Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24)

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 - Zarcon

Pages: [1] 2 3 ... 22
Blog Posts / Re: Cartography
« on: November 29, 2016, 09:54:33 AM »
LOVE IT!  :)

Only sad part is now I'm that much more hungry for the next release/patch, lol.  It's gonna rock!!!

Blog Posts / Re: Fighter Redesign
« on: August 29, 2016, 07:13:10 AM »
I love it!  :)

Elegant but straightforward.

Blog Posts / Re: Planetary Surveys
« on: June 17, 2016, 12:55:03 PM »
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

The are certainly aliens in the Sector. Just look at Jangala - it's full of non-Terran life forms.


Oh no!  Now I have to go look at Jangala in detail tonight to find out if humor is in play here, or if I'm just missing something, ha ha!  :D

Blog Posts / Re: Planetary Surveys
« on: June 17, 2016, 12:28:38 PM »
Oh.  I saw a comment about previously unknown small colonies being discovered in Surveying and it brought a question to mind.

Are there Aliens in this Sector of Stars?  :P  (Sorry if this is already addressed or obvious.)

Or just stranded humans?

Blog Posts / Re: Planetary Surveys
« on: June 13, 2016, 06:19:22 AM »
So stinking cool!!!  :)

Love it.

My excitement level for Starsector just increased a bunch, because so far it's mostly been a combat sim, to now bring in outposts and creating your own domain, so amazing!!!

(I knew outposts and such were one day gonna be in the game, but this makes it feel more real and immanent.  :P  )

Blog Posts / Re: Economy Revamp
« on: April 26, 2016, 12:12:17 PM »
Well that makes me a tad bit sad, lol. ;)  I love the concept of each bit of shipping/cargo/goods existing in a real sense and having to be moved around via fleets.  Would make blockades really cool imho, and pirates would be very disruptive just like they historically have been in real life. 

But I respect your reasoning Alex, thanks for the explanation, it makes sense.

Blog Posts / Re: Economy Revamp
« on: April 26, 2016, 09:37:22 AM »
I fear that I'm being overly dense to even ask this question...alas.  :P 

But all of these cool market supply/demand issues will be resolved by REAL fleets moving throughout the Sector right?

Fleets which will be carrying the desired supplies from the location with the surplus to the location with the demand?

Then if these fleets are assailed, the cargo recovered would naturally be the cargo which was being shipped due to this market system.

Anyways, sorry if that is old hat, but I didn't notice it being clearly laid out just now, maybe I overlooked it, or maybe I'm way off and this supply/demand chain will happen automagically.  :P

Modding Resources / Re: Spiral Arms: In Soviet Space, ship makes you
« on: March 10, 2012, 12:40:52 PM »
Send to deal with Parrot  ;D

Devourer capital ship



Wow, I love the Swarmer, very nice indeed.  :)

Modding Resources / Re: .ship/.variant editor
« on: March 10, 2012, 01:35:39 AM »
I've been busy, and still am, with real-life stuff but I'll try to update the editor reasonably soon.

Good deal!  :)  Real life takes precedent for sure, but it is good to know that it is something you still plan to do at some point, I love this editor quite a bit.  :)

Suggestions / Re: pilum missile tracking
« on: March 01, 2012, 02:09:13 PM »
yeah sure... go ahead
but then you get people complaining about the (obviously) non existing tracking in stage 2 and how hard it is
to hit something with it and how useless it seems....
(YES, i'm talking about you! Sabot SRM)

i mean, i personally love the Sabot SRM but a lot of people don't :P

Oh, well now I feel a little silly, I guess the Sabot is already a two stage missile, ha ha!  :)  Doh!  I'm gonna go check out its stats tonight and make a missile like the one I was considering, thanks for the heads up Dreyven, I was being a little dense there, lol!   ;D

Suggestions / Re: Dev post tracker
« on: March 01, 2012, 12:54:57 PM »
I don't know if it's possible but it would be nice if we could see in the list of threads which one has had an answer from a dev and be able to click the icon to jump to dev posts, as seen in many game forums nowadays.

I also support this if it is a relatively easy addition.  :)  I was just thinking about suggesting one when I saw this post, lol.   ;D

I find the forums are so heavily populated these days that I can't read all of the posts, so I'd rather spend my time reading what Alex says in response to someone, than reading through the 101st post about ship balance or weapon suggestions, etc, trying to find something from Alex.  :)

But good idea Catattack998, I'll try that in the meantime.   ;D

Suggestions / Re: pilum missile tracking
« on: March 01, 2012, 12:50:04 PM »
perhaps if pillums were a 2 stage missile.

1st stage was a fast burn into the target area with no tracking.

separation of 1st stage rocket

2nd stage like what we have now minus the range that the 1st staged used.

just an idea.

i always think of the tomahawk missile system when i think of the pilum missiles.

Huh, that'd be cool for sure.  :)  But honestly, I'd rather have the stages reversed, a slow burn to get to the target, and then ZOOM, they get faster and blow up some face.   ;D  lol

All fun aside, I really do like the idea of a 2 stage missile, maybe that is something Alex will add to the game at some point, seems a fun idea that adds a lot of flexibility.

Modding / Re: Enemy ships always retreating
« on: March 01, 2012, 08:13:05 AM »
Reduce the hullsize as opposed to increasing it?

Yeah, cause I think what Alex is saying is that the retreating ships feel under-powered weapon wise for their size, and feeling insecure, they run away.   ;D

Announcements / Re: Starfarer 0.5a (In Development) - Live Patch Notes
« on: February 29, 2012, 11:45:03 AM »

  • Certain settings can no longer be changed by mods (see data/config/settings.json for details). "devMode" is the main one here.
  • Made "PD" flag work for missiles
  • Fixed "getEntityByName" function

Command system:
  • Added "Recon" task for scouting a waypoint (sends a nearby fast ship)
  • Added "Engage" assignment that functions like "Assault" but against an enemy ship destroyer-sized or larger
  • Removed "Harass" as a valid assignment from enemy fighters or frigates - functionally too similar to "Intercept"
  • Added "Full Escort" task that assigns several ships/wings (2-3) to escort duty
  • Ships carrying out escort duty will try to stay close to the ship being escorted
  • Ships carrying out escort duty will position themselves to intercept incoming missiles and fighters
  • Only ships close to the speed of the target will be assigned to escort duty, to ensure they can keep up

Wow, I loved just about everything in this fix/patch!  :)  Awesome, expecially the stuff about the new "Full Escort" command, lovin it, many times I had been wishing for just that command.  Also, the Point Defense missiles, wow, great stuff indeed, that'll be fun to mess with.   ;D

Announcements / Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« on: February 24, 2012, 10:15:15 PM »
... uh... what?

Excellent question sir.   ;D

Pages: [1] 2 3 ... 22