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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 - Xeno056

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1
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: September 14, 2021, 12:07:09 PM »
Will this mod be updated to current version of SS?
Check the previous page, and Dark linked interim release without the new stuff being worked on. it's the discord app download.

2
Dammit now I have to start another game UUUUGGGHHHHH...

Consider, though, maybe spinning off the remnant and vanilla-ish ships into a separate ship pack; could be worth looking into. You know, after you make a Conquest (TT) variant and all the other midline and most lowtech ships. Varya did that with her mods and the blurb seems to indicate only mild to moderate levels of cranial liquefaction.

Alright seriously: Good job, last two games I did with it were tons of fun with the stuff base HMI brings to the table. Well done, hope to see lots more from you.

3
I have gotten into the proc-gen code and I can tell you it is arcane. You can mod the /campaign/procgen files pretty easily, but they work in broad strokes.
Yeah I figured as much. Looks like my problem was editing the wrong value:habOffsetMin and not frequency, which is what I assume I want to change. D'oh. Any way to change number of planets in system from there that I'm missing? Or is that the .jsons? Either way thank you very much.

4
So this is more "tweaking existing files" as opposed to plugins, but is there any way to fiddle around with the spawn rate of planets and/or system sizes? I keep getting single cat five planets with nary even a barren world to industrialize. I changed around some values in the planet generation csv but didn't get anything tangable from other old systems I made when starting a new game. So 1, it's in code deep and dark enough that the big boys haven't bother to mod it or 2, It's easy enough to tweak that no one has made a mod about it or 3, other.

5
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 16, 2021, 08:37:32 PM »
So I know 0.95 just dropped, but I was wondering if there was any sort of roadmap in regards to the direction the game is going in in the future. I know right now the devs are in bug squashing mode but this release, as far as game releases go as of late, seemed very stable and one of the better in recent memory as far as the industry goes. I know that it's contentious, and I'm not going to pretend that I know all that's going on, but I think the recent additions could make for a decent Steam early access to drum up a bit more support, grow the community a bit. Not right now, but after the bug crunching concludes and focus is back on content development.

Regardless, I hope for only the best for all folks involved. Loved the update.

Thank you! The FAQ touches on the Steam question a bit, but the tl;dr version is "it's complicated". (And, yeah, very much in bug-squashing mode right now, in any case!)

I gotcha. Best of luck with the bug squashing and balancing! Hope you can maybe share were you want to go next update soonTM.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 16, 2021, 12:18:37 PM »
So I know 0.95 just dropped, but I was wondering if there was any sort of roadmap in regards to the direction the game is going in in the future. I know right now the devs are in bug squashing mode but this release, as far as game releases go as of late, seemed very stable and one of the better in recent memory as far as the industry goes. I know that it's contentious, and I'm not going to pretend that I know all that's going on, but I think the recent additions could make for a decent Steam early access to drum up a bit more support, grow the community a bit. Not right now, but after the bug crunching concludes and focus is back on content development.

Regardless, I hope for only the best for all folks involved. Loved the update.

7
Mods / Re: [0.9.1a] Underworld 1.5.0
« on: April 16, 2021, 07:55:16 AM »
Can be upgrade tothe newest version of game ? or something to run on the newest version ?

Give the folks some time. Mods this size need modification not just for the new ship data, but the new story stuff as well. Also, based on the Mod page Dark.Revenant has at least one other ship pack with story items and and another faction pack that he could be working on. All on their own free time.

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 15, 2021, 08:03:53 PM »
I'm not saying the new release isn't unplayable considering nexerelim got it's update finally but I'd imagine that the IBB questline's are being implemented alongside the new story system and now most of the mods that aren't just flat weapons, ships, or factions seem to be taking it slow. I expect this to me a full on content addition, and I won't go and do a "WHERE IS MY CONTENT!" because that implies I would care if it wasn't up to par, but since this hasn't just been slapped into the new system and called good, I imagine there's some spicy goodness we ain't seeing being done

Right there with you. This wasn't just a ship pack, IBB came with it and integration into the new system with it, but most people have updates their stuff to 0.95. Which seems to imply something else is come with the update. Honestly I hope a Succubus-class in Tritachyon blue gets added, but that's just me.

