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Topics - FreonRu

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1
General Discussion / Hostile Activity
« on: October 04, 2023, 08:15:16 AM »
Good day. I apologize in advance for using Google Translate. Perhaps my question has already been discussed, but unfortunately I could not find a discussion - so I ask for help.

At the discussion "Threat to the Colonies".
1 Why is it that only the strongest military base of the largest colony (high command?) is considered to protect colonies in one system. Military bases in the world of the future do not know how to cooperate in order to give a coordinated rebuff to all enemies? Let the construction of a subsequent military base be more expensive or, for example, the increase in threat reduction will decrease.
2 Now is it necessary to disperse your colonies in order to evenly disperse the threat to the colonies? How to use artifacts of the domain era if, when using them, enemies immediately begin to besiege the player’s planets?
3 Why is the work of patrol fleets not taken into account? When patrol fleets destroy enemy fleets, the threat to the colony does not decrease (When the player destroys enemy ships or enemy stations that threaten colonies, then the threat decreases). Why? It would be logical if at the end of the month a message was received (addition to the financial report - “Your patrol fleets destroyed XXX enemy ships, the threat to the colonies has decreased (by XXX values).

Is there any modification that corrects this illogicality or a modification that adds an additional structure?

Thanks in advance for your answers

2
General Discussion / Help in finding the error
« on: May 25, 2023, 05:57:38 AM »
Good day. 
I ask for help - please tell me how to figure out which modification is crashing when playing?  I opened the star sector log, but alas I could not figure it out. 
Thank you in advance

3
General Discussion / Deployment points
« on: May 23, 2023, 11:49:32 AM »
Hello.
Please, kindly tell me - how to increase the maximum number of fleet deployment points? Now, with the current in-game settings, I can only deploy a fleet of 240 points. Is it possible to increase this figure?

4
General Discussion / Question about the marines
« on: November 07, 2022, 10:19:38 AM »
Hello.

Commanders and captains, a question about the marines - what are their uses? Only raids on planets (for stealing any items) and completing quests (for the same theft / freeing hostages / destroying industries or structures)? Or is there some other way to use them that I don't know about yet?

Please tell me, are there any modifications that expand the scope of the marines? For example, cleaning up abandoned ships from wild fauna / mutated people / cannibals in order to search for rare items (something like cleaning up space hulks from the Warhammer 40,000 universe).

5
Suggestions / Cryosleeper
« on: October 20, 2022, 10:16:00 AM »
Good day. I propose to discuss the cryosleeper.
In each new game, I find the cryosleeper extremely far from the center of the world, the star sector. Establishing colonies next to a cryosleeper in distant lands is a very bad idea, it is very inconvenient. But not using a cryosleeper is also unpleasant - it's like feeling like a lost profit (and you say to yourself "Damn, I could use this cryosleeper if it were a little closer to the center of the game world or if I could move it to my colonies it would be just amazing") .

It would be too easy (I would even say too boring) to transport the cryosleeper without prior preparation.

Here's an idea that came to me after a few days of thinking:
1 The player's fleet finds the cryosleeper in deep space and defeats its guard (why is it so weak?). After the Guardian's victory, at the end of the description text of the cryosleeper, the entry "These are very old technologies that were used in the colonization of this part of the galaxy. People who are in cryosleep can find a new life in inhabited systems. Maybe there are archival records of ships of this class in the Academy of Galatia"

2 The player's fleet arrives at Galatia Academy and addresses Sebastian. Sample dialogue:
Player: "Sebastian, kindly tell me who can advise on old technologies, I am very interested in technologies of the domain era. In turn, I guarantee that I can help you with any request"
Sebastian: "Hello, Provost Baird will not approve of this and I will most likely face a very severe punishment. Kindly contact him personally and perhaps, although unlikely, he will allow you to communicate with our archivist."
Player: "Sebastian, listen to me, this is very, very important, maybe your help will help save the lives of thousands of people."
Sebastian: "Okay, but I remember your words about helping in any matter. Keep this access card - it will help you get to the wing where the academy archive is located, there you can find Linda the Archivist. Only she is fond of technologies of the domain era. Consider the following - I I will have to report the loss of the access card so that I am not punished. Good luck!"

