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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Chaos Farseer

Pages: [1] 2 3 ... 7
1
Bug Reports & Support / Re: The Typo Thread
« on: March 26, 2021, 09:53:08 PM »

One minor typo! Immediately after the tutorial, talk to this guy at the academy. Specifically the scientific object retrieval mission. The description here allows both genders, when the character's gender is already declared at this point. Unlikely to be intended this way.

Seems like everyone visited these guys XD

2
General Discussion / Poll: Did you read the Writing Starsector spoilers?
« on: December 17, 2020, 02:35:18 PM »
After seeing the blog post’s spoiler warning (and then the second spoiler warning), I decided to step away from the back of the curtain. For Alex and David’s amusement, how did everyone else respond?
No spoilers!

3
Yeah, that's true, it's probably intended for people who already like board games. I only got to play one demo, and it can be made fairly accessible by learning to fly with only one ship before adding in weapons, but it would get complex with more-advanced weapons and/or more ships.

If you want a lower-complexity space board game, Gravwell was pretty neat. It's a game where you're stuck in a gravity-less parallel dimension and you're trying to race towards the exit. However, when you move, you always fly towards (or past) the nearest opponent. You then try to simultaneously guess how many spaces everyone else is going to move and whether they'll go earlier or later in the turn order than you, predicting their movements to your advantage (or flying backwards by accident!)  That's completely unrelated to the original post, of course  :D

4
Discussions / Velocity: Vanguard, a space physics board game on Kickstarter
« on: November 03, 2020, 12:55:46 PM »
No idea if there’s any interest in board games around here, but the subject matter aligns.

Velocity: Vanguard is a space combat board game with a focus on inertia-based movement and customization. Ships maintain a velocity vector from turn to turn, which they can only modify by accelerating with their rear engines. Ship weapons are often facing-dependent as well, which makes maneuvering into a trade off between getting to the right location or shooting all your guns.

Also, the game is super pretty.
Spoiler

[close]

Anyway, if anyone’s interested, check out their Kickstarter page or a longer review I wrote. They have several games recorded on Twitch, but for anyone who wants to try it out live, they should release a Tabletop Simulator module later this week. Let me know if you want a demo!
Kickstarter page
Longer review on BoardGameGeek

5
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 01:51:28 PM »
.
It might be cool if some contacts could turn into officers for hire, after you have build a rapport with them.

Hmm, perhaps! I'm not sure that it's a useful conversion, though - a contact is generally more valuable than an officer. And if a contact would become some kind of super-officer, then that might encourage farming up contacts for that, and that doesn't seem great.

You mentioned that, if a contact’s system gets decivilized, the contact moves to another system and lose a point of importance. Maybe if the contact gets pushed around to 0 importance, instead of fading away, they ask to join you as an officer? Then you’re not missing out, and it might be a neat narrative tie-in.

6
Discussions / Re: Fractal art beginner - which program to use?
« on: February 24, 2020, 05:51:56 PM »
Uh, in case you aren’t aware, this forum is primarily for a game called Starsector. “Fractal Softworks” is the company name, but the game isn’t related to fractals. (It’s a good game, though!)  You’re unlikely you find people knowledgeable about fractals here.

7
General Discussion / Re: A new player's first experience
« on: January 05, 2020, 09:17:06 AM »
There were only basic control and command tutorials in the beggining. Maybe they counted towards completing campaign one.

Anyway. If its forced now it means its only natural to abuse the Transverse Jump feature.
You know there's a button to skip the tutorial, right? It's in the new campaign setup menus, right after choosing the game difficulty, if you've started a game with the tutorial before.

The tutorial is pretty good at introducing mechanics, though. Once you know the game it makes sense to skip it, but it hardly seems like a bad thing for a new player.

As for the OP, yes the tutorial is pretty linear. Once you complete it, the game removes all the constraints and lets you tackle any mission or visit any star system. All of that is right behind the two fleets guarding the jump point. So, I hope that you at least give it another shot, or maybe you can create a new campaign and choose to skip the tutorial this time; you've basically seen everything the tutorial has to say.

If you want to win the tutorial, it might be best to start with a new campaign and follow all the missions without getting distracted. You might be able to save some supplies if you don't attempt to trade, for instance; it's not really viable in there. And, I believe you should be able to salvage a Hammerhead destroyer? You'll want to bring that if at all possible. It should give you a major advantage, especially if you can fight one of the jump point fleets at a time again. If you need combat practice, you can try some of the missions in the main menu or play around in the simulator, which is accessible from the refit screen. Otherwise, there's plenty of people here who can provide combat tips.