Or DR is focusing on graphicslib, underworld, and/or any other life things and taking time for it, which is fine.

9
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 08:43:10 PM »
Aww YES. Bless you Kentington. This was exactly what the next step after the campaign should have been. Uh, just to inquire though, any potential issues with adjusted sector or other mods that affect procgen that we should worry about?

10
Suggestions / Increased population dynamics, more colony things
« on: April 09, 2021, 09:29:49 PM »
So going through my second run in the game now, trying to engage more with the with the new missions, do raid contracts, etc, rather than just running roughshod through the story missions. Loving it so far, I was a bit concerned when Alex mentioned the new population caps. However, the new ways of squeezing the most out of your industries not just with Alpha cores but with domain tech and story points works great.

But it got me to thinking about the dynamics of the sector, especially after SCC's population analysis. I can image hordes and hordes of people wanting to leave Chicomoztoc, Mazalot, Eochu Bres and others for a bountiful Terran world even if it's 23 light years from the core for a better life, but a smoldering volcanic planet who's surface could charitably as the literal definition of hell? Even with hazard pay and complimentary narcotics seems like a sell. Barren worlds too seem like they are somewhat overpowered given you can set up fuel, refining, and heavy industry PLUS mining or military if you are lucky and get ore deposits or very hot conditions thrown in.

So why not limit the population amounts for certain types of planets based on those conditions? Seems more immersive to me and plays well into the unforgiving nature of the Persean sector and game at large. Base it on hazard or planet type, IE, you max out at pop five on Volcanic, cyrovolcanic, toxic, or radioactive planets; six on barren, rocky, Jovian or icy; and maybe have a max pop of seven on sub 100% hazard habitable planets, if you work for it. Maybe have productivity issues on certain types of worlds be an issue in order to offset simply plonking down a colony on a radioactive hellpit because it has good transplutonic output, make certain rocks more of a gamble.

So how do we improve production on crappy planets? Well, story points for one. Much as I hate to add another sink for the darn things, using them to improve the colony makes good sense and works in practice already.
Two, technology. Loved the fusion lamp,  I think more hazard mitigation tech should be added, be it domain era relics that you slot in or industry blueprints like the planetary shield. For the later this also has the added benefit of further increasing story content, and providing further agency of managing and trying to improve colonies. I know that true honest transforming won't likely happen, but something like a atmospheric stabilizer industry or deployable sun shields to mitigate the hazards of lack of or toxic atmosphere seems not unreasonable, to me anyhow.
Three, more megastructures. Again, love the the coronal shunt, even if I cheesed it with two Radiants because I think the AI skill limit is too low (thanks Stormbringer). Would like to see more types of stellar engineering in the future especially given the new [REDACTED] faction. Maybe even go a step further.
Spoiler
Have "Omegatech" lets call it, AI designed tech so advanced humans cannot even fathom how it works that can be slotted into industries for even greater bonuses, but has different criteria for use. Maybe add a stability penalty for using it or lots of upkeep, besides being even harder to get. Or factions get ornery at you. God I love the shards, I think that unknown tech is a great way to make the player's fleet feel powerful and unique, especially late game. Can't wait to see more of them Alex! But I'm getting off track.
[close]

So, in summary, crappier planet types are crappy, have lower pop caps (which you have to work hard to increase) and need industries and tech to mitigate their crappiness, (which can also affect output). Good planets should have the potential for high population caps (which you also have to work hard to increase), even if it is only one. We also use the power of leftover Domain Steller engineering and [REDACTED] tech for gains and profit. More of that, I like it. Maybe some story industries?

Anywho, loved the update, can't wait to see what's next from the devs and the good folks over on the modding section.

