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Messages - Amoebka

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General Discussion / Re: On SO Eradicators
« on: September 14, 2023, 08:12:05 AM »
Continuing with this trend, it could be interesting for the League to make "casualty-averse shock-and-awe enthusiasts" their hat, in keeping with their laissez faire every man for himself ethos
This is NOT League's ideology at all. Individual planets get to manage themselves with minimal (allegedly) intervention from Kazeron. Most of them are dictatorships, oligarchies, monarchies, or other forms of societies that don't respect individual freedoms.

General Discussion / Re: Why not put it on Steam Early Access?
« on: September 11, 2023, 10:16:42 PM »
You can sell the game on Steam for more money but then cheaper elsewhere?
I know a couple of games that sell for money on Steam, but allow you to download them completely for free from their github.

General Discussion / Re: Hypershunt Taps
« on: September 10, 2023, 11:19:41 AM »
Is it really that big of a deal?
Well, if you want to use the items you find, you will be sitting on -4 stability and -60% accessibility on all your colonies the entire game. And have them raided/sabotaged every so often.
Finding 30 items when exploring and then using 3 of them doesn't feel very good either.

Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: September 10, 2023, 04:10:21 AM »
More like an intermediate between antimatter blaster and gigacannon. 1000 energy damage is no joke. But yeah, 15 OP and low sustained DPS for a medium mount.

Without any other modifiers, sure. But consider Jangala for example, a """habitable""" planet. You don't immediately die without protective equipment, but you have parasitic fungus growing in your lungs, which will kill you painfully without medical assistance. Definitely not "long-term" habitable.

"Habitable" should probably be replaced with "Breathable atmosphere", because that's the only thing it implies, really.

General Discussion / Re: Hypershunt Taps
« on: September 10, 2023, 03:14:17 AM »
Third most worthless item in the game, up there with drone replicator and cryoarithmetic engine.

The cryoarytmetic engine is one of the most valuable items. If you select your system considering this you can be much safer during the beginning of colony growth. And even later on it does nut hurt to have some larger fleets flying around.

Cryoarithmetic engine increases hostile activity from pathers and increased defence fleets do absolutely nothing to reduce it in any way. Patrols blowing up hostiles doesn't count, you have to do it personally. It only protects against faction expeditions, which are rare and irrelevant in threat compared to the pather doomsday clock.

General Discussion / Re: Hypershunt Taps
« on: September 10, 2023, 12:57:41 AM »
You can't even get them functioning with the core. Any trade disruption immediately sends you into -5 stability and huge negatives, and they happen often enough to completely offset the benefits an extra industry would bring.

Third most worthless item in the game, up there with drone replicator and cryoarithmetic engine.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 09, 2023, 11:20:48 PM »
Basically something to make it feel like you are 'inside' the darkness, rather than floating on top of a black screen, because that's the impression I get from the screenshot in the blog post.
Yeah, concerned about it as well. It looks very flat. Starsector is obviously a 2D game, but everywhere else has several layers with parallax scrolling to liven it up.
Exploratory work on visuals can take forever.
Fair enough, probably not worth your time compared to other things.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 08, 2023, 10:40:53 PM »
Guess it's not very smart of me to argue about things I haven't actually seen yet, but I'll do it anyway.  ;D

I'm sure the transition between normal hyperspace and the abyss looks awesome. However, after you've been in the abyss for a while, you might "forget" about it, and just see black all around you. Black = "nothing", that's what brains tend to assume.

Are there really no animations there at all? I feel like some pitch black clouds of fog flying over your fleet every once in a while would go a long way to sell the idea that the blackness around you is very dark clouds, instead of "nothing".

Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 08, 2023, 10:22:46 PM »
Is the source code included in the mod up to date? Been reading it for reference, and seem to have found a couple bugs.

Ancient lab is seemingly intended to randomly roll which commodity production it boosts. This doesn't work, however, it always ends up using the fallback (fuel and supplies).

Cryosleepers are seemingly intended to drop 250-500 relics on defeat. However, this would only happen if the actual object is salvaged, which is not possible in vanilla. Defeating the guardian doesn't drop the relics.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 08, 2023, 06:41:48 AM »
After just having finished an industry-themed playthough, I don't agree containment procedures is useless, although it definitely doesn't need a nerf. Being able to bring tons more ships and win battles by throwing more meat into the grinder feels quite good. Especially since both tier 5s remove the penalty for losing ships, as long as you win the battle.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 08, 2023, 12:30:31 AM »
Imagine it as being too dense and too deep for any light to travel through, with pitch black visual as the result of no light coming into your eyes.
Of course we can explain it from sci-fi perspective if we want, I'm talking about visual design, not "lore" necessarily. It just looks wrong, imo. Maybe it's the screenshots being static and there's some subdued animation in the black void, but probably not?
Guess I'm not fond of how hyperspace clouds look to begin with, but the contrast with the abyss highlights it much more.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 07, 2023, 09:35:50 PM »
Abyssal hyperspace being a very dense syrup doesn't match well with its visuals - which is just an empty black void.

Right now we go from empty foreground with light background ("shallow" hyperspace), to heavy clouds in the foreground (deep hyperspace), to complete emptyness in both fore- and background (abyssal hyperspace). The visual "density" doesn't scale with "depth". It goes from somewhat clear, to super visually busy, to perfectly clear.

Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 02, 2023, 08:06:10 PM »
My main concern with wormholes is the one year waiting period for them to come online. That's a lot of time, especially if the items themselves are gated behind endgame combat content. Hard to imagine them still being useful after you've already explored the sector and did the hard battles, so they might be another "victory lap" mechanic, like omega weapons.

Have you experimented with other ways of preventing the town portal use case? Say, for example, when the player picks up one end of the wormhole to move, the other end automatically comes offline, and needs to be manually picked up and replaced too. This would make the waiting period unnecessary.

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