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Messages - Beobachter

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1
Modding / Re: [0.9.51a-RC6] Starsector Portr-Ai-t Pack and Ai Model
« on: October 28, 2022, 09:53:52 AM »
Knowing how AI artwork is generated from an existing portfolio, is David (the artist) okay with this?

2
When applying an alpha core to an industry, if the presence of an alpha core changes the output (commodity A to commodity B), would the check be in the inital apply() function or would it be better to put it in a function related to the alphacore? Hitting an NPE with a custom industry and not sure if I should move the offending line or not.
Code
 @Override
    public void apply(){
        super.apply(true);
        int marketSize = market.getSize();
       
        modifyStabilityWithBaseMod(); //Apply stabilty penalty
       
        demand(0, Commodities.HEAVY_MACHINERY, marketSize/2, BASE_VALUE_TEXT); //Demands Heavy Machinery equal to hydroponics

        Pair<String, Integer> deficit = getMaxDeficit(Commodities.HEAVY_MACHINERY); //Get deficits
        log.debug("Deficit: " + deficit.one + "," + deficit.two);
       
        if(!getAICoreId().equals(Commodities.ALPHA_CORE)) { //If core is alpha core, generate lobster
            log.debug("Generating Lobsters for player.");
            supply(Commodities.LOBSTER, marketSize - 5 - deficit.two);
        }
supply(Commodities.FOOD, marketSize - deficit.two);
if (!isFunctional()) { supply.clear(); }
    }

3
General Discussion / Re: Discord Games
« on: February 25, 2019, 08:29:09 AM »
As others have mentioned already, Alex (thankfully) will not release the game on a wider platform until he feels the game is ready.

If you want to show that you are playing the game on Discord, you should be able to do so via the desktop client settings while the game is running.

As for the distribution platforms, we will probably see a Steam distribution due to the large user base giving the game the best launch visibility. I don't see Epic or Discord coming about with the recent negative publicity of both systems.

In the meanwhile, word of mouth will be the best method of giving the game more visibility.

4
When writing intel, is it better to be putting the player-facing text in the source or use the rules.csv? I've looked at the rules.csv and didn't recall seeing the text from the HegemonAIInspection intel, but the text is in the source.

5
Mods / Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
« on: November 25, 2018, 01:55:28 PM »
Uh Tartiflette, should the ORA care about saturation bombardments?
https://clips.twitch.tv/TenaciousAthleticGarlicPicoMause
(Taken from FantasticChimni's stream 11/25/2018)

6
Suggestions / Re: Limit Market Share
« on: November 20, 2018, 08:43:53 AM »
I'd actually like it if you could redirect some of the imports to storage to limit market share. Maybe an industry building (warehouse district) that generates a demand for one of each item and adds a corresponding amount to colony storage?

7
Mods / Re: [0.8a] Diable Avionics 1.82 (08/05/2017)
« on: June 03, 2017, 06:33:23 PM »
Potential bug:
Due to the random-ish spawn location of the Antioch star system, Diable systems may end up overlapping each other if their normal spot is taken. Unknown if this problem exists for all systems, or just Diable.

Map seed for bug replication:
AN-4836539435885865627

Screenshot:(large image warning!)
Spoiler
[close]


Not sure on best fix. Insight?

8
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: May 06, 2017, 06:38:58 PM »


Another kitbash for judgement. How do I make this look less like a (heavily) modified hound and remove greebles?

9
Mods / Re: [0.8a] Better Beginning v0.1 - Broaden your options!
« on: May 04, 2017, 11:25:10 AM »
Versant Beginning i would love

I think that starts would have to be limited to vanilla ships - mods may not know what other mods are installed. Additional options would require more cases (and more balancing)

10
General Discussion / Re: How many points do you speed on aptitutes?
« on: April 30, 2017, 08:29:43 AM »
10 total for me
3 Tech ASAP. I rely too much on sensors/stealth to bypass early combat
3 Industry.
1 Leadership. Logistics capacity.
3 Combat. Reliance on shield tanking means that any damage reduction on top of Hardened Shields is critical.

11
General Discussion / Re: Best places to sell survey data?
« on: April 23, 2017, 03:36:25 PM »
There is a Persean one in Thule. Major faction military markets appear to have high stability for the most part.

12
General Discussion / Re: Apogee Rarity
« on: April 22, 2017, 05:53:33 AM »
I remember finding one at the Sindria black market. Didn't get it though, as I was unloading about 200k of survey data on the black market and did not want to stick around for the inevitable mess.

13
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: December 23, 2016, 12:48:47 AM »
This discussion reminds me of how Failbetter's Sunless Sea handles commodities, casting them as both trade goods and as consumables.

Other ways resources could be used(?)
  • Food + Lobster = Increase Rations (Active Ability: gain 1% CR)
  • Luxury Goods = Bribery (Character Interaction Option)

14
General Discussion / Re: Pirate faction weak by default ?
« on: December 13, 2016, 07:08:52 PM »
Pirates in Vanilla are designed to be the 'rats' if you will - weak enemies for new characters to cut their teeth on. (D) variant ships are for the most part mediocre.

From what it sounds like, you are running Nexerilin, though I cannot tell what other mods you are probably running. Nexerilin does not make pirates more or less weak than their Vanilla counterparts. However as dk1332 mentioned, the Underworld mod pack adds more ships to the pirate arsenal and if you don't already have it I would highly recommend it.

(D) variants should not be less likely to be salvaged, but I do not have exact numbers to back this up.

For pirates, money generation is certainly more difficult compared to other factions. Have you already tried buying marines in decivilized locations and selling them elsewhere (decivilized locations include Maxios in the Magnec system and Killa in the Yma system)? Otherwise all I can suggest is smuggling in a hound, taking advantage of it's speed and small sensor sig.

15
Mods / Re: [0.7.2a] DynaSector 1.0.4
« on: December 06, 2016, 04:48:52 PM »
Because there's the new update, would you please update this mod?

What new update?

I think he means the 0.8 patch notes, which are not an actual update in the game's code.

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