The player with the help of an access card enters the archive. There are thousands of information carriers in the archive, the study of which can take several human lives. In the huge halls it is very quiet, you get the feeling that there is no one here. But out of the corner of your eye you see a table at which a girl sits alone and reads something in an old book.
Player: "Good afternoon, be kind, tell me where can I find Archivist Linda? I have a very important matter and probably only she can help me."
Linda: The girl raises her head, looks you up and down and asks "How did you get here? Entry to this wing is strictly restricted! Never mind... you're already here. What do you need from Linda?"
Player: "My fleet found a cryosleeper in deep space, this is a very ancient technology from the domain era. It sleeps thousands of people, I would like to help them find a new home in their colonies. Upon inspection, it seemed to us that the cryosleeper is still strong enough to try to move it, but we don't know how to do it. Also, we wouldn't want to break the technology of defrosting people."
The archivist%u2019s expression immediately changes, she jumps up from her seat, comes very close and turns to a whisper: %u201CShh ... they can hear us. Even the walls have ears. what they told me was very, very interested.But I can not help you while I am in the walls of this academy, there are very strict rules and there is no freedom for research.Probably I have been waiting for such an opportunity all my life and I offer you mutually beneficial cooperation - you take me with me to my colony, and I, in turn, will tell you everything I know about the technologies of the domain era and help with research.
Player: in a whisper "Linda, but how do we get all the materials that you might need? Even if I order my soldiers to break into the academy, we will take out all the materials accumulated here for several years, and frankly, I don't want to spoil relations with the academy."
Linda: in a whisper "don't worry, I transferred everything we need to my tripad a long time ago, it has a small core of artificial intelligence, so you can store a lot of information in it. Here is all the data on technologies of the era of the domain that is known to the academy. So the plan is as follows - I have a lunch break soon and I can leave this wing for a short period of time, you, in turn, expect me at the docks - after we escape, I will ask a familiar hacker to cover up the traces of my escape. I propose to discuss all issues in detail after arriving in your colony " .
After that, the player flies out of the academy of galatia and upon arrival in one of their colonies, the following dialogue will take place:

Linda: "For starters - thank you for the opportunity to leave the walls of the academy - I always dreamed of real research, and not about monotonous days within the walls of the academy archive. As I promised, I will help you with the cryosleeper, but in order for us to succeed, it will be necessary to build a laboratory (building class - structure - Research Lab) from which I can keep in touch with you over long distances and conduct my own research, and it is also possible in the future to send expeditions to the ruins of cities.The researchers prepared by me will very carefully examine all possible nooks and crannies and bring here everything they find items (the ability to upgrade the structure to the industry - Interstellar Research Company) Well, as a token of gratitude, keep this special AI core, it will help us with the study of technologies of the era of the domain"
Player: "Linda, thanks for the AI %u200B%u200Bcore, I promise I won't sell it. I'll organize the construction of a laboratory in a short time, I hope your future expeditions will bring a lot of benefits to my colonies."

4 After the completion of the construction of the Laboratory, Linda gets in touch and reports the following: "For our project, we need a little more data. Please go back to the cryosleeper and connect the AI %u200B%u200Bcore to the cryosleeper control center. I sent you on tripad how to get there. So find the path to it will not be difficult.Artificial intelligence will conduct a complete diagnostics of the ship and, according to its messages, it will be clear in which direction we need to move in order to "revive" this "rusty can".
Player: "Understood. We'll do what's required at the earliest opportunity. Linda, you can do your own research in the meantime. I'll get in touch as soon as the fleet arrives at the cryosleeper."
After the player's fleet arrives at a previously discovered cryosleeper, the player chooses through a dialog box to install an AI core and request a report on the status of the ship. Diagnostic report: "Hull integrity intact. Reactor inoperable - fuel cells depleted, power generation in emergency mode. Cryosleep capsules stable. Propulsion systems out of order - repair required. Fuel tanks boosted."

