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Minarchist
Mar 5, 2009

by WE B Bourgeois


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.

Ships would hit so much poo poo burning into battle from deployment that they'd explode before you gained control

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 19:45 on Apr 2, 2015

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Mindblast
Jun 28, 2006

Moving at the speed of death.




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?

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

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/i...hp?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.

Gobblecoque
Sep 6, 2011


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.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

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.

MesoTroniK
May 20, 2014



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

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."


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.

Gobblecoque
Sep 6, 2011


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.

Backov
Mar 28, 2010


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."

Arrath
Apr 14, 2011


"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.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

Fortunately enough people have bitched about this (including yours truly) that Alex has supposedly changed all that for the .7 patch.

Arrath
Apr 14, 2011


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.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"

Fun Shoe

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?

Backov
Mar 28, 2010


So much so that when I have battleships I always have to fly one.

Soks
Apr 1, 2006
lol internet

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.

dis astranagant
Dec 14, 2006


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:

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.

One of the SS+ settings files has an easy boarding option.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."


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.

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat

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.

McGiggins
Apr 4, 2014

by R. Guyovich


Lipstick Apathy

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.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

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.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"

Fun Shoe

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.

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.

I saw something in the SS+ patch notes about multiple boarding. I haven't seen it personally though.

Kenshin
Jan 10, 2007


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.

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.
For a long time I was thinking about building a module that allowed you to "board" ships at very low hull strength during a battle that would be limited use (one or two "shots" per battle) and would use some number of marines per use. Maybe make it only work while the ship was overloaded or something (though this would mean it would never work on ships without shields).

That said, I'm not entirely sure it's possible to do this and I think there might be AI complications as well.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."


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 19:27 on Apr 8, 2015

Soks
Apr 1, 2006
lol internet

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.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

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.

Dezztroy
Dec 28, 2012


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?

Zudgemud
Mar 1, 2009


Grimey Drawer

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.

Bold Robot
Jan 6, 2009

Be brave.


Outrageous Lumpwad

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.

Backov
Mar 28, 2010


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.

Drone_Fragger
May 9, 2007

VOTE
FOR
PEDRO


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.

Gobblecoque
Sep 6, 2011


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.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands


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.)

SHAOLIN FUCKFIEND
Jan 21, 2008



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.

Brainbread
Apr 7, 2008



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.

alex314
Nov 22, 2007


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?

Zudgemud
Mar 1, 2009


Grimey Drawer

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.
Mods I run: Blackrock Driveyards, Diable Avionics, Neutrino Corporation, Nexerelin, Knights Templar. Am I missing something?

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.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."


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.

SHAOLIN FUCKFIEND
Jan 21, 2008



What? SCY isn't OP. Powerful and gamebreaking when played well, just like every other faction. But not more so.

Brainbread
Apr 7, 2008



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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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."


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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