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Messages - mitthrawnuruodo

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31
General Discussion / Re: AI kiting tactics
« on: November 22, 2015, 10:15:25 PM »
I have seen this happen a few times as well, but in all cases I was outnumbering the enemy 60-40 or more.

32
General Discussion / Re: Fleet Size Limit
« on: November 22, 2015, 10:06:44 PM »
The more I play, the more I want the "Fighters as Weapons" proposed in a different thread to be a thing. It has amazing synergies with officers too! Make some skills be "fighters from this ship get +blah blah" and put that officer in charge of the carrier.

That sounds good to me!

33
Ah but surely whether or not any activity is a waste of time is an opinion  :P

i.e. gardening is a waste of time, exercise is a waste of time, playing computer games is a waste of time... an so on!

-----

Regardless, playing on Ironman (and equivalents in other games, Hardcore in Diablo, many rogue(likes), EVE Online) makes me feel a bit more on edge and I feel adds a bit more to the game. Why would I bother with getting chased in a pursuit battle if I could just reload before the battle even started? Kind of cuts out (the necessity of) part of the game :)

Ahh, but if you would not fear your time being wasted, you would look forward to the wipe instead of feeling a bit more on edge, no? :)

Anyway sorry if I sound prejudiced or bitter. Just a bit frustrated with so many new games that would not even bothering to give the option.... trying to teach players about "consequences" and other such pretentious nonsense - in a frigging single player videogame.

34
General Discussion / Re: Fleet Size Limit
« on: November 22, 2015, 09:59:20 PM »
I do not understand the reasoning at all, especially given that AI fleets seem to have no such cap?!

I would rather have it based on the skill level of the admiral, and some trade off between quality and quantity. The logistics system was perfect in that way. And AI and player should follow the same rules.

One of the reasons I love this game is because (despite being 2D) this game is far ahead as far as sci-fi realism is concerned compared to games like Homeworld that still follow 25 year old formulas. The admiral directly controls one ship, and commands the rest as it should be, along with the highly detailed and realistic (in sci-fi terms) ship management system.

I think the game should stick to that strength, and not add artificial and gamey mechanics like unit caps.

35
Ironmad Mode is simply a waste of time, as it is with any game.

I dont believe most working professionals get more than 1-2 hours of gaming a day. Between that and hundreds of new games released every year, its completely wasteful to throw away tens of hours of progress just to feel hardcore.
In your OPINION, right?

It is a waste of time regardless of my opinion. Now some people, unlike me, might enjoy wasting time. I am fine with that since every one should be free to enjoy the game in their way.

36
General Discussion / Re: Officers
« on: November 22, 2015, 07:53:15 PM »
So far 80% of the officers I came across are aggressive.

So far I mostly put aggressive officers on close support / assault ships, cautious and timid officers in close support / fire support ships.

Loving the system in general. Combining AI control, command system and AI personalities this is almost like a "lite" sci-fi version of wargames like Scourge of War or Command Ops.

37
General Discussion / Re: Fleet Size Limit
« on: November 22, 2015, 07:40:28 PM »
I preferred the logistics system. It felt more organic rather than a gamey cap.

38
Ironmad Mode is simply a waste of time, as it is with any game.

I dont believe most working professionals get more than 1-2 hours of gaming a day. Between that and hundreds of new games released every year, its completely wasteful to throw away tens of hours of progress just to feel hardcore.

39
General Discussion / Fleet Size Limit
« on: November 22, 2015, 06:21:51 PM »
I am beginning to dislike the 25 fleet size limit.

Is it there for some technical reason or just for gameplay?

If for gameplay, it seems unnecessary. The fleet size is limited organically anyway because 1. There are only so many ships the player can manage without getting overwhelmed 2. At somepoint the upkeep / penalties becomes too much anyway.

Also its seems unnatural that fighters, frigates, shuttles etc take up the same room in your fleet as giant battleship.

40
Modding / Re: Adding More Portraits
« on: November 21, 2015, 02:50:01 AM »
It looks like you need to add the portrait file names to the .FACTION files in "starsector-core\data\world\factions".

It worked!! Thanks a lot.


I wanted to add portraits for all existing factions, as well as for player creation. The factions folder let me do both.

41
Modding / Adding More Portraits
« on: November 20, 2015, 06:37:25 AM »
Hello! It seems I am unable to post in the modding section, so I must ask it here.

How do I add more portraits to the game? I put some 128x128 pngs in the "starsector-core\graphics\portraits" folder, and followed the naming convention that I saw there. However the images are not showing up in my game. What else do I need to do?

Thanks in advance.

42
General Discussion / Re: Recommend similar games?
« on: November 03, 2015, 10:32:02 PM »
How are the system requirements versus SS? More? Less? About the same? Does it need an OP vid card?

Its not particularly system intensive. It can run on 100+ fps in max settings, 1080p on my 2 year old 780M laptop .

43
General Discussion / Re: A couple of questions before purchase
« on: March 23, 2015, 10:44:03 AM »
Yup, I already bought it and loving it.

Actually this is not the kind of twitch gameplay that I was referring to anyway.

The slower pace and decoupled movement / aiming make it much more tactical. In this I dont even mind piloting a ship myself.

44
Bug Reports & Support / Re: Some UI buttons not working in full screen
« on: March 23, 2015, 08:23:29 AM »
Hi, I figured it out. It was happening due to an "always on top" media player (kmplayer in this case). Although it was not visible inside the game, it was still accepting pointer events above the game UI.

45
Bug Reports & Support / Re: Some UI buttons not working in full screen
« on: March 22, 2015, 07:00:37 PM »
What you're describing sounds like Windows intercepts the click before the game ever gets it - I *think* this is an issue with some Windows settings, though I can't think of which.

One thing in common seems to be that the buttons are in the lower right-ish part of the screen - unless that's a coincidence, TJJ may be onto something with screen scaling.

This sounds about right. But I did not get this issue on any of the hundreds of games I have played in this same system.

It is not a big deal for me as windowed mode works just fine. So I wont throw a fit and ask refunds or stuff like that :P But it would be good if you could look into it when you get time to spare. Let me know if I need to attach any files etc.

I will try increasing my windows display scaling (it is currently 100%) and uninstalling Skype once I get home.

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