Player: "Linda, I'm forwarding the report to you. It's not all that bad, but there's not much good news either. I foresee a lot of work for the engineers."
Linda: "Mmmmm... I've analyzed the report. I suggest starting with repairing the reactor - the energy from it will be enough for all the needs of the engineering team, which will carry out subsequent repairs. Go back to the laboratory - by the time you get there, I will have time to restore the drawing of fuel elements for this reactor modifications If you can make them or order them from someone, then the problem with the "revival" of the cryosleeper will turn into a solvable problem.

5 The player arrives on the planet where the laboratory is built and receives a drawing of fuel elements (quest item) - it is possible to manufacture them at their own heavy industry or order from dark personalities in a bar (who will manufacture these elements at heavy industries of other factions of the world).
After obtaining the required number of fuel elements, the player can head to the cryosleeper where, through a dialog box, he instructs the engineering team to install fresh fuel elements in the cryosleeper reactor. But... nothing happens.

Player: "Linda, we have a problem"
Linda: "Did the engineering team install the fuel cells? Excellent. To make it work, you need to go through a long process of starting the reactor, on such ships it takes several weeks. Go up to the cryosleeper command center and request the AI %u200B%u200Bcore to perform a launch. As I said earlier, the process is long, so in the meantime you can mind your own business, the AI %u200B%u200Bcore will tell you when the process is complete, then we will proceed to the next stage.

6 After 30 days, the player receives a message on the tripod - "the procedure is completed, the output power of the reactor is nominal. ATTENTION! The launch of the reactor attracted the attention of AI ships. Sensors detected enemy ships."
The player arrives in the system with a cryosleeper where they will be attacked by AI fleets. After defeating them, the player checks the readiness of the cryosleeper through a dialog box - after repairing the reactor, it remains to fill the fuel tanks and repair the propulsion system.

Player: "Linda, the reactor is operational. The cryosleeper now resembles a Christmas tree toy that is frozen motionless in space. What do we need to do next?"
Linda: "Hmmm.. now it's up to the engineering team to provide them with everything they need (supplies, tools, metals, rare alloys, etc.). Provide them with everything they need and you can go about your business again. According to my calculations, the repair will take 30 days. I have already forwarded the detailed repair sequence to your engineering team."

7 The player delivers the required amount of required materials and after 30 days the engineering team will finish the repair, which will be reported to Linda, who will contact the player.
Linda: "Captain, your brave engineers have completed the repair of the propulsion system. It was not without difficulties and extraordinary solutions, but they did their job. And I am pleased to report that the time has come to fill the fuel tanks of this vessel. The records of these ships say that the maximum capacity fuel tanks is about 20,000 units, which is a lot, so you have to collect such a supply for some time.
Player: "Linda... that much fuel would be difficult to procure and even more difficult to transport. Even in Sindria, you won't be able to buy that. But nothing is impossible. I'll get in touch when the cryosleeper refueling is finished."

8 The player enters the system with a cryosleeper and uses the dialog box to refuel. After that, the AI %u200B%u200Bcore sends a new message: "All systems of the cryosleeper are working. Repairs completed. Movement to the specified coordinates is possible ... ERROR ... coordinates not found.
Player: "Linda, we are at the finish line - it remains only to specify the coordinates for the arrival of the cryosleeper. But the encryption is too complicated for my on-board computer - please convert the coordinates of my colonies into a sequence of characters understandable for the cryosleeper and pass it on to me."
Linda: "That's the easiest part. I practiced it a lot in the academy archives. And while we were talking, I already did everything. Load the desired coordinates into the cryosleeper and it will get to the coordinates you specified under its own power. Good luck with the launch."

9 The player, using the cryosleeper dialog box, indicates the desired coordinates and the cryosleeper independently goes to the colony that the player has indicated. Upon arrival at the desired colony, it becomes possible to increase the population of the planet and increase the size of the clone to "7".

There are no such dialogues with the second cryosleeper. all the necessary actions worked out on the first one. But the possibility of its "revival" and departure to the desired coordinates remains possible.

