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Arrath posted:I tested it once (a while back, though) and I was able to make a battle map with 10k asteroids with a reasonable framerate. What about fewer but way larger asteroids you can hide behind? I've had my hide saved by the convenient placement of an asteroid that intercepted a missile while I was overloaded more than a few times. edit: whoops, quote is not edit Minarchist fucked around with this message at 20:45 on Apr 2, 2015 |
# ? Apr 2, 2015 18:46 |
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# ? Apr 23, 2024 13:32 |
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Whoa eager for a snype eh? Does sound interesting though. What if you clear the entry sides of the map from rocks and then give them 8k to navigate through?
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# ? Apr 2, 2015 19:06 |
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OwlFancier posted:Massive stations and debris fields so I can play R-TypeSector. Xanderzoo's mission pack has asteroid belts that fill the screen. I don't know how many thousands of asteroids it makes, but it barely makes a difference to my performance and I'm not exactly playing on a top-of-the-line machine. http://fractalsoftworks.com/forum/index.php?topic=9221.0 The asteroid belts have a decent amount of space at the top and bottom of the battlefield so you aren't any more likely to run into asteroids while burning into battle than you are on any regular vanilla battlefield.
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# ? Apr 2, 2015 21:14 |
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So I just had the most awesome thing happen. An enemy Gonodactylus shot it's hammerclaw at me, which missed, circled around, and hit another enemy frigate, killing the poo poo out of it. I really wish I was recording that.
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# ? Apr 4, 2015 00:20 |
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So, i know it's not exactly useful feedback or recommendation given that everyone already has it, but given who made the thread i just want to take a second to gush about the Templar faction mod now that i finally tried it. It looks gorgeous, everything sounds amazing, they're Good Fights to go up against, and they provide a glorious Luftrauser-ish murder sprint through countless enemies once you finally tear their precious tech from them. A++ mod, would lose a week of my life to again.
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# ? Apr 5, 2015 05:01 |
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Anticheese posted:Ah, thanks for the heads up! I should have tinkered more with disabling and reenabling stuff, but that's fixed the issue quite nicely, and I look forward to playing the updated version. Exigency has been updated, not much new stuff but a lot of polish, bug fixes, and balancing etc. Knock yourself out in Nexerelin. http://bit.ly/1pD1gCG
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# ? Apr 5, 2015 06:17 |
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The blog post on the other next big feature is out - and it's the officer system finally! Now the combat tree suddenly makes sense - all those piloted ship only buffs are used by officers too.
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# ? Apr 6, 2015 01:38 |
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It's intensely cool when you tell some ships to wait at a waypoint and instead of doing that they charge into range of a battleship and instantly die.
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# ? Apr 6, 2015 09:03 |
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The AI does tend to interpret orders rather loosely. Like "Hey, chase down that fleeing tanker and stop it." reads as "Stay at maximum range of that harmless tanker plinking at its shields until it escapes."
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# ? Apr 6, 2015 11:01 |
"Harass" is one of two options. 1) Stay at maximum standoff range, plinking away with a shot now and then doing nothing beyond a bit of quickly dissipated flux. 2) Burn towards the target until in knife range, get blown the gently caress up.
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# ? Apr 6, 2015 15:04 |
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Fortunately enough people have bitched about this (including yours truly) that Alex has supposedly changed all that for the .7 patch.
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# ? Apr 6, 2015 21:35 |
Network Pesci posted:Fortunately enough people have bitched about this (including yours truly) that Alex has supposedly changed all that for the .7 patch. Good to hear! Most of all I hope that Escort gets fixed. Typically the ship gets so focused on staying in Escort range that it ignores everything else. Including that squadron of torpedo bombers coming up from behind.
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# ? Apr 6, 2015 23:34 |
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Don't you love it when your Onslaught wanders around attempting to swat Talons instead of smashing that other battleship like it's been ordered to do?
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# ? Apr 7, 2015 08:59 |
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So much so that when I have battleships I always have to fly one.
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# ? Apr 7, 2015 11:17 |
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I've been having a blast with the latest version and SS+ (with all factions) but there's something I direly miss from the early versions of the game: What the gently caress is with the ship capture rates? I've tried to capture disabled ships at least 50 times and it has never once worked, not even on pieces of junk I wouldn't ever want in the first place. I have 300 marines in a troop transport (with a bonus to capture rates) and I have all the skills for bonuses to capture rates and I can't -ever- capture a Hound, let alone these crazy crusader ships. Is there a way to mod the game (or mod the mods!) to make capture rates reasonable, somewhere around 10-25% at least? I really want to play like I used to, never buying any ships and just flying what I capture. That aside, I've been blown away by the quality of all of these mods and even a couple of the non-SS+ one I've seen. It's crazy that this relatively unknown game has drawn so many talented modders.
