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

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Messages - deaxsa

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1
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: February 19, 2023, 11:57:29 AM »
the way that the Carrier Group skill is written, it reads that the carriers, not the fighters, get damage reduction, and that this damage reduction increases (by an unknown amount) should that vessel be officer'd. Might I suggest the following:

-15% fighter damage taken

not entirely sure how to succinctly say that the fighter replacement rate is a +50% bonus

2
One thing that strikes me as interesting while I'm playing starsector with nex is the RP aspect of it. Like you said, you haven't stepped too far away from the fleet mechanics, because that is the core gameplay. However, in many ways, starsector is also a text-based roleplaying adventure game (which apparently we'll be seeing more of in the next update) and as such, you are ONE person. No matter what you tell yourself is actually happening when you set up a new faction, you're basically a dictator. You enforce strict policies which decide what is or is not built on your colonies and those decrees are enforced. Not only this, but unlike other 4X games where you sometimes feel like even though I'm technically an immortal Xerxes or Napoleon or the hand of god influencing the Bug Hive mind, in Starsector, you are explicitly one human (or Ai core, depending on your portrait). When you start the game, you type in your name and choose your appearance. You're one person and there's no changing that. So whatever direction this mod goes, the more it leans into that fact, the better it'll be.

What follows is speculation and wishful thinking of a type of game I would enjoy, purely an example of a design direction that I think would work, not a suggestion.

To take agents, for example. What if the player could bring an agent along with the fleet to ease restrictions into and out of certain ports or factions (like some sort of abstract version of an Inara character), especially if there was more dialogue/rules involved with docking and mining and transportation and contraband and so on. This would be especially interesting if administration/colonizing was much slower/more expensive so that only extremely rich and well connected (read: friendly with powerful factions) commanders could pull it off. In other words, turning colonization itself into the lategame goal (by making it much much harder) and turning the acquisition of a powerful fleet/influence into the main midgame goal. Maybe you settle some tiny mining colony on some moon or re-populate some lost astropolis into a freeport (just not freeport 7 lol rip) before acquiring an actual full-fledged colony. There would be a lot of features and tweaking that would help flesh this out, such as growth rates based on immigration, immigration being tracked, a more robust economy system, a much more robust reputation system (with differences between Faction reputation (how much they like you), Faction standing (current official political climate), market reputation (the Jangala officials are going to hate you if you sell tons of opium there, even if hegemony likes you), and many more.

Obviously this fantasy of where starsector, nex (and I guess maybe terraforming) go in the future is just that, a fantasy. But rest assured that the more the core gameplay loops (system exploration and fleet-based combat) are leaned into and supported, the better this experience will be. Also rest assured that I have the highest hopes for this mod and this game. It's pretty great and you should feel great about it.

P.S. there's also trading and mining, I guess, but those barely register when compared to exploration and combat. Mining in particular seems very off right now, very much not the point of this game. (unlike in games like freelancer where it was a (sometimes) boring, if extremely profitable way to play. I still remember mining diamonds on the edge of an uncivilized system, dodging red hessian patrols and wishing I was in Kusari space with its beautiful vistas, but that was so far, and I needed to make a buck.)


edit: can an agent have multiple tags?

3
Mods / Re: [0.9.1a] Supply Forging 1.3
« on: January 31, 2021, 11:33:46 AM »
Can someone explain how the math works? I was attempting to fiddle with the values for a late-game run, but ran into trouble because things didn't make sense.
 --- Commodity Base Values ---
Metal:  30
Machinery:  150
Supplies:  100
 --- My Current Config ---
"SF_MetalConversionRate": 1.0,
"SF_MetalCost":50,
"SF_HeavyMachineryCost":2,


So (30+150)/(100)=1.8, but 1.8 what? When I get in-game it tells me (no forges) I'm making 3 supplies per day. How did we get there? I've got 1800 credit's worth of supplies being consumed per day, and I'm getting 300 out of it? that's .166, not 1.8? I'm so confused, someone please help me understand the math that goes into this mod. Fortunately, the forges part is working as I understand it, each forge grants +x% to the number of times it's processed in a day.

