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Messages - Panpiper

Pages: [1] 2
1
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: February 03, 2020, 09:27:24 AM »
Ceres is actually the place I would advise Elon Musk to be the very first colony location, not Mars. There is nothing you can do on Mars that cannot be more profitably done elsewhere, and that is the death knell for a colony. The best Mars can hope for is a some sort of tourist industry, a location for adventuresome retirees, and to host a bunch of scientists. Everything else will be more expensive.

Ceres on the other hand has water in absolute abundance, along with pretty much everything else one might need. It's ultra low gravity means that chucking payloads to anywhere in the solar system will be extremely easy, so 'low shipping costs'. Ceres would be a windfall for exporting water, rocket fuel and oxygen, and with some local construction to avail themselves of the local resources, they could easily be a farming food exporter. The trick to colonizing Ceres is that you hollow out a torus (ultimately a whole bunch of them) and build a rotating station inside. The extremely low gravity means that all you would need for structural support of the hollowed torus would be an atmosphere retaining membrane and the pressure of the air. Digging the tunnels would not require boring equipment, just heating. Most of the surface of Ceres is essentially frozen mud. Heat the mud and you've got an excavation system.

2
Is it possible to place encounters like defended Domain artifacts, and wandering patrols, etc., inside a hand built system? I'd like to add several such to the Sol system https://fractalsoftworks.com/forum/index.php?topic=17711.0 made by Scmp. I don't have the first clue how to mod this game other than hacking from code examples. If it is possible, could someone point me to an example of someone else's code where they have done this successfully so I can learn (IE: blatantly steal code) from them?

3
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 24, 2020, 10:06:46 AM »
I've been wondering what else you might do with this, both to make the Sol system more interesting, and maybe give it yet more flavor. One also wonders how it is that Terra and the whole system have come to be essentially uninhabited, except for "decivilized" remnants. Meanwhile there are 'Domain' drones numerously throughout space in the regular game, yet none in the Sol system. Is it possible to manually seed the Sol system with several boss drone encounters (along with patrolling drones)? The biggest boss of course aught to be around Terra herself, but there could be several others, including various well defended Domain artifacts. Lastly, there could be a domain 'ark' orbiting say Neptune or Uranus, the last remnants of old Earth foiled just as they were about to escape.

What happened? Clearly it was an AI war versus humanity that humanity lost.

With several such encounters, Sol becomes not a cornucopia handed to a beginning player on a platter, but rather something to be hard fought for, with commensurate reward in the end; Sol system itself, with maybe the added benefit of any Domain artifacts like that Ark.

4
Mods / Re: [0.9.1a] Kingdom of Terra (v0.8) - Dino Babies
« on: January 23, 2020, 12:18:01 PM »
Your mod looks utterly fantastic! I can't imagine how much work must go into making something like this. Congratulations as well on your background flavor text, both well imagined and well written. Thank you ever so much for creating it for us.

I've a few newbie questions. (I just discovered the game a week ago. How it took so long baffles me.) I presume this faction won't appear unless I start a new game, right? Is it's placement in the universe random or pre-mapped? Can a starting player get commissioned by this faction so as to gain access to it's hulls and gear? Finally, is their planet at least in theory conquerable and if so, do we inherit it's prodigious production capacity?

5
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 23, 2020, 03:53:25 AM »
I realize that it's not truly a gas giant, but it's also much closer to such than a lava planet, AND there's president to say that any planet that consists of more atmosphere than actual planet should probably be considered a gas giant anyway considering the fact that, that's essentially what a gas giant is, it still has to have something at the core of it to bind all of that gas together with gravity and keep it from just dispersing into space, a "gas gaint" isn't just entirely a ball of gas.

Venus is NOT "more atmosphere than actual planet", not even close. Venus' atmosphere is no thicker than Earth's would be if the oceans were vapor, and the oceans themselves are not that thick when compared to the actual size of the planet.


