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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - Serenitis

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General Discussion / Re: Commerce up the wazoo!
« on: March 31, 2020, 01:53:42 AM »
Sometimes I build commerce on my home colony so that I can get rid of junk in between exploration expeditions
Same. I also like it present to act as another source of fuel, supplies and crew on top of the waystation stock.
The tarriff is entirely irrelvant, as by the time you have a colony at all the 30% loss either way is utterly meaningless. Not once have I ever cared about it.

Commerce also provides you with a free 'preview' of various ships which have come out of your factories. Not guaranteed to be useful, but sometimes you'll find things there that are either helpful or interesting (in particular ships with beneficial D mods).
And none of this uses production capacity, it's just there.

Another thing you can use it for is rep-grinding with the independants. Buying/Selling a few thousand units of anything will get you a few points of rep, if that's something you ever need to do.

but I've modified the game files to change it to a structure in my game because it is 100% not worth an industry slot.
Also same. As much as I like the utility of commerce, the only way it's worth an industry slot is if you've already covered all your input needs. And that's not happening (usually) for quite a way into the game.
As a structure, I will 100% build it on my 'home' colony, and maybe somewhere else if I have cause to visit it occaisionally.

Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: March 30, 2020, 06:32:27 AM »
While removing the industry tag from the military base would make things much easier, it would also turn it into a "build this by default" item and remove the need for the player to make any kind of compromise in order to have that kind of defensive power.

Making it a structure would greatly help players who prefer to build colonies scattered over multiple systems. But the flipside is, by doing this players who like to concentrate in a single system can trivially neuter any kind of incursion by "stacking" bases. Which is probably not an intended outcome.

One potential way of mitigating this problem is imposing limits on the number of military installations it is possible for the player to construct.
For example:
  • Patrol Base - No Limit.
  • Military Base - Limit 1 per system.
  • Central Command - Limit 1 per faction, allows the construction of an additional Military Base in the same system.

General Discussion / Re: Second Mothership.
« on: March 30, 2020, 03:32:24 AM »
You have a 33.33% chance of generating a sector with only 1 mothership. If you don't want to sink time into finding this out the normal way, there is a shortcut.

Find your savegame folder and open campaign.xml.
Search for this exactly: "derelict_mothership" including the quotes.
Count the number of times this appears. The number of motherships in the sector should be half of that number. (Notepad++ makes this trivial.)
eg: My current save has this appear 4 times, so I know there is 2 motherships.

Shine on you crazy diamond!

General Discussion / Re: Second Mothership.
« on: March 30, 2020, 03:01:48 AM »
In vanilla sector generation there is a guarantee that at minimum, 1 mothership spawns.
And depending on the rolls upto 2 additional motherships can also spawn. For a total possible maximum of 3 motherships in any given sector.

Every mothership that spawns will also spawn at least 1 survey ship, and can spawn upto a maximum of 3.
Every survey ship also spawns at least 1 probe, and can spawn upto a maximum of 5.
And, any system can also have upto 3 probes randomly generated in it on top of any it had from the above. Even systems that have no other presence of derelicts or links to any others.

General Discussion / Re: colonize planet with 250 or not?
« on: March 25, 2020, 01:16:29 AM »
If it's in the same system as other colonies on more hospitable worlds; definitely yes.

If it will be the only colonised planet in that system; consider it only if you already have an established 'base' with a good income and can afford to throw money at your new colony for a while, but otherwise hold off for now.

Defence is the primary concern. A dedicated mining planet which can output well above the 'standard' quantity of minerals is very valuable, but the upkeep cost of defensive structures is something that is non-trivial.
You'll definitely need a station.
Ground defences are optional but recommended in order to act as a safety net, and the extra stability also helps.
The hardest thing though is the military base which you'll need to support the station, which is not only quite expensive to support on a high hazard world, but also requires a precious industry slot.
But, by having your mining world in the same system as other less hazardous colonies, you get to bypass the need for all that.

It might also be worth pointing out that you could get away with colonising this planet and getting the mining going ASAP, while you 'babysit' it.
The income from the mine should be fairly decent with essentially almost the max output a mine can produce. And this will definitely be enough to cover the station and ground installations at least. Not sure if it would also cover the military base, but you'd have to grow the colony at least +1 size before you could do that anyway.
And it might get a bit dull hanging around and chasing off the occaisional pirate waiting for that though.

can u turn off notifications about whats got dropped in ur "storage planet" somehow?
I wonder if there's a way to roll the assembler output notifications into the standard Industry/Tech Mining production notification?
That would probably look a bit tidier.

Modding / Re: [0.9.1a] Sozzer's Ship Pack
« on: March 20, 2020, 09:34:54 AM »
The soz_cisterna_lp.ship file in your latest release is not formatted correctly and it's missing commas so the game crashes whenever I kill one or I try to look at the ship in the refit screen.
Can confirm.
Upon destroying a Cisterna LP, this is generated:
9269259 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.O0OO.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(Unknown Source)
at com.fs.starfarer.combat.E.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Possibly found out the cause.
soz_cisterna_lp.ship is missing data for it's bounds.
I copied in the same section from soz_cisterna.ship and although I'm not 100% certain that it 'fits' the ship model completely, it does appear to work now.

What industries does it replace, in your opinion?

