a game in English.

32
Discussions / Need a web based strategy game recommendation.
« on: June 11, 2015, 11:55:50 AM »
Now that I have graduated and have a part* time job in film production, I have alot of time sitting around doing nothing in random places.

I need one of those strategy games where you play online and check back every few hours to press a few buttons and look at a few things.

1. Not cartoony
2. Not insanely grindy ones (the ones that take a year to get to end game)
3. Have app support is a +
4. Not from 2005 or something.
5. Fantasy, Sifi, modern are okay, no ww2 themed stuff.

33
Discussions / Galactic Civilizations III
« on: June 10, 2015, 06:06:32 AM »
III! Anyone else been playing this? I actually prefer this type of economy and tile management than Civ's. And ship builder is pretty damn cool.


But every time combat happens I swear it should just tab me and let me fight it out in Starsector. GC3's combat is basically non existent, therefore ship builder is useless essentially. If star-sector one day can have diplomacy, trade, and construction management like the civ games....  :o


34
Discussions / Superior Tactics for Android
« on: May 29, 2015, 08:22:14 AM »
https://play.google.com/store/apps/details?id=org.jrenner.superior&hl=en

Great game, would recommend on the long rides. Even if you get motion sickness on buses and cars like me as you can play without looking at it all the time.

It starts off really slow... you have to grind a little bit for a few hours, after that, it gets started and ramps up quick.

There is online mode where you control against a player made fleet controlled by AI, pretty cool...


Only bad thing about this game is the controls are awkward and funky, "alt-tab" don't work with the game, you will end up losing the current mission progress.

No pay-to-win, not that much grinding needed (if you don't suck)

35
Suggestions / Intel map - faction
« on: May 11, 2015, 11:34:25 AM »
The price / intel map should include what faction that station/planet belong to. The worst feeling ever when hauling everything there to a planet to find that it wont trade with you since it changed hands (in nexelerin playtrough)

In future updates vanilla we should be able to take over stations and such right?

36
So I have starsector installed in C(ssd) originally, but then I am getting a weird error where alot of stuff in C became read-only, and I could not change it.

So I copied it to drive H: my other normal harddrive. But then It wont start, not even selecting resolution popup appear. Nothing.

37
Discussions / Need some Java help/resource
« on: May 01, 2015, 06:46:07 AM »
I am planning to make a Java based APP art project for school. Where the program will generate a picture over time by morphing and adding predefined shapes based on patterns of recorded sound from the device it is running on.

I only learned c++ and then later programming involved with film and special effects, so I have an understanding, but have never made an standalone program with GUI and complex API integration before.

Anywhere I can find some decent tutorials and samples I can learn and work from? Or anyone is interested in helping?

38
General Discussion / Reinvigorated Ships
« on: March 02, 2015, 11:50:43 AM »
So with the new changes to weapons, alot of ships suddenly became more viable! Mostly applies to AI pilots.

Here is what I found:


Buffaloes!
1~2 Tac lasers
1 Pilum
2~3 small salamander missle
Add shield or armor if you can.
It can actually hold its own against fighters or low tech frigates in succession now, thanks to 1000 range laser and missile support. No more trade one buffalo for 1 frigate deal.

Wolf
3x Pulse laser
add some missiles
Omnishield or hull mod to protect its engine vunerbility.
With pulse laser actually doing flux efficient damage in early vollys means AIs will be able to use them effectively, and the missing medium mount means you get alot more points to make it more beefy, they can now distract very well and will come in for decent strikes when they can. Will also spin uselessly less since it has no front mount.

Eagle
DO YOU SEE THE LAZERS ON THIS THING?
The most aggressive hard points cruiser with and capable of firing everything at 1000 range? And everyone of them are efficient and accurate? The extra range will also help the AI do the suicide spin less.

Falcon
2x Heavy machine gun
2x Phase beam
The falcon had the problem of not enough options for damage and mostly people used it as a damage sponge, now with phase beam's emp and increased damage, the falcon will actually kill stuff now! Destroyers will not last long at all and the emp and heavy machine gun are very welcome additions when fighting other cruisers.

Wasps
(non combat start players rejoice!)
In small fleet battles, the new beams means wasps will decimate: drones, all fighters other then talons, low tech frigates. Basically if it does not have beams on it, the wasps will help you alot with now.
When on escort they actually can shoot down non swarm type missiles with reliability now.

