Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DarkOmegaMK2

Pages: [1] 2 3 ... 12
1
Mods / Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
« on: September 18, 2020, 03:31:28 PM »
I got this mod with the sole intent of having a mock faction to smash into pieces, but after seeing their diplomacy traits, they actually make the best possible allies i could ever ask for... it's not fair.  :(

2
I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus  (the forum says it is up to date for only as far as .81a)

There are updated "test" versions in the Discord.

3
I don't think the Privateer's Base needs changes or improvements, it already does SO MUCH for you that it NEEDS to have some drawbacks.

4
I guess i didn't test them enough that one time i tried. I'll give them another go next time.

Wait till ind.evo update if so. Currently relays are bugged. Also, next update is not save compatible. Reason why I don't play SS for some time.

Also, note next:

patrol HQ < patrol HQ + relay < Hight Command < Hight command + relay(in case this is not a largest hight command you have)

Also, military base + relay are pointless and should be upgraded to HC, as it consume industry slot and obviously inferior to HC.

Right, thanks for the heads up.

Quote
it'll still produce just fast pickets.
Nope - the name depends on the fleet size. Fast pickets, patrols and detachments are the same codewise - even a patrol HQ can produce detachments with sufficient fleet size.

Oohh... Now that's interesting, i think this is something that should be included in the FAQ, since sites like the starsector wiki, for example, give the impression that all three types of patrols are completely different.

5
Quote
Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command?

Correct. At least in fleet size.

Quote
it'll still produce just fast pickets.

Not sure, if it would be just a fast pickets, or real detachments, but even if it is just pickets, those "fast pickets" would be the hell strong. And those values definitely are in account for autoresolve battles without player in system. So yeah, that would have almost the same contribution to overall system fleet strength, as HQ would do. Helps in outmatching invasion fleets in space.

Also interstellar relays would give fleet size compared to largest in relay network, which mean that small undeveloped planet size 3 in a distant system could have almost a same fleets as your capitol market of size 10!

I guess i didn't test them enough that one time i tried. I'll give them another go next time.

6

I haven't tried the Military/Interestellar Relays much because, as a habit, i always build High Commands on all my planets for a multitude of reasons:
1.- The obvious spam of fleets means safety.
2.- The stability bonus.
3.- Military budget. (Nexerelin)

So, my question is: If i'm willing to meta-game like this, is there any benefit from having the relays? or is this meant for a more conservative play style?

Personally I find it really useful to have no need sacrificing an industry slot for every planet while still being able to send out patrol fleets the same size (or even bigger) to what a high command would offer. iirc too, it's also pretty useful if a star system you're occupying doesn't have any "stable orbits" because the interstellar relay also serves as a makeshift comm relay.

This is something i don't actually understand, so say, let's say i have a system with the following:

High Command with AI core with Interestellar Relay
Military Base with Military Relay
Patrol HQ with Military Relay

Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command? Because you have to keep in mind that the number of patrols vary depending on the building tier, which means that, even thought you're sending a big buff to your Patrol HQ thanks to the high command, it'll still produce just fast pickets.

Am i getting this incorrectly?

7
The Relays: Never needed them much; and my High Commands do have Alpha Cores; the bug may be funny but "a bit" gamebreaking.
Relays can save you an industry slot on planets that would otherwise be under defended. It is aimed at people that like to centralise defence. The fleet size bug is unfortunate, but fixed in the next update - which will also cap the total increase to the highest in-network fleet size to make relays less broken op.

I haven't tried the Military/Interestellar Relays much because, as a habit, i always build High Commands on all my planets for a multitude of reasons:
1.- The obvious spam of fleets means safety.
2.- The stability bonus.
3.- Military budget. (Nexerelin)

So, my question is: If i'm willing to meta-game like this, is there any benefit from having the relays? or is this meant for a more conservative play style?

8
Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.

Disagree on this one. While the Admin training is subpar with mods like "Better Colonies" installed, the mod has many features that i do use frequently. The ability to store officers and admins is IMMENSELY useful to me as i can just stockpile admins for when i wanna conquer a system to make autonomous. (Nex)

Even then the officer training options are useful, and something i use often. You may also want a couple more than just one as it helps with the spawn of officers/admins for hire.

It's not a top priority on my list, but it is an ok option to fill any gaps on my colonies.

9
With the next update, the answer will be:

Yep
Yep
Nope

Alright, that sounds about right. Thanks and i'll wait for the next update!

10
How does the "Privateer Base" behaves when built in a player faction "autonomous colony"? (Nexerelin)

Does it still stage raids? and if so...
Does it still produce resources for the autonomous planet?
Does the player still gets weapons, bps and whatnot from this raid?

11
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0 (Hotfixed)
« on: September 03, 2020, 06:06:14 PM »
edit: Updated the mod let me know if there is a problem
Thanks a lot man! Much appreciated!

12
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0 (Hotfixed)
« on: September 03, 2020, 04:47:27 PM »
While you're at it, do you think it's possible for you to fix the glitch Vayra's currently has where HVBs are not guaranteed to drop?

Maybe it would be best to ask Vayra directly:
https://fractalsoftworks.com/forum/index.php?topic=16058.0

13
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0
« on: September 03, 2020, 02:18:50 PM »
i can create a simplified version but it will also affect unique ships and some weapons because they use scripts from other mods. I'll try to get permission from modders to copy-paste their scripts/ships without changing anything so then this mod not going to force you to install other mods.

edit: Of course modders usually dont let anyone to copy paste stuff so I might make simplified version that going to have less content but will work with Vayra and SWP only

Thanks a lot!!

14
Modding / Re: [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0
« on: September 03, 2020, 01:53:29 PM »
I'd like to request a version which only uses:
-Vayra Sector
-Vayra Ships
-Ship/Weapon Pack

As i don't really use the other two.

15
Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: September 03, 2020, 01:41:55 PM »
I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.

That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.

I tried and, to put it bluntly, i found nothing. But i do know that some mods do impose their own system and planets for their mods on random core worlds. (like Underworld's Styx and Templar's Antioch) But i'm not nearly skilled enough to see what these mods do in particular to make their systems appear.

Pages: [1] 2 3 ... 12