Using assemblers, I could entirely ignore Light Industry and produce consumer & luxury goods without using industry slots.
Light Industry is entirely obsolete with assemblers.
I could also supply heavy armaments, supplies, machinery, fuel and marines enough to meet demand and trigger the maintenance reduction.
I'm not using any AI cores, but I do have the Industrial Planning 2 skill, and have 4 colonies at sizes 6,5,5,4.

Assemblers have extremely minimal economy export (some commodities don't even have a single export unit up to size 4). Any vanilla industry will always export more than an assembler, and generate more income, especially since output is limited to one, maximum two commodities with a rare VPC - and that is before factoring in import cost for heavy machinery/required base commodities and upkeep.
I get that you want to give the assembler a passive income from the exports. But unless you can de-couple that from the triggering of the cost reduction, then it's way too much without the 'cost' of an industry slot.
That's why manufactories are fine, but assemblers are currently 'too good'.
The flip-side of this is the goods production. Which allows the player to make an obscene amount of money just by having access to huge piles of fairly valuable stuff - which is fine, as the player must put some effort into converting it into money.

Imports don't cost anything though, so that can be ignored.

Very much enjoying this.

Although assemblers are way too good.
With only a token effort put into exploration I was able to bypass building some industries entirely. Which kind of undermines the whole industry limit thing.
Suggest removing the exports entirely from the assembler, so it just produces goods to use/sell.
Manufactory upgrade should be fine as-is as it requires an industry slot.

I do like that that there's so much stuff to build with this there's not enough room to fit it all.
It creates an interesting logistical excercise, and forces the player to make desicions and compromises if they don't/can't expand.

General Discussion / Re: First colony, saved credits
« on: March 17, 2020, 01:43:39 AM »
A colony is already a net benefit without any additional infrastructure.
The one caveat is the hazard rating: The higher this is the less income you get, and the longer you have to put up with less income due to reduced growth.

You can if so inclined, land a colony almost right after finishing the tutorial, and do a decent job of defending it so long as you prioritise the orbital station.

Suggestions / Re: "leash" is too stretchy for slow ships
« on: March 16, 2020, 02:04:41 PM »
Waypointed ships do seem to be very eager to stray from thier assigned position in order to chase after enemies.
Sometimes to thier own detriment, as they wander far enough to attract the attention of other hostiles which then follow them back and disrupt things.

I frequently use waypoints to set up "missile artillery" positions behind my battle lines. But I can't set them as close as I'd like because if I do the "artillery" ships will try to pursue targets into the skirmish. Which is not great.
I'd love a way to tighten this "leash" and keep them at the waypoint, unless they're directly threatened.

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 13, 2020, 06:13:44 AM »
Auric planets are considered part of the terran group for the purposes of my mod. Therefore, they cannot be terraformed. I assigned it to this group based on the description of the planet, which indicates it can support life and says nothing about temperatures/hydrosphere. If auric planets always have hot or very hot temperatures, let me know and I will switch it to the desert category. Thanks!

From a while back, but just for confirmation....

Auric planets are tagged as cat_hab3, so are in the same class as arid/jungle/tundra/water etc. They have a single class override which makes them more common around blue stars, but are otherwise identical.

The temperature condidtions are largely controlled by the type of star the planet is orbiting, and how closely.
There are no overrides in cat_hab3 or US_auric that specify temperature.
Most Auric planets tend to have heat conditions solely because they tend to be found around blue stars, which are the hottest.

Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.1)
« on: March 12, 2020, 11:31:25 AM »
Wait... Can water worlds spawn with it naturally? That seems like the best way to decide whether it should stay.


Water worlds are part of cat_hab3, which by default have a 10% chance of having tectonics and a 1% chance of having extreme tectonics generated on them.
There is however an extra column in the table specifically for water worlds, but every entry for tectonics is blank. And I'm fairly sure that only non-blank entries here would override the cat3 data.

Suggestions / Re: Salvaging
« on: March 07, 2020, 03:43:31 AM »
I can dig the general idea of tapping the brakes on the salvage train a little.
But can it done without introducing another tedious thing to micromanage?

Suggestions / Re: Officer Slot Pet Peeve
« on: March 07, 2020, 02:11:30 AM »
With an industry build, I can go into any fight I can win knowing that the costs to me are lower (higher recovery chance, less D mods, reduced effect) and the rewards are higher (more ships with fewer, less impactful D mods, more loot and weapons, etc).
This. Losses don't really matter (aside from crew) because the things you're losing are trash anyway, and can be brought back.
The bringing things back is the important bit. There are no shipyards or markets on the fringe, and an already equipped ship with dock mods is far too vaulable to lose.

Maybe this is an artefact of my (seemingly) obscure preference for playing a "mobile faction" and surveying/exploring literally everything.
I tried doing that with pristine ships/no industry, and it just doesn't work. Too expensive to maintain, too expensive to recover after battle and too limiting on what you can reasonably fight. Which is a horrible restriction when enemies are your supply depots.

Perhaps if the player's preference tends toward "get colony asap" and they're not at all focused on the exploration side, then Industry is not going to be terribly compelling for them.
It might even be considered a "crutch" of sorts.

Although if you build an entire fortress out of crutches, it can just roll over anything the game throws at it. Funny how things turn out really.

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