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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 - Blaze

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46
General Discussion / Re: Happiness is...
« on: February 23, 2016, 04:23:07 AM »
...Pushing the enemy fleet so far back that when they bring in their Supercapital ship, it smashes into their other capital ships and they all explode in a glorious fireball.

47
Mods / Re: [0.7.1a] Extra System v0.1.1g
« on: February 10, 2016, 09:35:15 AM »
There should be a list of upgrades on the fleet-screen tooltip when you mouse over it.

48
General Discussion / Re: Perfomance
« on: January 27, 2016, 09:01:30 PM »
Wow, I dunno what was in that 567kb file, but it fixed the issue right up.

49
General Discussion / Re: Perfomance
« on: January 27, 2016, 07:39:43 PM »
So I turned off sound, as I wanted to listen to something else while playing.

I was shocked at how much more smoothly the game runs now. Lag and stuttering gameplay is only apparent in the largest fleet battles, and even then it still runs better than anything I had while sounds were active.

Is there some way to optimize sounds? I do like them, and they help in survival (It's how I time my defenses; like with Templar clarents).

50
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 27, 2016, 03:08:08 PM »
Supposedly, some form of depletion (and recovery) feature will come in a later version, so overmining a certain planet will result in significantly reduced profits.

However, this doesn't affect asteroids; it would be a bit of a waste to store depletion ratings for so many of them; so how about a few more proposals?

1. "Large" asteroids i.e. the ones you can land on in the map, are set to have a finite number of random resources, generated when you first "scan" them. Your mining stat then determines how many of those resources you can get per mining cycle. When the resources are gone, the asteroid is removed from the map. To compensate, they have a chance of a cache (which is significantly larger than a random cache finding in regular moon/planet mining), which you reach after you fully mine the asteroid.

2. If you've played in non-Corvus mode, you've seen those randomly generated asteroid clusters. Perhaps make it a large clickable object (like a moon). When interacting with one, you can then "search for an asteroid" which - after passing some time on the overmap - will then randomly generate a mine-able object. Searching for an asteroid has a small chance of an accident; both to simulate bobbing and weaving through an asteroid field and stopping players using it endlessly. When searching for asteroids, a high sensor rating improves the yield of the randomly generated object and reduces the chance for accidents.

A mine-able asteroid generated this way will have a random yield (like how current mining works), a random danger rating, a chance for a single cache, and a random size. Size determines how many times you'll be able to mine that particular asteroid before you have to look for a new one. If you don't like it, you can search for another one. If you leave before the asteroid is fully mined out, then it is lost regardless of remaining chances.

While both searching and mining in an asteroid cluster, your sensor profile and sensor rating is reduced, to simulate the interference of being in an asteroid field (This doesn't affect asteroid searching).

3. One last thing to consider is caching mined resources. Right now, we can't exactly control how many resources we get from mining which can easily put us over capacity. With depletion vastly reducing the gains; it would be nice if planets, moons, and possibly asteroid clusters can have an interactive empty market. If you want to balance it, perhaps give it a chance of losing items over time.

51
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 27, 2016, 06:17:49 AM »
It's certainly not a priority anyway. I can probably compile this myself now that I know where to look.

52
Mods / Re: [0.7.1a] Flu-X Version 0.8 Upgrade Complete
« on: January 26, 2016, 03:41:19 PM »
Those are some horrifying sprites. I like it!

Maybe consider making eyes a system addition so they can blink and stare?

Also, laser eye beams.

53
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 26, 2016, 02:34:42 PM »
Which is any different from what we already have? V :-\ V

54
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 26, 2016, 01:56:10 PM »
Is there a way to set map-generation to alter the average size of individual stations/planets?

I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.

55
Mods / Re: [0.7.1a] Fleaden New Regime v1.1.1c
« on: January 25, 2016, 12:37:36 AM »
Open up the relevant json in config/exerelinFactionConfig and set "showIntelEvenIfDead":true to "showIntelEvenIfDead":false

56
Mods / Re: [0.7.1a] Extra System v0.1.1a
« on: January 21, 2016, 11:33:12 AM »
For each category, you can get 10 for frigates, 15 for destroyers, 20 for cruisers, and 25 for capships.

In the end, the bonus is the same. 10 durability upgrades on a frigates gives +50% hull/armor. 25 durability upgrades on a capship also gives the same bonus, but in smaller increments.

57
Mods / Re: [0.7.1a] Extra System v0.1.1a
« on: January 21, 2016, 09:27:13 AM »
Okay, so making a comparison: Here's a Xiakou Capital (Tiandong), base.



And fully upgraded; excluding skill modifiers.



So you're seeing a 50% increase to most stats. This may seem like a lot, but keep in mind it took tens of thousands of raw materials to reach this stage. I estimate it'd take at least 15-20 million credits worth of stuff to max out a capship, depending on market conditions, failure rates, and whether markets have enough goods to fulfill the requirements in the first place.

The effect of logistic upgrades needs to be boosted for it to be anywhere near the cost.

From what I can see, the effect of ship quality only affects upgrade cost.

58
Mods / Re: [0.7.1a] Scy V0.98E Laser torpedoes fix. (09/01/2016)
« on: January 20, 2016, 05:24:14 PM »
A recursive missile with MIRV AI?

59
Mods / Re: [0.7.1a] ORI faction v0.3.5 Exerelin compatible
« on: January 17, 2016, 08:52:40 AM »
Alright, will definitely be giving it a try when I get home.

60
Mods / Re: [0.7a] Citadel v0.8.3 - Second In-dev Released! [6/7/2015]
« on: January 16, 2016, 03:47:09 PM »
Looks like it was my fault, I forgot to include a pair of variant files. Try downloading the patch again.

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