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Messages - Taikonaut

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: July 13, 2020, 03:55:33 PM »
A century ago airplanes were extremely dangerous, expensive, and the almost-exclusive domain of the military and government. Today, air travel is very affordable and safer than driving a car. I imagine space habitation will undergo a similar evolution over time due to technological advancement and ultimately be able to justify a 100% hazard rating.
Wait, lorewise wasn't it a problem that no one in Starsector could innovate because of the collapse and how pretty much most tech is lost tech and most blueprints have DRMesque locks on them?

2
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 12, 2020, 05:41:07 PM »
Thanks to Gwyvern and HELMUT for the new sprites!


Download Ship/Weapon Pack 1.11.0
Download Mirror
(Requires LazyLib 2.4f) (Updated!)
(Requires GraphicsLib 1.4.2) (Updated!)

- Supported by Nexerelin 0.9.6d (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.11.0
- New Vindicator and Gungnir sprites
- New Chronos sprite
- New Circe sprite
- New Revenant sprite
- New Vulture sprite
- Circe weapon layout rework
- Nike now has built-in Gunnery Control AI and Expanded Missile Racks, burn speed increased to 8 from 7, DP cost reduced to 50 from 52
- Lucifer now uses station version of Mine Strike
- Increased Dawnstar speed to 85 from 70
- Reworked Lightning Gun stats; now is more efficient and fires in quick bursts
- Conquest (XIV) is now 4x rarer
- Added IBB bounty (appears after the Emperor bounty) requiring the ICE faction
- Added Custom Battle and Random Battle missions
- Some configuration for Vayra's Sector and Starship Legends
- Migrated version file to BitBucket

Im kind of a brainlet, but updating this wont cause issues with my save right? since all its doing is changing sprites

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: July 11, 2020, 06:00:43 PM »
Quote
This has been suggested before, but the problem is that an ecumenopolis would be able to accommodate hundreds of billions or trillions of inhabitants even on a smaller planet. Starsector doesn't support colonies this size. Arcology worlds feature the high population density and artificial environment of an ecumenopolis without the lore-breaking population requirements of a world city. I've seen other players who want this planet type replace the arcology texture in the mod folder with an ecumenopolis texture.

Regarding a cloning industry, this already exists in this mod! You just have to enable it via the settings file. I don't want to implement the other suggestions as they basically just mimic vanilla industries but presumably with more commodity output.
Regarding the population, you are right, but couldn't the fact that the planet could house a few dozen billions be ignored and just have it behave like another planet perhaps maybe except the enhanced growth properties and or a maximum planet pop of 12? (i dont know about this one since you'd have to mess with the original values of the game and I assume that it aint easy)
the other alternative I could think of are Forge Worlds that behave as specialized industries on one single field, i.e they cant produce a lot of different stuff like convtentional colonies, but depending on its focus, lets say refining, it will be pumping out 3x or 4x more metals than normal colonies, the catch is that their stability is brutally low.
I also have several ideas for buildings and or unique resources if you'd like to hear them out so I can write them down.

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: July 11, 2020, 03:31:57 PM »
BTW may I also suggest something?
How about implementing an Ecumenopolis? The arcology is more focused towards increasing population/accomodate population (or at least the idea behind arcology projects are), while the Ecumenopolis is more of a planet sized city, you'd trade all natural resources such as ore, farmland and organics, but you'd get a massive boost in industry, refining and production.
Quite obviously expensive asf to get such a project going, and to balance it, the player can only build 1 Ecumenopolis.
Could also implement unique buildings for this such as:
"Flash Cloning Centre"
outputs organs and slightly increases pop
"Heavy Assembly District"
basically Heavy Industry but with greater output and increased demands (also demands a few units of drugs cuz it's depressing as *** and organs because of "accidents" in the assembly line)
"Autnomous Drydocks"
Enhanced version of Orbital works
"MediCare facilities"
Produces drugs
"Orbital Defense Platforms"
Basically heavy batteries with greater groundforce and stability
"Recreation Enjoyment and Leisure District"
Produces luxury and consumer goods

5
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: July 10, 2020, 11:49:30 PM »
 
Quote
I've only seen the player side, and yes, some kind of effort is required from the player to, well, learn the new stuff.

Yea, I started syngergizing and the ships now work wonderfully, my loadouts were just garbage

6
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: July 10, 2020, 01:55:08 AM »
Okay I just recently got this mod because the whole design is cool asf in my opinion, and from what I've read and seen the ships are quite powerful, yet I cant seem to do *** with them? Have the ships been nerfed hard over the months or am I just plainly braindead?

7
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: July 06, 2020, 12:32:03 AM »
much appreciated, and Im just planning on getting
-Nexerilin
-blackrock drive yards
-Speedup
-Skillup
-Terraforming and station construction
-Console Commands

you think its too much? I got 8gb of ram and my processor is the i5-5200 2.20 ghz
I dont really know much about modding this game yet, but I heard that you gotta allow it to access more RAM, how much should I give it?

8
Modding Resources / Re: [0.9.1a] GraphicsLib 1.4.1
« on: July 05, 2020, 02:00:07 PM »
So if im playing on a laptop with integrated graphics im screwed?

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