11
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 18, 2020, 04:22:36 PM »
I don't know for non-income purposes.  Stability is useful for more than that, with colony fleets and ship quality being the big one.  If stability affects fleets much, then high stability may still be (too) useful just so colony patrols can kill invaders while player is away.  Especially now that player colonies are down to 10^6.  (Hmmm, I guess if I want core worlds alive, I better sat bomb some of the bigger ones a little bit so their expeditions are not so big.)

Also, Pathers!  If stability 10 is enough to keep Pathers at bay most of the time, then maybe keeping stability at 10 while Pathers hammer away for a long time may be the way to go if I want to attempt the full sector colonization game with alpha cores.  I certainly do not want to play whack-a-mole Pathers.  Once per year is only good if I can synch all cells to one base.  Otherwise, it is whack-a-mole Pathers time.

My thoughts precisely. Pathers are the big issue since they tend to show up on planets with Heavy Industry affecting ship quality and the like. Guess you can just, you know, build it elsewhere (like on the garden planet) but the hit is still something. Unless it is, you know, a LOT of credits and the amount is affected by industries on planet. Maybe not so much now that I look at all the sources of stability on the wiki now, but I guess I won't know until I play the update.

Orbital solar Arrays are great, but one question: Is that a tied to a planet randomly or something we can build? If it is a build able industry does it take up a slot? Is more fleshed out Terraforming coming down the line? I have so many questions. The Cryo-sleeper AoE is a great touch though.

You can't build them, no. They're basically like a special planetary condition with some extra visuals. Definitely not looking at terraforming; something along those lines may or may not happen, but it's not a "goal".

Aw. Well, still glad to have it. Hope we get more of the cool planetary anomalies along those lines down the road. Also shout out to boggled for his superb work on the Terraforming and Stations mod.

12
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 18, 2020, 12:35:42 PM »
Oh heck yes. Pumped for the story missions, new threats and mega-structures. Still share a bit of concern about the colonial size cap, I get the limit but I don't see why 10^7 or even 10^8 is a stretch given appropriate time, nurturing, funds, Domain-Era tech and maybe lots of story points.

I LOVE the fact that we get more output boosting items and story point augmentations for industry, cannot wait to see what we have on that front. Having us require different planets for optimizing different industries is also a great idea, but how is the Diktat going to lead the industry on fuel now? ;) I think the commerce instability penalty is also steep, maybe have the Alpha AI cut it down a notch?

Orbital solar Arrays are great, but one question: Is that a tied to a planet randomly or something we can build? If it is a build able industry does it take up a slot? Is more fleshed out Terraforming coming down the line? I have so many questions. The Cryo-sleeper AoE is a great touch though.

Overall some great additions and changes across the board I feel. Can't wait to dive in to a new sector!

13
Blog Posts / Re: Personal Contacts
« on: August 24, 2020, 09:30:57 PM »
Glad to see we're getting lots of story and exploration stuff the next update. I especially can't wait to see what other types of megastructure stuff might be out there. Also going back a bit a Light high-tech cruiser is great. Not really my cup of tea, but it's new and something you don't really see in ship packs mods even. Really psyched for that. And story missions oh, the story missions. I've been waiting, and hoping. Mostly for more immersion into this universe you've made, and a little for the missions not just being slammed against a wall of [REDACTED] ships like the two we have. I'm bad a combat lololol.
 
So were is the next update in terms of development if I might ask? I know it's kinda taboo to ask for a timeline but knowing how far along stuff is nitty-gritty wise would be nice. Seems to me that features are set, art is (probably?) done, and now comes the coding. Most of what you mentioned in this blog is story and mission stuff, though what about the other stuff? Obviously, if there isn't a good or easy answer then that's fine as well. We appreciate you Alex.

14
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
« on: May 15, 2020, 02:48:26 PM »
Holy cow you really did add spice harvesting, you madlad/lass. Haven't checked the update yet, but I'm guessing it make drugs?

Otherwise looks like a real humdinger of an update. Thank you very much Boggled.

15
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: May 07, 2020, 09:36:03 AM »
Quote
I already have desert terraforming as an option

Why would someone want to have more desert planets? Unless...
[close]

Gosh darn it now I want a Dune overhaul. Or at least Spice as a resource.

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