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News:

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

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Messages - Kyuss11

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16
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: August 02, 2018, 03:24:44 PM »

17
General Discussion / I need a Development Post please.
« on: July 30, 2018, 09:18:15 AM »
If the game is several months away from .9 then could we please get a development post on what has been happening. Normally there about a month apart and now it's been a month in a half. I'm just so excited to play that I need something to read to help with my fixation. Thanks Alex! ;)

18
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: July 16, 2018, 07:49:52 AM »
I feel like I ripped Alex off with the low price I paid for this game back in the day. Once this game is fully released, I would buy this game for 30 bucks easy and donate to some of the modders.

19
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 02, 2018, 12:07:04 PM »
Will there be use for the Marines?
Will the colonies have needs and requirements to function and keep happy?
Marines could be used for uprising or disorder from smuggled drugs and or guns on the streets.

20
Blog Posts / Re: Revisiting the Intel UI
« on: May 07, 2018, 03:04:13 PM »
I'm not sure if this has been added or already fixed when hovering over a planet on the map. I want to know my relationship of said faction in that sector. When I hover over Corvus,it will show Hedgemony but in order to see if I'm friend or foe I have to go to factions tab. It is a pain do bounce back and forth on these tab since you lose information of what your doing.

21
General Discussion / Re: I'm so ready for a development post!
« on: March 21, 2018, 02:55:05 PM »
Quote
Kyuss, consider yourself trolled.
Lol, I get what I want,hehe  The last time I craved for a post Alex hooked us up. Thanks Alex for your time on the post. Hopefully about 2 more months and we should see some release notes :)

22
General Discussion / Re: I'm so ready for a development post!
« on: March 20, 2018, 12:40:49 PM »
We had a development post February 12th. I'm not talking about a Art post in March. :P

23
General Discussion / I'm so ready for a development post!
« on: March 19, 2018, 08:40:04 PM »
It's almost here guys,I hope. It looks like post are about a month to a month and a half away,so any day now we should get some info. I honestly can't wait for every month to pass to get me excited for the actual release of .9. Farcry 5 is coming up and I'm like yeah but Starsector is coming in soon and I want to play that game more. lol Hope all is well Alex and can't wait for your post. :)

24
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 02:32:43 PM »
I can't freaking wait for this update,I'm so excited. I didn't see anything on actual construction needs for stuff besides credits.
Will there be resources needed like metal plates or ore for construction of ships,weapons etc?
Will we need to feed our colonies with food and fuel them with energy?

25
Blog Posts / Re: Revisiting the Economy
« on: January 09, 2018, 03:56:22 PM »
Quote
So what if the player makes a mining industry on a rich ore fringe world and no matter what they build demand is being met elsewhere by much closer markets. What happens then? Does the large amount of supply affect the Accessibility?
I would assume that if you helped that demand for your supply by taking out other supply chains. Of course there should be a pirate way or a savage merchant style as well as political way of doing this.
I would assume that you would have to make your planet closer than other markets as well by making way stations or resource depots as I want to call them.Just a basic storage of goods waiting to be traded.
I made a similar post about hoarding supplies and having the option not to trade goods for that reason.
Maybe we can set prices as well only on planets and way stations to influence demand over other easier access to supply.
Never mind on the set prices since that would cause a coding nightmare, but perhaps maybe a set trade to a higher or lower value of the average trading price for that good.

26
Blog Posts / Re: Revisiting the Economy
« on: January 08, 2018, 04:41:47 PM »
I want to know how we make Industries our self? Maybe I'm jumping the gun to the next version of SS but with all the talk of making colonies and way stations it seems appropriate. I can see that a planet has organics or metals etc,but how do we make them into resources to trade with,or does it automatically convert to food and metals to trade with from colony.
   Also will there be a way to not trade with a colony or way station,like perhaps a toggle?
I want to make a scenario where I can hoard supplies at a way station and attract or draw enemies to it so I can ambush them. I also want to be able to hoard supplies to make a great trade deal income for when a supply crisis occurs.

27
General Discussion / Re: A few question regarding the next version.
« on: December 23, 2017, 07:18:24 PM »
I have several times and even copied Nemo's youtube mod list.Like I said there is no crash just a save that hangs up and several moderators have confirmed this is a bug.Trust me I have tried to see if I was doing something wrong. I understand that Nemo's processor might be faster than mine and perhaps is the reason for quicker save processing instead of time out error.
http://fractalsoftworks.com/forum/index.php?topic=13140.0

28
General Discussion / A few questions regarding the next version.
« on: December 23, 2017, 04:41:59 PM »
I'm so excited about the next version of Starsector,I just finished reading the development post. However not to be negative but I would like to know a few things hopefully that will be fixed for the next version.
Will the save freeze crash be fixed from using mods?
Will the performance be improved with all the new additions to sustain more mods or are we looking at running less mods? For example I love using faction ship mods but after you get about 6 different ones with Dynasector and Nexarilen I encounter a save freeze bug. Please don't tell me I have a potato when my pc runs any new game on ultra with mods as well. I've seen several topics and several post about this as well and I feel that it would be nice to know what's going with this.
I also wanted to know if we could get a scroll feature when we first start a save game and it shows the mod list.The reason being once you have too many mods installed you can only see the page size and none of the rest.

If anyone has any ideas about performance or improvements feel free to add.
I do love this game and with all the new features coming I will be sinking several hundred more hours into it. ;)

29
General Discussion / I hope we get a development post tomorrow!
« on: December 18, 2017, 07:09:46 AM »
I'm just saying this because I've been so excited reading the last 2 post. I know it's still several months away but these post are awesome,with the pictures and 2000 word descriptions.I mean how many developers actually spend the time to type that much for what's coming soon in a game,not many. Alex does though and thank you for making a awesome game.Thanks to all the people who create mods as well,I appreciate you! :)

30
General Discussion / Re: 'Orange bars' ?
« on: December 05, 2017, 05:04:18 PM »
One ship I don't find a lot is the Medusa.I always restore that ship,since it's one of my favorites. Even though they were nerfed,with faction mods enabled you can find some really cool alterations that can make that ship awesome and fast to use. It must have phase jump though,hehe.

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