Aurora
3x pulse lasers
2x Phase beam
2x Annihilator rocket
1x MIRV launcher
2x Atropos
(nothing in the back)
This will beat all campaign cruiser setups in 1v1 in short time. The aurora will push its own flux limit once in range, this means the emp and or the close range missles will land on almost all ships, and from there the target is toast.

Cerberus
1x Dual Flack cannon
1x Railgun in the front
2x Mortar in the back (on separate wep-group)
Front shield generator
With unlimited ammo on the flack cannon, this means that the cerberus can kite and keep the railgun firing all the time, and if targets like fighters and wolfs get close, the mortar does come in handy in conjunction with dual flack, this setup can handle most frigates with ease. Tho the weapons are semi-rare, it is still not absurdly expensive. Also this setup will work quite well in a support role also, and surprisingly sturdy.


Mining drone
-also make cheap PD escorts now.


What you guys think?

39
Discussions / IF there was boarding / ground combat in this game.
« on: December 10, 2014, 09:07:37 PM »
Did anyone else play Sony Online Entertainment's Infantry Online?

Totally, Starsector feel, but multiplayer and infantry combat, topdown sprites running around with a lot of inertia and slippery floor with really slow bullets or delayed shots.

40
Discussions / Merry Christmas
« on: December 03, 2014, 02:12:17 AM »
Merry Christmas guys, hope you guys will have an other year of living!!!  ;D ;D ;D ;D ;D

41
Modding / How to disable AI fleet retreating.
« on: July 10, 2014, 04:52:57 AM »
So is there a way to change my game in a way so the enemy AI fleet don't decide to retreat?

Also is there a way to disable capture points in missions?

42
Suggestions / Enemy variety, fleet setups.
« on: July 01, 2014, 09:46:40 AM »
Okay, so even with starsector++ mod. (fantastic my fav btw)

Enemy are all decently well rounded FLEETS. Meaning, they have fighter/bombers covered, they have damage absorbers and long rage artillery, they also always have missile capability. The only exception to this is carrier fleets... That sometimes still have enforcers or medusa in them. So what end up happening is we simply just teat all fleets as the same, just see how many ships are in them we consider if we can take them on or not. Gloriously wasted opportunity with the awesome combat system we have.

Consider this, the AI fleets spawn more specialized setups akin to something that the players would build.

Say, standard long rage artillery?
The fleet mostly comprised of enforcers with maulers and Hyper velocity drivers and dominators with hellbore or gauss cannon that lack in point defense and other weaponry, but has a carrier with a few talon wings on escort.

Or, Fast strike fleets?
Composed with lashers, enforcer and other ships with machine guns, assault guns, and the such that makes the AI boost towards you to unleash lots of ballistics, also with a few strike fighters like broadswords and piranha even with something like 6 fighter wings supported by only 1 carrier (it is all about the first wave attack anyways right?)

Or, special setup of ships that work well together.
A few eagles with gravitons and autocannons thats all about defense and damaging shields, monitors and all that good stuff, supported by bombers with enough carriers with pilums and missiles.

Also something that can tie in fleet type with AI choice of who to escort what or what to attack with bombers would go a long way to make the "you consider your tactical options avilable" seem like something we need to really consider.

43
Bug Reports & Support / Unable to start in surface pro, win8
« on: June 10, 2014, 03:25:17 AM »
on my surface pro, windows 8, the game will flash and exit completely with out an error after pressing start starsector in the launch window.

Is it because of the tough screen?
Or the integrated gfx chip?

I have updated java and all that stuff.

44
Suggestions / Collisions and scale.
« on: May 20, 2014, 09:19:00 AM »
Ships feel like small solid metal objects.

eg.A onslaught ramming an onslaught wreck don't produce any real damage, just bounce off of each other. Something with a dozen hundred men on it and everything should absorb more (even more) force, or take more damage?


More inertia absorption to make the ships feel bigger?
Allow slight overlap in collision detection so you can have ships scraping off each other for more damage?

Watching wrecks graze intoeather after a big battle should be cool.


Since in my mind watching two cruisers or larger ships collide in to eachother... they should not really bounce.

45
General Discussion / Officers and ship class
« on: April 05, 2014, 12:57:31 AM »
So when we do get officers with skills, the larger the ship, the stronger it get.
So with all the skills it has +%, multiplicative. So in turn the difference in power between ship classes will increase too.

Should ships cost and rarity increase along with it?

It would make sense if your a rookie captain you wouldn't be able to say, use a cruiser or its full effectiveness for its cost.

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