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

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Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1325380 times)

Silver Silence

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2790 on: April 17, 2016, 01:07:14 PM »

By having someone create an equivalent of WAILA from Minecraft that points out a ship, weapon or system's mod of origin.
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Serenitis

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2791 on: April 17, 2016, 01:21:02 PM »

The Cabal encounter music is p. cool, but way too loud compared to all the other pieces.
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Sy

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2792 on: April 17, 2016, 01:58:37 PM »

The Cabal encounter music is p. cool, but way too loud compared to all the other pieces.
i agree on both.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2793 on: April 17, 2016, 02:14:40 PM »

It's supposed to be obnoxiously loud.
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Silver Silence

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2794 on: April 17, 2016, 07:17:26 PM »

Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money. Initially, they were good fights when I started playing, demanding my ships instead of money but now that I have a fleet and many millions in the bank, they only ask for money. If I accept and give them some money, I get something in the region of -20 to -40 rep. If I tell them to take their offer and shove it, they get all "uwotm80?" and attack. With their one frigate. Against my one battlecarrier and hordes of Serkets. And attacking them causes relations to deteriorate because that rep penalty for giving them money never makes them hostile, so my defending against pointless aggression counts as unwarranted attacks. They do have pretty great music though.
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Dark.Revenant

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2795 on: April 17, 2016, 07:50:00 PM »

I think I explained that their reputation is bugged, previously.

And yes if you have a ton of money they're likely to demand that more often.
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Sy

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2796 on: April 18, 2016, 02:44:51 AM »

you could probably just use console commands as kind-of-fix for the time being, giving yourself a bunch of rep whenever you meet their demands.
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CaptainWinky

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2797 on: April 18, 2016, 08:51:36 AM »

Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money.

I play with Nexerelin too.  They don't have any dedicated stations but they do have a market.  Check your faction directory and visit some Tri-Tach stations.  I just cheat my relations up a little bit when I decide to give them "contributions."
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Silver Silence

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2798 on: April 18, 2016, 10:11:15 AM »

Speaking of Cabal, you can't ever get on friendly terms with them, can you? Playing in Nexerelin, they have no stations and are just occasional fleets that stop everyone and ask for money.

I play with Nexerelin too.  They don't have any dedicated stations but they do have a market.  Check your faction directory and visit some Tri-Tach stations.  I just cheat my relations up a little bit when I decide to give them "contributions."

Yeah, I do remember landing at a Tri-Tach station and seeing that hot pink Cabal market in there but I don't remember which one it was and as Tri-Tach are in an alliance with me, they're all over the place now. The Cabal didn't help much there, either.
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pretzalcoatl

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2799 on: April 18, 2016, 10:13:37 AM »

was planning on it being a viewer (time to min/max!) than an editor, actually, but who knows; I might change that!
Do you know that starsector has its own codex?

How easy is it to find "what destroyer has best flux dissipation" vs.



The thing that inspired me to do this in the first place was that it's a serious pain in the ass to use the codex to figure out which ship has, say, the most large ballistic fittings because that's the type of gun I like to use.
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Silver Silence

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2800 on: April 18, 2016, 10:23:24 AM »

A good plan till you discover one is a fixed forward hard point with no traverse, two more sit on the flanks and don't cross the frontal arc and a fourth is mounted to the rear but hey, at least the fifth and final gun covers about 120 degrees to the front.
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pretzalcoatl

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2801 on: April 18, 2016, 11:20:53 AM »

eh, a little math and I can work out turret coverage at 0°, 45°, 90°, etc. from the .ship files
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Nanao-kun

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2802 on: April 18, 2016, 11:32:37 AM »

I quite like how Starsector Assistant looks so far. Since I use two monitors, I could have both the game's codex and this open at the same time.
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Volken

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2803 on: April 21, 2016, 10:02:19 AM »

Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.
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Tartiflette

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Re: [0.7.2a] Starsector+ 3.4.0
« Reply #2804 on: April 21, 2016, 10:12:30 AM »

Please don't remove the ships! I always find it fun to see some weaker ships on the market which makes the game slightly more dynamic, forcing you to make the best with what you can find! Removing them just because there's a ship that's better at it - atleast to me - is not sufficient reason to remove them.

Notice: In light of health concerns and the amount of time I'm stuck spending on it (read: so much that I'd rather be doing my actual IRL job instead), I am permanently ceasing development of Starsector+.
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