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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Topics - 2-Zons

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General Discussion / Tech-Mining Blueprints?
« on: January 20, 2020, 08:32:57 PM »
I thought Tech-Mining installations were supposed to find blueprints.  I've had one running on one of my colonies for many months and there are no blueprints.  The planet has 'extensive ruins'.  I'm not sure how the hierarchy goes, if vast or extensive is the best but it's got to be at least second best.  Is there something you need to do to get the blueprints?

General Discussion / What is the "Orders" tab on the "Command" page for?
« on: January 20, 2020, 08:58:09 AM »
I've got several colonies, have produced several ships and this tab is still disabled.  Is this a future feature, or a placeholder for mods?

General Discussion / Where does it show your suspicion level?
« on: January 18, 2020, 12:58:49 PM »
I've seen several references to a "suspicion level" which causes your fleet to get inspected.  Is this a hidden value?  Does it decrease over time or by legitimate trade?  Is it faction based or system wide?


General Discussion / Multiple surveying ships?
« on: January 16, 2020, 10:20:23 AM »
Do the effects of the surveying equipment mod stack?  I know that the min cost is 5 supplies, but does having multiple surveying ships lower the cost over just one for big planets?

General Discussion / Dangers of using AI cores?
« on: January 16, 2020, 09:13:54 AM »
The wiki mentions 2 risks:  Hegemony inspections and Luddic attention.  Is there ways of avoiding this.  Does the distance of my colony from the core worlds a factor?  Does it cost me attitude with the factions?  I'm really not liking the idea of trying it out only to find out many game hours later that it was a bad idea.  If there's a post on here that already answers most of these questions pointing me there would be fine. 

I've seen a (youtube) reference that talks about not being able to remove them, and some dangerous H.A.L. type takeover.  Can they take over your colony?  If it's part of the story don't spoil it.  I'm just trying to figure out if they are worth it.

Just starting to learn about colony management.  I'm trying to figure out the nuances of how paying for goods stored in your colonies works.  I was surprised to learn that you had to pay for the items that are stored there.  I would think that the colony has paid for them to be there and that it comes off the profit / cost of running the colony.  If somehow the goods stored in the colony are not owned by the colony (say by the goods exporter) then I guess that would make sense that I need to pay for them.  What about goods that I produce at the colony.  I have a mine on my colony and it's producing organics and ore.  I tried to pick up the ore and it shows a charge at month end.  This doesn't make sense to me.  Can someone explain?

If indeed imported goods are owned by the exporter, shouldn't I be getting the 5K fee for each exporter to open a warehouse in my colony?

General Discussion / Income problem.
« on: January 15, 2020, 07:51:56 PM »
Let me start by saying "I love this game".  I'm having a little issue with the fact that after your new player stipend stops your crew payroll kicks in and you go from, In my case: +10,000 per month to -35,000 per month.  That's a pretty dramatic change and hard to make up when playing as an explorer / surveyor.   I'm guessing the designer was intending that you take a commission by then.  I am trying to play a game where I don't take a commission and work up the attitude of all factions (with possible exception of Luddic Path as it seems they don't give out missions).

I think there needs to be an alternative monthly income that you can use besides commisions and colony income.  Something to transition between the new player stipend and colony income for those who don't want to go down the commision route.

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