Thanks for sharing your impressions, even if they weren't good ones! Hopefully you can see the game in full and comment on that!

8
Maybe it could be an option in the settings menu? Or, maybe the first time it triggers, you get a little popup telling you why the game is paused and whether you want to keep the auto-pause feature on?

9
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
« on: October 24, 2019, 08:21:47 AM »
Congratulations!

10
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.4.2 [07/1/19]
« on: July 12, 2019, 05:36:11 PM »
Hot damn. They definitely look more 3D now. The King-class now looks like a much more intimidating brick.

11
General Discussion / Re: Soloing the Remnant Battlestation
« on: March 10, 2019, 07:41:20 PM »
The madman has done it again! Been enjoying seeing these videos as you've uploaded them.

12
General Discussion / Re: 6th Fleet Building Tournament
« on: February 14, 2019, 09:03:33 AM »
What would be really interesting to see is 2 allied fleets that both have one player controlling one ship and ordering their part of the fleet around. Would cut down a lot on "ahhh the AI just doesn't know what to do with that special snowflake loadout/composition". Though I doubt that can be arranged.
That’s currently logistically impossible. While there is that mod which allows a second player to pilot a ship, the second player would have to be at the same computer as the first player, and they have to share a screen. And players are probably not located near each other.
Then you’d need each pair to record/stream their playthrough, and not everybody is prepared for that.

There could be an argument for a PvE tournament where the player takes personal control, but then you’d need everyone to record their own playthrough and you’d need some way to prevent cheating.

 
Why not make the fleet slots a random draw so everyone who wants to join has a chance, not just the same few lucky individuals?
I originally misinterpreted this as a lottery system, where 40 people could sign up for 32 slots, and the participants are chosen at random. (And then the participants get to choose which fleets they use, I suppose.) This might be more fair for getting into the tournament, instead of first-come-first-served? Maybe.
(It could motivate players to make many fake accounts to maximize their chance of getting in, but that could be fixed. )

The original slots idea, where many players can submit for a faction but one is chosen to display, seems like it would be unfair in terms of time commitment. There’s less motivation to create a fleet submission if there’s a 50% chance or less that your submission is chosen, and if your fleet isn’t chosen all that time would have be wasted. Consistent participants make more sense, in my opinion.

13
Suggestions / Display Fighter Weapon Stats
« on: February 04, 2019, 09:07:08 PM »
So, for the second round of the Starsector AI Tournament, I found myself attempting to compare the effectiveness of various fighter wings, especially among mods I hadn't used before. One hurdle was that I didn't recognize the weapons that the fighters used, so I often tried to make guesses for damage types based on the description. However, even if I knew all the weapons off-hand, I think it would be convenient for comparisons to display the weapon stats, especially since some fighters use fighter-specific versions of weapons which do not have in-game-visible stats.

Since fighters typically ignore flux costs and tend to have consistent behaviors (launching bombs at long range, or closing in and circling the opponent), I imagine the main stats are the following:
  • Damage Type
  • Damage
  • Damage/Second
  • Refire Delay / Limited Ammo

The only fighter where range might be important would be the Xyphos, I think, so it seems like it can be ignored most of the time.

As for rendering these in the UI, I'm not sure what would be the best way. Most likely would be the ability to press F1 while hovering to show expanded weapon stat blocks, instead of the weapon list. However, it could be nice if there was a way to click the weapon and go to a codex entry. Not likely to be relevant right now, but possibly some time in the future.

14
Currently, the high-tech ships are all associated with the Tri-Tachyon, for the most part. (The other factions do occasionally use wolves and buffalo, but still.) It'd be nice to have another faction which uses high-tech ships, just so that they aren't immediately associated with the TTs.

Or, perhaps the pirates could be modified to use a random distribution of all ships, instead of primarily low-tech ships. Which would work nicely with mods, since then they'd really look like messy, slapped-together fleets.

15
Bug Reports & Support / Re: The Typo Thread
« on: November 25, 2018, 04:47:22 PM »
Shipping Disruption condition for colonies, last sentence: "commodity availability should return to normal leves in approximately three months."  "Levels" is misspelled.

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