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Topics - alexwtb234

Pages: [1] 2
1
Suggestions / Fear and Grief
« on: November 23, 2022, 01:02:49 PM »
Humans, they have emotions, they feel happiness , sadness, hatred , fear , hope.

Reputation in starsector only reflects how much they hate or love you.

FEAR:

How much they FEAR YOU, increases when you RAID,PERSUE FLEEING FLEETS , And performs SATURATION BOMBARDMENTS.

at low fear levels , they will treat you equally, but wont be as obedient, at high fear levels, they will be UNEASY in your presence, and will do ANYTHING to get out of your way, patrols will hesitate to engage even with positive reputation.

Fear can be reduced by simply not persuing fleeing fleets, helping with unrest and supplying food and supplies to planets who have insufficient stocks.

ADVANTAGES:

Fast pickets wont attempt to inspect your cargo. (above 50% fear)

Enemy fleets will not engage if their fleet strength isnt atleast 40% higher than yours (above 50% fear)

5% 7% 10% more income depending on colony size (you get more profitable deals, because others fear , you know, sat bombing)

Fearfull leader condition: 10% more production on each industry.

More Bounty Contracts


Downsides:

Crew Over Pressure : Your crew is scared enough that they only wear brown cargo pants to hide it, and it causes, once in 3 months

5%(25%fear) 10%(50%>fear) of your crew to simply run away when you dock in a market. 

Cannot Buy CREW on the open market.(30% fear)

Less Trade contracts.


EXTRA:

Dialogues change depending on fear levels.

25% - uneasy.

50% - shaking on their boots

100% - Their second in command assume due to the captain passing out.





GRIEF:

Aka, i wish to hit you in the feels for doing that saturation bombardment.

saturation bombardments: 25% chance of triggering per colony size (25,50,75), launches an unavoidable revenge fleet after 2 months right into your location, the captain greeting you had something taken from them, they will not flee as they have nothing to lose and only have one officer due to the nature of the mission not including coming back home.



Crew is also subject to grief with the same chance, they dropped the bombs after all, crew members will often revolt, requiring marines covering a minimum of 30% of your current crew to prevent CR decrease and ship damage.

or you know, vent themselves into stars when near them.

2
on start, any faction that currently has no set colony(but should) will respawn on a random system of the sector, although if this faction has an storyline, you cannot complete it.

example:

Loads in the Hiver's in mid game, they will start in a size 3 colony... somewhere.

3
Suggestions / An atrocity of this scale can be hidden
« on: October 18, 2022, 10:30:23 AM »
would be neat if destroying comm relays and any in system fleet aware of your identity could hide your identity while sat bombing a planet, but would give you 6 days to leave the system before a response fleet from another colony of the sat bombed world notices the comm cut and goes to investigate.

4
Suggestions / Food Comsumables.
« on: October 18, 2022, 10:14:33 AM »
Food comsumables:

Food, is absolutely useless right now, a total burden, an storage annoyance ...

BUT WHAT IF.

Food could be turned into consumables that enhance your crew's performance and reduces their salary depending on how satisfied they are with their life conditions onboard.


Examples:

Well prepared meals: coversion rate 2 food for each crew member, , 10 % faster repair time on ships for 10 days, 5%+ peak performance time, 5% more salvage.(doesnt stack)
Desc:

Well prepared , hot served meals , hey! it actually tastes like real food!







Delicious Meals:


  6 units of food for each crew member , 20 % faster repair time on ships for 10 days, 10%+ peak performance time, reduces this month crew payment by 20%, does not stack, 10% more salvage (doesnt stack)

Desc:

You have put enough care and love in your crew for them to consider living on the ship, as they are having a comfortable life in your vessel.

Special: if with comissioned crew mod, you will gain 1 + rep with the comissioned faction.


Luxurious Meals:


1 vulturnian lobster and 20 units of food per crew and officers, 35 % faster repair time on ships, 15%+ peak performance time for 15 days, crew payment cost cut by half for two months,20% more salvage (doesnt stack)

Special: Officers will gain 20% more exp for 15 days after eating this meal

Special: Rep gain with comissioned crew faction by 2.

Desc:

its probably the first time your crew has seen a lobster in their plates instead of the cargo holds.



Just a few examples, i think the idea of food items is neat, and makes food an actually useful commodity



5
Modding / Big guns somewhere?
« on: October 11, 2021, 02:21:36 PM »
Oi, i have been looking around the mod section like a raccoon inside a dumpster behind a mcdonalds looking for BIG GUNs,i mean som thick ass cannons and lazers, i dont want to shoot a hole on the surface of mars i wanna shoot an hit pluto, after shooting through every other planet lined up

i mean really big guns with high damage output, i have used the super weapons mod, but ya know, its not wrong to want a little more gun, after all , if you see a problem, use a gun, if that dont work, use more gun.

so anyone knows a mod compatible to the current version with some monstruous weapons?