Is there some reason the config files are not setup as Line1: metal units eaten per day, Line2: machine units eaten per day, Line3: supply units produced per day, with supply forges adding to the number of daily cycles that happen in a day? That would be much, much more intuitive.

   "SF_MetalConversionRate": 1.0,
   "SF_MetalCost":30,
   "SF_HeavyMachineryCost":1,

Increase SF_MetalConversionRate to increase the amount of supplies made, the amount of metal and heavy machinery to consume.
Increasing SF_CorruptedMetal or SF_PristineMetal's value will add to this ConversionRate, so SF_CorruptedMetal makes each Corrupted Nanoforge convert 10% more and SF_PristineMetal will make each Pristine Nanoforge convert 25% more.
I started fiddling with the game and the values halfway through writing the post, so some of the questions I have are answered partway through. I really mostly used this post to write down my thought process and arrive at the conclusions I needed to.

Ok I'm still confused, I feel like I'm not getting something obvious lol. So in one cycle/period, I'm going to consume X metal and Y heavy machinery, and produce Z supplies, right? and X is "SF_MetalCost", and Y is "SF_HeavyMachineryCost", but what determines Z? And is "SF_MetalConversionRate" a multiplier to the cycle rate or the supplies produced?

When I use the config I originally posted, I get 3 supplies per day as base. When I change "SF_MetalConversionRate" from 1 to 10, I get 30 supplies out of it instead of 3 but nothing else changes. Odd but I get it now. Then, add in a corrupted nanoforge and I get 55/2.2/33 which is interesting because I thought that the nanoforges modified "SF_MetalConversionRate" directly (so It'd be like having 10.1 for that value, but this is not the case, as consumption goes up, and it would not if it directly modified that value).

Next, I changed the costs of 50 and 2 to 500 and 20. When I loaded up the game, nothing changed except the thing I changed. Interesting. (We're still making 30 supplies)

Next, I changed the costs of 500 and 20 to 500 and 200. When I loaded up the game, still nothing changed except the thing I changed. Interesting. (We're still making 30 supplies)

TL;DR
So, it looks like supplies produced is equal to 3 times "SF_MetalConversionRate". But why 3? How did 3 happen? Also, in your screenshot you have a nanoforge. And it is increasing the output, but not the input. This is not the case for me. My nanoforges increase output AND input per day. they are not improving the efficiency of the process, only the rate at which the process occurs. Why are your screenshot different?

4
Mods / Re: [0.9.1a] Supply Forging 1.3
« on: January 30, 2021, 09:26:40 PM »
Can someone explain how the math works? I was attempting to fiddle with the values for a late-game run, but ran into trouble because things didn't make sense.
 --- Commodity Base Values ---
Metal:  30
Machinery:  150
Supplies:  100
 --- My Current Config ---
"SF_MetalConversionRate": 1.0,
"SF_MetalCost":50,
"SF_HeavyMachineryCost":2,


So (30+150)/(100)=1.8, but 1.8 what? When I get in-game it tells me (no forges) I'm making 3 supplies per day. How did we get there? I've got 1800 credit's worth of supplies being consumed per day, and I'm getting 300 out of it? that's .166, not 1.8? I'm so confused, someone please help me understand the math that goes into this mod. Fortunately, the forges part is working as I understand it, each forge grants +x% to the number of times it's processed in a day.

Is there some reason the config files are not setup as Line1: metal units eaten per day, Line2: machine units eaten per day, Line3: supply units produced per day, with supply forges adding to the number of daily cycles that happen in a day? That would be much, much more intuitive.

5
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: June 27, 2020, 10:31:19 AM »
Is there a way to make all AI faction ships receive their own bonus? So, pathers are even faster, hegemon is tankier, etc?