6
General Discussion / Cruiser-class ship with a built-in fighter bay
« on: October 18, 2022, 09:43:05 AM »
Colleagues admirals and captains. I ask for advice.

Now I observe approximately the following division of cruisers (20-30 deployment points):
1 full-fledged aircraft carrier (for example - Mora / Heron);
2 Strike cruiser (for example - Aurora / Eagle).

Is there a cruiser-class ship with a built-in fighter bay? Those. use fighters not as the main weapon, namely as support? Ventura doesn't fit - it's a civilian transporter.

7
Suggestions / Food problem in game world
« on: October 18, 2022, 08:32:58 AM »
I consider the problem of food in the game world very serious. This makes it difficult to simply believe in the world of this game. Here are the arguments:
1 Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency! As you can see, we have just a monstrous food shortage. There can be no talk of any population growth at all - only the extinction of the majority of the population that has nothing to feed.
2 In the game world, faction wars should be more about conquering planets that can produce food, rather than just beliefs/minerals/markets/even the AI is relegated to the very last place... since there is nothing to eat.

My suggestions are:
1 We need buildings that can be built on planets without farmland. Hydroponic farms / Mushroom farms / Protein production farms, etc.
2 Need to increase farmland output on planets with food production capability.

Of course, this is a convention of the game world - but such a convention makes it difficult for me to fully immerse myself in the game world (the brain does not believe that people here can survive because there is a clear lack of food. Without drugs / luxury goods, domestic goods, people can survive - without food is very doubtful).

8
Suggestions / Weapon Upgrade
« on: October 14, 2022, 09:32:10 AM »
I propose for discussion the following idea - improving weapons.

In the real world, mass-produced equipment often uses cheap materials and production methods (for example, the assembly line method). At the same time, there are opportunities to improve anything by using the best technology, rare materials, precise fit, custom assembly, and other advanced engineering approaches.

I propose the following: in the game world, build a new base (For example, "Engineering Factory") that can improve weapons. Not to innovate, but to improve.

The player (or NPC fleet) arrives at this base - through the dialog box, transfers any of his weapons for improvement and pays the necessary amount (and possibly a supply of rare alloys) so that the engineers of this base improve this weapon. The process of improving weapons, for example, takes 30 in-game days (A complete disassembly of the weapon is required - the replacement of components with more advanced ones - the assembly of the weapon and the subsequent performance check). After returning to this base, the player receives their weapon back - and now it is called the "weapon name" MK2. Logically, this can be justified, for example, by installing more advanced coolers / capacitors / semiconductors and other things in weapons.

I propose to perform several such stages of improvement, but each subsequent stage of improvement should cost more. I will give an example on only one characteristic (flux per second) of an autopulse laser:
Base model - 1250
Mk2 - 1200
Mk3 - 1150
Mk4 - 1100
Mk5 - 1050

So it will be possible to partly solve the problem of a huge amount of money the player has at the end of the game - there will always be something to spend.

9
Good day. I apologize in advance for using Google translator, it is quite possible that the translation will be said. I also apologize in advance for possibly overlapping ideas with the modders in this one, I'm just a fan of Starsector and wish this game all the best.
If some functions have already been implemented with the help of modifications, please be understanding, not familiar with all modifications.
So, in my opinion, the game still has a lot to add, there is no limit to perfection. Here is an approximate list of topics that, in my opinion, could be used in the game:

1 It is necessary to be able to hire a full-fledged officer team to manage the flotilla.
Every time I enter the game, I am faced with a dilemma - to develop the skills of a captain for combat on a ship, or to develop the skills to manage a fleet.
Both are unrealistic to develop, there are not enough skill points. But I also noticed that the captain can still entrust some of the duties to his subordinates - for example,
ships are well piloted by lieutenants who develop the necessary skills, planets are well managed by administrators. But there are still not enough subordinates,
the captain cannot be everywhere at once (except for the scenario when you play as a lone wolf who does not need anyone, not even a planet).
So, the idea is the following - the captain still manages the fleet, but can he delegate part of his duties to his subordinates?
Senior assistant - the officer who is responsible for the junior command staff - officer training / elite skills of officers / number of officers.
Navigator - an officer who is responsible for laying the course for the fleet - fuel consumption / sensor adjustment
Engineer - an officer who is responsible for repairing/maintaining ships and collecting resources after battle.
Researcher - an officer in charge of researching ruins / abandoned stations / artificial intelligence fleets / Domain-Era fleets / gates / hypershunts and more
Space Marine Captain - The officer in charge of the Space Marines.
Due to the fact that the people in the officer team are very responsible people, the payment for their work should be appropriate.