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# ? Apr 7, 2015 20:46 |
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Soks posted:I've been having a blast with the latest version and SS+ (with all factions) but there's something I direly miss from the early versions of the game: One of the SS+ settings files has an easy boarding option.
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# ? Apr 7, 2015 20:49 |
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That seems really odd because I'm capturing a good 50% of everything, while only sending 3-4 times as many marines as there are life signs. No Special Boarding ships (just a Hermes with extended crew quarters and as much armor as the skills allow) or even the boarding skill.
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# ? Apr 7, 2015 21:47 |
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Maybe it's confirmation bias talking, but I feel like self-destructs happen more often when you're dealing with a faction that hates you. It'd make sense, though.
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# ? Apr 8, 2015 03:25 |
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I'd love to see some ships surrender some time, or offer to vacate the ship in return for you not blowing it up with them on board.
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# ? Apr 8, 2015 13:31 |
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Once you get the rank 10 skill that cuts the rate of spite-based self immolation in half, you get a fairly reasonable trickle of boarding opportunities. Good loving luck until you get there and pour four levels of points into it, though. What i'd like to see is you actually being able to turn up more than one boarding opportunity per battle - it being either one or nothing seems sort of pathetic when i just disabled 20-30 ships at a go.
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# ? Apr 8, 2015 18:40 |
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Ceebees posted:Once you get the rank 10 skill that cuts the rate of spite-based self immolation in half, you get a fairly reasonable trickle of boarding opportunities. Good loving luck until you get there and pour four levels of points into it, though. I saw something in the SS+ patch notes about multiple boarding. I haven't seen it personally though.
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# ? Apr 8, 2015 18:52 |
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Ceebees posted:Once you get the rank 10 skill that cuts the rate of spite-based self immolation in half, you get a fairly reasonable trickle of boarding opportunities. Good loving luck until you get there and pour four levels of points into it, though. That said, I'm not entirely sure it's possible to do this and I think there might be AI complications as well.
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# ? Apr 8, 2015 18:55 |
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Z the IVth posted:I saw something in the SS+ patch notes about multiple boarding. I haven't seen it personally though. Happens quite a lot, if I had to guess I'd say it averages about 1 boarding opportunity for every 5-7 ships. With occasional outliers obviously. Edit: That is every 5-7 ships in the same fleet, not every 5-7 ships sequentially over multiple battles. DatonKallandor fucked around with this message at 20:27 on Apr 8, 2015 |
# ? Apr 8, 2015 19:10 |
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dis astranagant posted:One of the SS+ settings files has an easy boarding option. This made it too easy! But yeah, thanks I'll just show restraint, thanks. Also I've gotten multiple boardings with the latest SS+, pretty handy.
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# ? Apr 8, 2015 20:31 |
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Ah, that explains it, i was using 2.7.2. 2.7.5 was when multiple boarding was added. Welp, that would have made my dozen-ship templar fleet a lot less trying to assemble.
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# ? Apr 9, 2015 01:49 |
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Speaking of boarding ships, do people usually just hard dock all the time? I've had so many self-destructs lead to me losing a ship that I never do it anymore. Also, does hull strength and armor play a role in the amount of damage a self-destruct does?
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# ? Apr 9, 2015 11:32 |
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Dezztroy posted:Speaking of boarding ships, do people usually just hard dock all the time? I've had so many self-destructs lead to me losing a ship that I never do it anymore. Also, does hull strength and armor play a role in the amount of damage a self-destruct does? Yes even in vanilla, in ss+ the trick is to use a high armor troop transport, and have a construction rig in fleet. The troop transport minimizes losses and the rig decreases selfdestruct chance.
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# ? Apr 9, 2015 11:42 |
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Dezztroy posted:Speaking of boarding ships, do people usually just hard dock all the time? I've had so many self-destructs lead to me losing a ship that I never do it anymore. Also, does hull strength and armor play a role in the amount of damage a self-destruct does? Just use a cheap ship for hard docking. I roll with whatever the 30-crew shuttle is (I forget if it's Hermes or Mercury) and send that one in to hard dock. If I lose it, it's not a big deal.
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# ? Apr 9, 2015 14:22 |
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I like to use the 2250 Toyota Tacoma for my boarding. I've actually had a chance to board a capital once, and there was 140 survivors on it. That was a bit much. So, is it just me that's stopped playing until this new update drops? There's way too much good new stuff.
