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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 - Kayo

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1
Mods / Re: [0.95a] Adjusted Sector
« on: December 22, 2021, 02:24:41 AM »
So, I'm using this mod and in systems where there's warning beacons and remnants, I can't find any remnant battlestations for medium beacons. Is that related to this mod?

2
Bug Reports & Support / Re: Website Database error
« on: August 10, 2019, 04:34:45 PM »
Thank you - I see the errors in the log, checking into it.

I'm no longer having the error atm, at least for now

3
Bug Reports & Support / Website Database error
« on: August 10, 2019, 05:38:59 AM »
This seems to only occur on Firefox, since it works fine for chrome, but I've been barraged by the database error screen on this website. I had no problems with it previously up until a few hours ago. Maybe once every hour roughly I can view a webpage, and then going to one again afterwords or trying to reload it results in the error once more until I try again later. Took me a few times to even get to this screen. I'm using Windows 10.

Edit: It stopped working on Chrome too.

4
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« on: August 07, 2019, 10:37:17 PM »
Kayo: I'd think that'd be a better fit for next patch of Starsector - see, for example, the descriptions of automated ships in this developer blog post.  While I, personally, would be happy to see more of an advantage from sylphon's AI core installation... I don't think it makes a lot of sense for Nia Tahl to spend too much time on something they'll get a perfect framework for in the next major Starsector patch.

As it turns out I actually *just* got wind of that myself from a different user on here. :P I should get around to reading those more.

5
No. Such mod is hard enough to create that nobody has bothered with it yet and since the next update is shaping up to add exactly that, not many will spend time and effort on implementing something that vanilla is going to do soon and do it better.

Ah, it's planning on being added? Fantastic :D I suppose that's even better then

6
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5b - Balancing with the nerfminigun
« on: August 07, 2019, 05:56:00 PM »
Heya! Fantastic mod in every way except one aspect - the combining of AI cores and ships. The idea on it's own it's fantastic in my opinion, but it was very underwhelming when I realized it didn't do anything other than making it not require any skeleton crew, especially with the disadvantages it brings. An AI core when chucked into a planet admin position grants lots of new perks along with the AI, combining ships and cores comparatively is more of a waste to use as it is. I was hoping you'd be willing to consider changing this aspect up, ideally I'd love to see the AI cores instead become the ship's officer, similar to the [REDACTED] ships, along with the perks that high level officers have.

7
Modding / Is there a mod for AI Cores to be fleet officers/mercenaries?
« on: August 07, 2019, 05:42:30 PM »
I know those damn [REDACTED] like their AI core officers, I was hoping there was a method to do the same similar to chucking one in a colony administrator position except for my fleets. Has anyone made a mod for it yet?

Also, is there not an easier way to find specific mods other than asking? The search bar clogs the page with everything even mentioning what I look for, which only results in a ton of pages with comments only talking about AI cores, not mods involving them.

8
General Discussion / Re: Most ships seem useless
« on: August 07, 2019, 04:27:28 PM »
Hounds are combat freighters, though any unshielded ship is not going to remain useful for long. Hounds are also 3 maintenance, while a Wolf is 5, 40% cheaper to run. As far as freighters go, it's not a bad frigate one.
Wolf is okay, but I personally prefer Lashers, Centurions or more expensive frigates to it. It cannot really sustain its main damage source.
In my experience, most ships are viable. You might have perhaps not used them enough or not fit them well enough.

Yeah, I've been thinking on it a bit more and my initial take on it was probably incorrect, especially since I've realized I've been judging some non-combat ships for their combat abilities.

9
General Discussion / Most ships seem useless
« on: August 07, 2019, 11:22:04 AM »
For the most part I'm relatively new to the game, but most ships seem useless. For example, Hound ships, shuttles, basically any early game ship that isn't a Wolf seems like it should be avoided having joined onto a fleet. I've played through to the end-game, and most ships seem to be the same - only a few of them are even worthwhile, while the rest are dead weight. Am I missing something, or are they just poorly balanced? A Wolf and a Hound cost the same, yet one seems to be clearly better than the other. Why is there no price difference in these?

10
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: August 07, 2019, 11:16:55 AM »
You can only find cryosanctums out on the fringes. You get the structure for your colony so long as you build a colony within the same system as the cryosanctum. IIRC, there are only 2 max in a given sector gen, but you can use dev mode to help locate them on the map easily. The names of systems with cryosanctums will be a unique color while in dev mode.

Alternatively, it may be possible to use Console Commands in combination with the "RunCode" command to make code that will spawn a cryosanctum on player location.

Do you know the command for it? :D
Also, if I console command spawn one for a planet in a system, will it still spawn more on other planets within that system too?

11
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: August 07, 2019, 11:00:23 AM »
Cryosanctum is a building unique to Nomios and you can't build it at all.
Cryosleeper is a different thing, of which indeed are only two in a given sector, but instead of creating a lot of harvested organs, it increases the population growth a lot.

Do you know of a way to make it buildable? I know I can remove the "unboardable" tag on ships to make them obtainable, I was hoping there was something similar that applies to buildings that I wouldn't have much trouble with.

Side question, I heard of boarding quite frequently on this forum but I've never experienced this myself. Has this mechanic been removed?

12
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: August 06, 2019, 03:20:14 PM »
How do I build cytosanctums?

If I'm not supposed to be able to, is there a setting/mod to fix that?

13
General Discussion / I don't understand how incomes work at all
« on: August 06, 2019, 01:36:30 PM »
If this has already been answered before, then please direct to me to the thread if you know of it. :P

I've been playing a constantly over the past week, and yet consistently the only way I know how to find out which industries to build is through trial and error - build it, see if it makes decent money, and if it doesn't then uninstall and install the next one. Surely there's something I'm missing. In addition to that, an industry on one planet sometimes is a one-hit wonder and makes me loads of money, and yet the same industry on a different planet may only result in a loss from the upkeep with no exports.

Knowledgeable people of Starsector, elighten me.

Edit: Alright I've been staring at the screen trying to crack the code and solve the rubix cube this game is throwing at me and I now understand that the demand, the amount I can sell, is directly determined by how much my colony needs. If my colony needs 5 fuel, I can sell 5 fuel to it. Now, with that said, why am I making 3k from my light industry and a different colony is making fat bank with the same amount of demand and little change in accessibility and populations?

Edit 2: I can conclude Starsector is out to get me and doesn't care about demand and income, or the logistics of it, only driven by it's thirst for my blood and to make my wallets suffer and my head hurt.

14
I'm 95% sure this is already a thing. Did you try mousing over the planet income? Its something like that (not at a computer with SS at the moment).

Indeed! I needed to press F1 while viewing the income. I'm glad to be wrong then! :D

15
settings.json
line 205: "baseMaxAdmins"

Ah, I've changed that one before and it didn't work, so I figured it was affecting something else. I've just realized, though, that Nexerelin was probably to blame for that. Good stuff to know!

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