2 How about an elite skill for the neutrino detector? So that there are no false positives when using it. It would be cool, even an elite skill point is not a pity for this.

3 Secret places. Now I have found only one such place - this is the place of the battle with Ziggurat. How about using this mechanic many more times? For example, one for each star cluster. This will be an incentive to stay on course when traveling in hyperspace. Secret places are always interesting, a new incentive to explore. Probably in such places new enemies or just long abandoned systems with untouched riches or technologies can wait for us.

4 Food production. There are very few food producers in the world of Starsector. planets suitable for farming (inhabited and uninhabited) are very few. Constant hunger and extinction of the population and, in the end, cannibalism ... a very, very terrible situation. Faction wars should be more about planets that can produce food, rather than just beliefs or minerals. Suggestion - we need buildings that can be built on planets without farmlands. Hydroponic farms / mushroom farms / green soylent production (completely absurd).

5 A large card is required. Approximately 1.25 of normal card size. Who doesn't want to explore the Starsector universe a little longer?

6 Technology is needed to turn off warning beacons (just an aesthetic desire). When a system is completely cleared of artificial intelligence fleets, it is necessary to be able to turn off warning beacons.

7 Technology is needed to completely collect debris fields so that they disappear entirely (just an aesthetic desire).

8 Terraforming planets and changing conditions on them. There are special items in the game to improve production rates, but they also require special conditions on the pallet. Now the game does not have a built-in terraforming system, but it is very, very suggestive, and honestly it is very interesting how the developer can implement it (by the way, many thanks to the modders who solved this problem in two different ways).

9 Needs the ability to craft absolutely unique ships and weapons (ships and weapons so unique that none of the factions use them). For example, drawings for them will drop out after defeating the guards of the hypershunt. Or they can be found in star systems in hidden places.

10 Must be able to harvest organs after combat (yes, nasty topic). After space battles, we collect scrap metal, weapons, fuel and cargo. But someone controls the ships - the ship's crew. Almost the entire team dies (in various ways), some of the lucky ones probably flee in escape pods. Since we are collecting scrap metal / weapons / fuel and so on, is there a chance to collect some of the internal organs of the deceased team?

11 Must be able to breed lobsters. For example, buy technology from the Sindrian dictate or complete a quest for them. This is such a rare commodity that it would be nice to raise the profits of the colony where they will breed lobsters.

12 Possibility of transportation of superheavy space objects. The technology of transporting Domain Sensor Array / Mirrors / cryosleeper / hypershunt is in great demand. For example, with a total number of fleet points of more than 500, it becomes possible to tow super-heavy space objects. With a huge penalty to fleet speed, with additional costs for supplies and fuel, but the result is worth it.

13 More Skill Slots Need more slots for skills - just one line. Just convenience.

14 A technology is needed that will allow the restoration of abandoned stations or technology for their complete disassembly (just an aesthetic desire). For example, a station in Penelope's Star that the player can't do anything with. Let the Starsector serve mankind in the world, or let it be dismantled for scrap and sold at the price of rusty cans.

15 A technology is needed for the production and implantation of neurochips for officers / administrators / captain, etc. The skill "Gannery implant" prompted me to this idea. Those. in the Starsector universe, there is the possibility of implantation. It is probably possible to organize the production of neurochips based on artificial intelligence cores, this will be another place for the use of artificial intelligence cores. Implantation of neurochips, for example, will give additional skills or unique skills obtained only when implanting neurochips or an increase in characteristics. For example, the gamma core will give only a small increase in characteristics, the betta core will give an additional skill, the alpha core will give several skill points, and at once an elite class. Naturally, the manufacture and implantation of neurochips must be carried out only in a specialized laboratory and it is impossible to implant them during a trip. A suitable place for the manufacture and implantation of neurochips is the Academy of Galatia.

