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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Jay2Jay

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1
Yo, I was wondering if I could make a sort of smoke stack by using like, particle effects or something to generate some thick black smog from ma ship.

2
I've found that since the addition of all the extra star systems, the neutering of enemy spawns, removal of salvaging credits, removal of a constant bounty for pirate ships, and the addition of the transponder system that I just can't play the game like I want to anymore.

Nowadays, either you go after bounties and missions or you just don't make any money whatsoever. You have a chance, if you plan everything exceedingly well, of making profit by going on salvaging missions without a mission, but the time investment is ludicrous and if you're wrong about how much profit you can make from the mission, distances involved, or supplies needed, then you basically lose everything.

My problem is Starsector has been balanced around the tastes of the veterans who plan everything for maximum possible profit. So sure, if you spend hours meticulously planing out or memorizing ship stats and outfits or save scum then the game because really easy, but people like me that like to take risks and fly by the seat of our pants can't play this game the way we want.

I want to make it clear, however, that I don't expect the devs to bow down to my whims and cater to me, and I'm not admonishing the devs for going down this path. If this is how they want to make their game, then I encourage them to keep going, but it will close off a rather broad section of potential players (aka buying customers) and cut into the profits and therefore lifetime of the game.

That being said all games have to end development sometime, you just have to decide what your care about more, making the game you want to make, or making the game that people will buy and play.

3
Discussions / Re: Robot Hitler
« on: October 18, 2017, 11:35:06 AM »
(Moved. Feel free to re-add the image in the OP minus the swastika.)

Swastika Removed   ;D

4
Discussions / Re: Robot Hitler
« on: October 18, 2017, 06:43:54 AM »
Someone move this, I had multiple tabs open and accidentally posted this in general instead of... literally anywhere else

5
Discussions / Robot Hitler
« on: October 18, 2017, 06:25:57 AM »
A WW2 reenactment using robots goes wrong, and now Robot Hitler is on the loose!



Concept Art for a mod that has WW2 themed factions controlled by robots. Oddly enough it's sort of lore friendly...

Edit: took out the swastika and made it look more like the Terminator

6
Was wondering what stats are tied to ship sizes (destroyer, frigate, cruiser, capital) and if it would be non trivial to add more 'sizes'.

7
Perhaps bringing back the old system to an extent where you have separate 'aptitude' and 'trait' points would feel better?

But then again that takes out the strategy and such...

In reality I would have preferred a revamp of the old system as apposed to this new system. I consider Starsector an RPG and in RPG's part of the fun (for me at least) is grinding up until I am a godlike being that can crush all npcs beneath the heal of my cosmic sized boot

Me as a mad god:"KNEEL BEFORE JAY TINY MORTAL. KNEEEEEL!"

Of course I like it to take time and effort. If it just takes five minutes then it feels worthless and empty.

Me as a bored god: "Kneel before me tiny- eh, you know what? Just go home I'm not really feeling it today..."

Gotta find that balance right? Anyway, I wonder if Alex will eventually put in the assault of space stations and slaughter of families? Then I can get the whole Cronan package. You know: "Crush your enemies, to see them driven before you, and to hear the lamentations of their women"

Edit: Changing signature to reflect badassness of that quote.

8
General Discussion / Re: Have anyone heard about Fairy Empire Mod?
« on: June 02, 2017, 08:00:40 PM »
That's a really good news for me, maybe I can translate this mod for you guys at that time ::)
But as you can see, I still need to improve my English level before that :-\

If you don't feel that confident in your abilities, you could just run the translation by a native English speaker. They could then correct small errors in grammar that you might miss.

The only problem with the grammar in your post above is the phrase "That's a really good news for me", which looks more like a minor typo than anything. In fact, the first time I read the post, I didn't even notice it, only when I specifically looked for errors did I see it. In my opinion, the errors you are making at this point are negligible and most people would be happy enough having the mod back at all.

9
You don't need to necro old threads.  Contact the authors through PMs. 

In the case of authors who have literally not been back here in years, you might not ever get a reply, but there really aren't many mods worth resurrecting where the original authors aren't still here.

So if I don't get a reply from an author who has posted their sprites as FTU can I just assume permission would be given, or should I just play it safe?

10
But when in doubt, even though the thread itself claims stuff is "free to use", assume you always need permission. It's safe and considerate.  ;)

Then get ready cause I am about to necro some super old threads.

11
Want to confirm that all of the stuff in this thread is FTU even if it shows up in someone else's mod somewhere.

12
Modding / Re: "The Infrastructure Mod" [TIM]
« on: June 02, 2017, 02:49:55 PM »
Uomoz's sector has a version of the ship building so if you need help with the code look there.

13
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 31, 2017, 08:48:43 PM »
not showing up for me, check link?

Thanks. Link is fixed now.

14
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 31, 2017, 08:17:04 PM »
Some IRL sketches, because I still can't do sprite art for ***

WARNING: Very big

Spoiler
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Spoiler
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Spoiler
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Spoiler
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This is my first time so... please be gentle senpai.  :-[

15
General Discussion / Re: Rare Finds In Space (Mods Included)
« on: May 31, 2017, 07:32:46 PM »
First game on vanilla 0.8a I was on a "scan something or other mission" on the edge of the starmap when I found a derelict onslaught. I saved, but found there was no way I could get enough fuel to bring it back, so I had to leave it there :(

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