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FuryoftheStars

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Everything posted by FuryoftheStars

  1. You can also get around these by turning down some of the graphics settings, fyi. But I upvoted.
  2. 2.0 beta now allows pressing F6 at the menu screen to capture the blueprint of the ship/station shown there. You can also use that faction's shipyard to build their ships, and any station founders you build from that shipyard will have the option to use their station blueprints on founding. Doesn't work for mines, obviously. Suggestion for fixing that and expanding upon the current station founding access to their blueprints metric:
  3. Moderators, feel free to delete this.
  4. That option was added after this feedback was posted.
  5. Icons are so small I wouldn’t be able to tell the difference. I’d rather something like the Flight Sector Overview mod being integrated in. But that’s just me. 🙂
  6. So as of right now, there really isn't anything in game to know how to deal with a pirate mothership's immunity aside from just deciding to stick with it. Many people are apt to actually wonder if they're missing a special weapon or system upgrade or other special type of thing that needs to be done first and just simply bug out. This suggestion is to actually drop some hints somehow. First idea that comes to mind is an idle chatter from NPCs. However, this has a high probability of being missed. Second thought, actually comes from Noa Aldritt on Discord, have some kind of graphical effect, like tethers from the small pirate ships to the mothership, to indicate that they're protecting it somehow.
  7. It'd be great if the filter field (in things like the inventory, map screen, etc) could accept slightly more complex filter/search terms. For example, when placing turrets on my ship, sometimes I find myself wanting to filter based on actual slot count. But typing slots 3 will filter down to everything with the number 3, regardless where it appears. Perhaps allowing the use of quotes here could work? So we'd type "slots 3" and it'd actually filter down to only 3 slot turrets. Sometimes I also want to filter based on a negation. Like, say, I want all non-coaxial, or I don't want any 4 slot turrets. Allow a NOT keyword, so NOT coaxial or NOT "slots 4". Stuff like that. 🙂
  8. I think you're completely misunderstanding the issue and the solution I'm proposing. I'm in no way saying that you should drop in via drone until your ship is loaded. I'm saying that so long as you are at the loading screen, you and your ship are simply never loaded into the sector for other craft to interact with. Once everything else is done, then it can load you in and drop you out of the loading screen. And thanks for assuming I have **** hardware or am not ready for an area? My computer is probably better than 70% of the people that play this game, but it still takes upwards of 10 secs to load into a crowded sector. So congrats on being in the top 1% if that's not an issue for you. Further, the ship I was using in the case that prompted me to post this is able to wipe the floor with massive amounts of pirates (so many it's causing the sector to lag) just 2 sectors over from where this issue occurred without breaking a sweat (I can literally park the thing and let autofire take care of stuff). But on first contact with this faction I had never met before, they were already at war with me and their dozen sector patrol crafts came over and started pounding on me immediately. And sector patrol craft get damage and health buffs far above and beyond what pirates or the other stuff gets. As it was I was still able to destroy close to half of them before they killed me. If it weren't for the loading issue, I wouldn't have come out of the loading screen to find my shields at <10% and I'm pretty sure I could've taken them all.
  9. Moderators, feel free to delete this.
  10. Moderators, feel free to delete this.
  11. (Edited from original cause I noticed the issue I'm having is more wide spread.) It's now more difficult to see what you have selected in various screens, like turrets on you ship in the Ship screen for weapon group assignment, selecting turrets/upgrades in the Inventory screen, selecting blocks in the block window of build mode, etc. Suggest toning down the white border around each item and only use it at that intensity for when you actually select it.
  12. Moderators, feel free to delete this.
  13. And apparently trying to edit the post screws up the formatting of the quote, so any further "edits" I need to make will be in this post. Unless it's stuff within the quote that I need to edit. *sigh* Good thing I kept the original document I typed it all up in originally.... Ok, should probably also note that the whole thing kicked off at (relative to my time) 9 AM EST and lasted to a little over 10:30 AM (they originally said 45 minutes, but obviously went over!). Sorry, RL and difficulty trying to export it all into a format I could edit kept me from posting this up until about 4:30 PM. 😛
  14. THIS IS A TRANSCRIPT ONLY!! It's already long since done and over. I cut out a lot of the fluff and banter, tried slimming it down to just the questions that actually got answers. In cases where a question was asked, a dev replied, then someone replied directly to that reply with a followup question and a dev replied, I tried to group them together, so they're not all in "chronological order". They're marked with --[[ and --]] around them. Anything in there surrounded by ((( and ))) is a comment I threw in (there's only 2... you'll see em). I did very little editing to spelling, grammar, etc of questions and answers. (Oh, and for some reason I had a heck of a time getting most of the emojis through, so many are missing. Sorry.) Anyway... here it is. I really hope this posts....
  15. russ, in the rules-and-roles section, click where I circled in the image. (I had this same issue.)
  16. This might be one way to solve things. A hologram block that has the actual texture of hull and no glow. Still need something to help just general small parts that are not decoration in a design just due to the way things worked out. 😕
  17. Ok, so if you've reduced the amount of required crew, why is my ship now requiring an engineer and mechanic when it didn't under 1.3.8? My ship is a small, 47x14x45 design with 155 hp and 8.77k m^3 volume. Biggest block in it is a 1x1x1 titanium generator that produces 82.5 MW. I mean, I suppose I'd be ok with this if it was the only way to get the overstaffing bonus for ships that otherwise wouldn't require them (though, really, it should be possible without requiring them), but you also cut the default crew space in half. So now, a small starter like this that I slap the default 3 guns on (1 unarmed, 1 armed, 1 arbitrary) becomes over populated. My ship isn't even big enough for me to replace anything with crew quarters and have it +1 to crew space. 😕 You should either: A) Revert the minimum engineer/mechanic requirements back to 0 (again, if this was to allow for overstaffing to work, there are other ways....) or B) Keep the default crew space for a new ship at 8 or something. I mean, under the old system, you could equip a small ship with up to 4 turrets with untrained crew (2 per turret x 4 turrets = 8 crew), so maybe now with only 1 per turret, plus these 2 engineer and mechanic, make it at least 6?
  18. +1 from me! Edit: IF YOU HAPPEN TO READ THIS... Yes, there is now an option to re-enable the old method. This was added after this feedback post was made. As such, this is now OLD and there is no need to comment further!
  19. Title is it. Will prevent a single player from being able to max out the fighter count of a sector and thus locking other players out from being able to launch theirs (provided the server admin sets these so MaximumFightersPerPlayer is less than MaximumFightersPerSector). Optionally, simply make it a per player setting.
  20. I’m not sure if this is the proper place for this or if I’m asking the right thing, but.... addShipProblem, for placing an icon at the top of the players screen, will cause that icon to periodically flash. However, I’ve noticed the icon for indicating there is a shipyard present in sector does not. I’m asking if the command for doing that is already exposed/known to modders (and what is it), or if not, can it be exposed for us to use? Thanks.
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