6
Suggestions / Biological warfare
« on: August 14, 2020, 03:31:50 PM »
The option to deploy a virus/pathogen into a planet, which causes unrest and disrupts certain industries, when deployed , it has a chance to be discovered and tracked, such action is considerated as atrocious as a saturation bombardment, but he REP penalty only applies on the target faction.Would it be a good idea?

7
Modding / How can i change music files?
« on: August 08, 2020, 06:13:42 PM »
I have tried replacing the "owned colony" theme with another theme, i made sure to put the same name , but it does not work at all, and ended somehow permanently breaking starsector with a THICK fatal error

8
Modding / A idea i have no idea how to execute.
« on: August 02, 2020, 07:52:00 AM »
I was thinking, about removing all factions from their homeworlds,so they can be reborn randomly, but all of this in the start  of the game, making  it really dificult to obtain momney and ships, a  challange, but the biggest challange is that i  ont  know nothing about coding, and i dont absorb information so well.

9
Bug Reports & Support (modded) / Fatal null error, again :c
« on: June 07, 2020, 02:08:02 PM »
It happened when i attacked a luddic path orbital station

i have exactly 82 mods

2100240 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Too late for intro message: 8.266664
2175169 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.A.if.startedChargeup(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.new.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.A.if.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.super(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

10
Modding / Simple way to make a Weapon?
« on: April 06, 2020, 09:49:02 AM »
i had trouble making a weapon for my self , i use a editor made by the comunity , and tried to make one but it does not work at all, the tutorials arent clear, the tool does not work very well, i am trying to make the BFG 10000  but i cant even get the basics :C

11
Suggestions / Plagues, bio weapons
« on: March 15, 2020, 12:52:47 PM »
Adding a plague, which reduces stability, and if not taken care of , can destroy a  colony, leaving a decivilized sub population , apears on terran / tundra / jungle worlds , 1/5 chance every 5 months, to eliminate  a plague ther must be a structure called research center, which can create bio weapons and also find cures,the cure progress funding apears close to the growth incentives, with an alpha core, the cure can be found in 1/3 of the time.


Bio weapons: can be made in the research center, can be deployed in a planet without the faction of said planet knowing for 2 weeks, when that time is up, said faction will investigate the origins of the virus.




Bio weapon variations:

H : Discourages the user of comsuming basic needs such as food
K: Causes Paranoia and allucinations, making the user attack nearby citizens (Theres a chance of infecting colony fleets, making them Hostile to all factions:

T : Causes canibal behavior, agressive behavior, mutations ( literally a zombie virus) , can be countered by ground forces , disrupting them can cause  devastating effects

Happy: happy pills for everyone! exept they induce a spike in demand for drugs.

Hungry: Hunger pills, population feels hungry, more than usual, rises demand for food



NATURAL PLAGUES

y_122 : A deadly fast spreading flu present on jungle worlds

O_232 : A non letal but really annoying plague that no one wants to get, reduces accessibility by 30%

P_124: present on any world that contains life, not deadly, but reduces stability by 1 and access by 10 because the fear of contraction of a disease that gives you intense Diarrea.

G_12 : Causes  1 point unrest because of the aggreassive behavior it causes on the user, and diarrea, available in any planet with life.

Ligma:  balls.

 


 

12
General Discussion / Send raids with your colony fleets
« on: March 08, 2020, 08:22:13 AM »
What about to add a "send raid " command, is required a 100+ fleet size and will leave the colony  unprotected for 5 days to 2 weeks depending of the number of fleets selected (1-5 fleets) , raid success rate depends on fleet size , composition and quality.

13
Suggestions / Built in weapons refit
« on: March 07, 2020, 03:50:08 PM »
Allow to change a large weapon slot with a built in weapon in your inventory at the cost of 70 ordnance points each , also requires a hullmod that slows your turret turn speed by 60% and is only placeble on capital ships.

14
Bug Reports & Support (modded) / Starsector 0.9.1 error
« on: March 04, 2020, 04:11:12 PM »
fatal com.fs.starfarer.campaign.starsystem API.add Orbital Station(Ljava/lang/String;Lcom/fs/starfarer/api/SectorEntityToken;FFFLjava/lang/string;Ljava/lang/string;)Lcom/fs/starfarer/api/campaign/SectorEntityToken



Mods: Starsector Rebal AAA_EZFaction
AAA_starsector_FX_core
Boggled AI Core Production
Boggled Terraforming
Console Commands
ExplorerSociety
EZ Damage
GraphicsLib
Kingdom of Terra
LazyLib
Omnifactory
Roider Union
Safety Override mod
Starsector_AI_Overhaul
Starship Legends
Supply Forging














help

15
Bug Reports & Support (modded) / Fleet creating error
« on: December 19, 2019, 09:52:10 AM »
Same Faction fleets not being created . rip

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