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# ? Apr 9, 2015 14:24 |
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One time I got the chance to board a dragon in SS+ which had 380 people on it. I wasn't really sure what I was meant to do, because hard docking ship to ship is a great way to have your own odyssey class blow up too.
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# ? Apr 9, 2015 16:30 |
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I decided to play a little bit of SPAZ since it's somewhat similar to Starsector and I haven't played it in quite a while and man, it really puts into perspective just how amazingly good Starsector's gameplay is.
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# ? Apr 9, 2015 18:39 |
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SPAZ isn't a bad game, really - but it isn't as ambitious, and it's focused on a tighter, more achievable design goal than Starsector's sprawling grandeur is. I'm honestly kinda curious about how commercially viable Starsector is - I doubt that the sales so far could come even close to paying the development expenses if it's being developed like a normal game. Either the dev's really good at fitting programming time into his spare moments away from work, or he's financially independent enough that he doesn't have to worry too much about a financial return from Starsector (or maybe he eats mostly ramen, I guess, but that's not the impression I get.)
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# ? Apr 9, 2015 19:08 |
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Alex quit his job a few years ago to work on SS full-time, he's making a decent amount off of selling the game, but probably not enough to cover all his expenses.
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# ? Apr 9, 2015 20:31 |
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SHAOLIN FUCKFIEND posted:Alex quit his job a few years ago to work on SS full-time, he's making a decent amount off of selling the game, but probably not enough to cover all his expenses. I hope finances work out for him. Its a big and ambitious project thats turning out gorgeously. I hope it releases it as Greenlight if money problems happen. It'd probably sell crazy well at $20 even.
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# ? Apr 9, 2015 22:37 |
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I'm still pretty new to the game, but after getting a hang on things I've installed a couple of mods and tried Templars run. Well, it was pretty unique experience, with me having to press unlucky captured crew into service because Templars didn't like me enough to let me hire. Templar destroyer is probably my favourite ship so far, with Schism Drive my favourite special. Of course logistical needs of Templar fleet are pure bullshit, but once I've got enough high value prisoners I bought my way into one of corporations and bought a couple of transports and a tanker. I'm at the point where I can comfortably "live off the land" when I find a heavy traffic system. Mods I run: Blackrock Driveyards, Diable Avionics, Neutrino Corporation, Nexerelin, Knights Templar. Am I missing something?
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# ? Apr 13, 2015 07:49 |
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alex314 posted:I'm still pretty new to the game, but after getting a hang on things I've installed a couple of mods and tried Templars run. Well, it was pretty unique experience, with me having to press unlucky captured crew into service because Templars didn't like me enough to let me hire. Templar destroyer is probably my favourite ship so far, with Schism Drive my favourite special. Of course logistical needs of Templar fleet are pure bullshit, but once I've got enough high value prisoners I bought my way into one of corporations and bought a couple of transports and a tanker. I'm at the point where I can comfortably "live off the land" when I find a heavy traffic system. Other mods that are compatible with Nexerelin are Shadowyards, SCY, Junkpirates, Mayorate, Valkyrians and P9. All of the factions above are pretty fleshed out, and provide good fodder assuming your computer can handle it. You can also try to run SS+, it works with Nexerelin and balances vanilla things perfectly fine.
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# ? Apr 13, 2015 08:54 |
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Note that SCY is ludicrously overpowered - it's pretty much the perfect example of artist mod. Incredibly pretty and well crafted with a poo poo ton of unique weapon and ship effects (both visual and gameplay), but the balance is just hilarious. If you play Nexerelin and you start SCY you've basically won immediately.
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# ? Apr 13, 2015 14:20 |
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What? SCY isn't OP. Powerful and gamebreaking when played well, just like every other faction. But not more so.
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# ? Apr 13, 2015 18:16 |
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Shaolin: Can I request something? Can you bug the creator of SS+ to include a starting option with Brdy? I find that I spend the first few hours of any Brdy run just... farming rep so I can buy my first ship (pirate spawns in Gneiss are often very very low). It'd be nice if there was a starting option to be with them.
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# ? Apr 13, 2015 18:21 |
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# ? Apr 23, 2024 13:32 |
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SHAOLIN FUCKFIEND posted:What? SCY isn't OP. Powerful and gamebreaking when played well, just like every other faction. But not more so. Ludicrous burn speeds (pretty much everything they've got is at least one category faster than it's class, sometimes more) and incredibly powerful weapons say hello (massive kinetic spike damage from almost tachyon lance range that also teleports the target in front of your guns after they overload, is just one example).
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# ? Apr 13, 2015 23:18 |