6
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 23, 2020, 07:48:43 AM »
I'm not finding the ability to create arid planets. Desert is available, but not arid.

I'm unable to replicate this on my system. Did you update to the latest version of the mod?

I hadn't, my own fault for not reading the changelog. Thanks. And thanks for the mod, it rocks!

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 23, 2020, 07:40:03 AM »
I'm not finding the ability to create arid planets. Desert is available, but not arid.

8
Mods / Re: [0.9.1a] Transfer All Items v1.1 (2020/01/10)
« on: March 08, 2020, 12:39:16 PM »
STRANGE,  it does not work for me. when i press UP arrow or DOWN arrow the mouse just get crazy and it doesnt transfer anything. if i pres it several times well, sometimes it pick some items but.. its just dont working or im doing something wrong

I have this as well. However, I have also found that if I press up/down while in the vast void of space while trying to dump cargo, I CTD.

9
Do you know of any UI workarounds for the 12 display limit? I know I can queue everything I want up when I have 1 slot remaining, but that requires not changing them afterwards without undoing a lot of progress. Is there a way to add a scroll bar to the colony management screen? Or even just a single row more.

10
Two Questions:

1. Is it intended that remnant fleets give less loot than normal due to their deflated fleet point costs? IE radiant/guardian has only 40 recovery cost, so it'll automatically give less loot than normal with this mod.

2. What is being calculated exactly for the difficulty comparison? I have some ships from the underworld mod, cabal faction, which have increased recovery cost, but the amount of fleet points that are used to launch them are not increased. EG If I fight with only the Star Harbinger, my bar says 20/300, but it costs me 30 supplies to do a full recovery of CR.

11
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 23, 2020, 12:06:46 PM »
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.

The values for Legio sieges are still something I'm tuning. I lowered the number and size of fleets in the last patch already. Will adjust further based on collected feedback.

I might add some more customization to the config file down the line, too, but for now it's still very basic.

Now, keep in mind that I have increased max fleet size to 50 so if you're playing on vanilla sizes it may be different. But yeah, there's usually at least three of these:

Spoiler
[close]

edit:

Spoiler
[close]

12
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 22, 2020, 12:00:44 PM »
How do I decrease the max fleet size of LI siege events by about 70%? When every third core system is gated by 4 fleets with 8 or 12 battleships and their entourage... it's too much. Also, muh immersion - how the *** are they paying for so much???. Also, the settings file you created only affects on/off (and no clue if it works in ongoing games). If you could tone it down, or allow us to tone it down ourselves, either by lowering the max number of ongoing sieges to like, 3, (so it's still a really big deal, but not common), or making it much less threatening so that merchant runs are not literally life or death from Culann to Jangala: anything other than endgame fleets simply can't compete. I like the idea but the execution is flawed. Or even let extortion/bribery be a thing: parasites cannot kill their host or they die themselves.

13
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 10:03:58 AM »
There's usually a couple of hotfixes after a major update to address bugs and issues that crop up. I'm only one person so I usually won't find every bug or error from my own testing compared to 1k+ people playing with the mod.

I hadn't realized there was a recent major update, I was just shopping around for mods at that time. For one person, you're doing an awesome job! Loving the Great Houses stuff, it's so cool. I think the Ristreza is my favorite thing - I remember seeing a variant of it early in my game when I couldn't afford it. Hope I can find it!

14
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 09:48:09 AM »
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?

edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob

I was also having this problem with Metafalica ship, are you using the latest version?

I am using 3.14a, or so says the little notepad document in the mod. I'll try updating and see what happens - though I downloaded this mod fresh only about a week ago? Have there really been two new versions since then? crazy.

15
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 20, 2020, 07:41:33 AM »
I'm having an issue where the nibelung weapons will never repair. The engines will, but the weapons never will. I'd post an image if it weren't such a simple symptom. Can anyone else repeat this issue?

edit: to clarify, I'm having this with all the variants: bounty, normal, and paintjob

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