16 A new building or upgrade is needed for the patrol building to be able to completely eliminate luddick cells. For example, the "Interstellar Bureau of Investigation" which will look for hidden Luddik cells on the planets and eliminate them.

17 Ability to capture enemy ships / commanders (boarding ships) is required. We currently only use soldiers to attack enemy colonies. But can they be used for other purposes as well? For example missions to capture enemy officers?
Not just to destroy the enemy fleet, but to capture an enemy officer. This is difficult to implement when the enemy flagship is surrounded by guard ships, but for example, through the context menu before the battle - "Perform evasive maneuvers and lure the enemy flagship for boarding". After that, the enemy flagship does not participate in the battle (classic battle), at that time it is stormed by a detachment of soldiers. After the battle and the victory over the security ships, in addition to the results of the battle itself - the collection of resources / weapons / fuel, an enemy officer is also available for transportation. So that it would not be possible to immediately capture powerful and well-armed ships with the help of soldiers, I propose to describe this in one phrase - "After being captured and transported to your flagship, an enemy officer quietly activated the self-destruct device of his ship. Your team was not injured, but the ship was irretrievably lost."

18 We need endgame content on systems research. Now, after researching all the systems, there are only battles. Many battles, an infinite number. But what about the research of new systems? How about feeling like a pioneer again? There is one mod that adds an infinite number of random systems, but the author of the mod has not been seen on the forum for a long time and the update of this mod is in question, and the question of researching systems remains open.

19 Bureau of Information. A system is needed to find the right ship hulls / weapons and other things. It is certainly interesting to fly on all known inhabited systems, but sometimes exhausting. You also need a system about the ships and other interesting things found in the system, writing down what and where you saw interesting in a notebook adds immersion to the game, but this is inconvenient. Just an improvement in the quality of the gameplay.

20 Mining. The game directly suggests the possibility of mining by the player's fleet. This is a very logical feature, especially for those who want to play an honest miner. There are many objects that can be mined by the player - asteroid fields, asteroid rings of planets and systems, uninhabited planets and gas clouds. But most likely warships are not suitable for mining, a separate category of ships and separate equipment for them are needed. I also suggest that the mining building can be upgraded to a state where the colony produces mining fleets and they independently extract resources within a radius of 10 light years from the colony. Due to the fact that such an industry is very expensive - you need ships, fuel, supplies, a research team - it is most logical for this building to occupy two industry cells at once.

21 Interstellar Research Team. There is a Tech-mining building in the game, I don%u2019t know how many players, but for several years of playing Starsector I have built this building only a few times. Because it does not bring constant profit, everything that can be dug up in ruins and the building can be sold. Suggestion - make a special upgrade for this building - "interstellar research team" - which will once a month send a research fleet to systems in which the player has already found ruins (but not established a colony) - and within a month the research fleet will excavate there, and then return to the home system and ship all the finds found. Due to the fact that such an industry is very expensive - you need ships, fuel, supplies, a research team - it is most logical for this building to occupy two industry cells at once.

22 Compressed mass. Fragments of ships and asteroids compressed under the influence of hyperspace into a single mass. Since there are too few objects in hyperspace with which it is possible to interact, as well as too few places where it is possible to use
space marines, I have a proposal - to find "compressed masses" in hyperspace, which consist of shipwrecks and asteroids and conduct expeditions inside them with the participation of space marines, I believe that such places cannot be empty and uninhabited (pirates or aggressive fauna).

23 The point of convergence of streams - here all the wreckage of asteroid ships is carried out here is the base of the collectors. There are cosmic currents in hyperspace, they are amazing. How about the point of convergence of space flows into which fragments of ships / resources and other things will flow? For example, once a year such an event will take place and in the center of the convergence of flows you can find both valuable resources and evil enemies who guard valuable loot.


10
General Discussion / Several topics for discussion
« on: July 12, 2022, 09:58:31 AM »
Good day.
Let me suggest a few topics for discussion, it might be interesting.

1 Every time I make another run in the game I face a dilemma - to develop the skills for the captain to fight on the ship or to develop the skills to manage the fleet. It is unrealistic to develop both, skill points are not enough. But I also noticed that the captain can still entrust part of the duties to his subordinates - for example, ships are well piloted by lieutenants who develop the necessary skills, planets are well managed by administrators. But there are still not enough subordinates, the captain cannot be everywhere at once (except for the scenario when you play a lone wolf who does not need anyone, even the planet). So the idea is the following - the captain still manages the fleet, but can he entrust the fulfillment of several of his duties to his subordinates? For example - a navigator - who will plot a course and calculate (to develop skills for him, for example, navigation / sensors), or for example - an engineer - who will monitor the state of the fleet (develop his field repair skills, gathering, etc.), or else - a senior assistant - who will be responsible for the personnel (number of officers and their skills).
2 How about an elite skill for the neutrino detector? So that there are no false positives when using it. It would be cool, even an elite skill point is not a pity for this.
3 I really hope that there will be more secret places where you can only get to the transwarp jump. This looks interesting. Because when traveling in hyperspace, it will be possible to look at such hidden places.

11
General Discussion / Luddic cell
« on: June 25, 2022, 10:35:48 AM »
Good day. Please help.
Is there any building / structure that removes terrorist cells on planets? I did not find this in vanilla, but maybe at least in some modification? For example, the headquarters of the "fight against internal threats" / "interplanetary police" / "order of arbitrators" ... Terrorist cells really enrage.

12
General Discussion / Economy (production)
« on: February 21, 2022, 06:37:23 AM »
Good day.

Colleagues, please tell me how the economy (production) works in the game. For example - there is mining on the planet and it produces 5 rare ore and 10 ordinary ore, at the same time there is ore smelting on the planet and it requires 4 rare ore and 8 ordinary ore, but on the profit of the colony it is displayed as if all the ore is being sold .

13
General Discussion / AI cores
« on: February 18, 2022, 06:25:56 AM »
Kindly tell me how to get rid of hegemony checks for the presence of AI cores? Maybe there is some kind of building, task or opportunity to hide the use of AI cores?

The only method I know of is to bribe the hegemony commission for history points, which are not always available. You don't want to become enemies with them. Not using core AI is like not using interesting game mechanics.

Or how to determine that no more than a certain number of AI cores can be used for a colony before the suspicion of hegemony arises?

Thank you in advance

14
Suggestions / Telepylus station
« on: February 18, 2022, 06:20:24 AM »
Good day.
Please make someone a modification or an integral part of the modification - restoration of the telepylus station in the Penelope system.

15
Suggestions / Special types of ships
« on: May 03, 2021, 11:18:21 AM »
Good day. Sorry for using google translate.

There are ships of various types in the game: tankers carrying megatons of antimatter, cargo ships, landing ships, transport ships, even ships specializing in additional loot - salvage granty.

But what about the following special ships:

1 Ship-radar whose main purpose is to increase the effect of the radius of detection of the fleet, even if it cannot hold a lot of cargo / fuel / personnel, etc., but significantly increases the range of the radar. It will not be a pity to keep such a ship in the fleet. Let it have a power-on mode and consume additional supply.

2 Smelter ship / ship - field intustria. When researching systems in mining stations, on planets, as well as in shipwrecks, basic resources come across - ore / organic matter. How about a ship that will process these resources into final products on the way? Let it be an artifact before the collapse and you also need to look for it, or there will be several such ships - for example, there is a ship for each base resource.

3 Repair ship. How about a ship that, due to the consumption of additional resources, will accelerate the repair of the fleet? For example, he will use iron sheets that remain after each battle - this can be justified as using iron sheets as repairs to the hull plating or armor plates.

4 The ship is an ore or volatile miner. When you are in an asteroid / nebula field and if you have such a ship, basic resources will be mined. This is another very good way to make money early in the game, or to play the role of an honest miner in the late game, as an option.

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