6
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 23, 2020, 03:23:31 AM »
When I last terraformed a barren planet into a desert one, it gained a farmland, when I terraformed it into a terran one, the farmland improved.

Does the happy dance!   :)

7
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 22, 2020, 07:55:33 PM »
Query:  Is there any provision in the mod for gaining farmland once a planet has been completely terraformed?

8
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 22, 2020, 05:33:16 PM »
Venus should be a toxic gas giant if we're being realistic (clouds of sulfuric acid) but other than that every thing seems pretty cool and interesting

Venus is NOT a 'gas giant'. While it's atmosphere is much thicker than our own, it is still an egg shell around the rocky planet relatively speaking.  Gas giants are vastly larger than Earth, virtually all of the diameter being gas, very thick atmosphere, and a lot of it. Venus by comparison is a rocky planet very similar in size to Earth. If Venus had a magnetic field, and the density of it[s atmosphere contained as water instead, it would be quite Earth like. Take away Earth's magnetic field, and vaporize the oceans, you'd have Venus.

The only real difference between the real Venus and the descriptors used by Scmp, is that Venus most certainly does have a toxic atmosphere, what with sulfuric acid clouds and all that. I do not believe there is a planetary condition descriptor of "high pressure atmosphere" in the game, but that would be apt if it was. I suppose in theory the high pressure could be to a degree contained within the descriptor 'Extreme Weather', though that might be more apt due to the insanely high winds of the upper atmosphere. In any case, Venus already starts with a 250% hazard, which is about as extreme as anything the game already generates. Rather than pile on every condition that 'could' apply, the few they 'do' apply are more an abstraction of the difficulty a future technology would have in maintaining a colony.

All in all I think Scmp did a fantastic job with the planet types and resources. Sadly there is no in game analogue for the farms of Ganymede (see "The Expanse"), as the real limiting factor for Earth's solar system is that only Earth can have a farm. Terraforming the planets will not make the game retroactively apply a farming option, sadly. It would be interesting though if such a thing might be doable once a planet has been rid of all it's negative conditions, like some sort of tavern encounter option, hiring an agricultural specialist or something.


9
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 21, 2020, 06:09:28 PM »
A small tip: you can use AI cores in terraforming structures and they are returned to planetary storage when it's project is finished and structure erases itself. Alpha Core doubles the speed at which terraforming structures work (you still need the artefact to go past 50% completion, but if you have it, the whole thing will finish in half the time, and you get to keep and reuse the core).

That's not a 'small' tip, that's a great tip!   ;)  Thank you.

10
Something has gone seriously wrong, because even in vanilla your commissioning faction won't territorial sat bomb you, and in Nex they'll demand tribute first on top of that. You are running the newest version of both Starsector (0.9.1a-RC8) and Nexerelin (0.9.5h), correct?

I am definitely playing the latest versions of both, I just verified that. If that is not intended behavior, it's probably a mod conflict. I am running a good several of them.
Spoiler
  "Boggled AI Core Production",
  "anotherportraitpack",
  "sd_boardable_unboardables_vanilla",
  "CombatAnalytics",
  "lw_radar",
  "diyplanets",
  "extra_system_reloaded",
  "hullmod_expansion",
  "interestingportraitspack",
  "lw_lazylib",
  "leadingPip",
  "logisticsNotifications",
  "MagicLib",
  "More Officer Skills",
  "sun_new_beginnings",
  "nexerelin",
  "swp",
  "bonomel_skilledup",
  "solsystem",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "sd_sundiving_1.1",
  "vayrasector",
  "vayrashippack",
  "shaderLib"
[close]

11
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.

Well... That didn't work. The empire I was commissioned with did not treat my colony like one of theirs, so much for feudalism. In fact they were so incensed by the presence of a 'foreign' colony in their own space that they saturation bombed it to oblivion. I'm restarting.

12
Modding / Re: [0.9.1a] Sol System (v0.2.1 - 1/21/2020)
« on: January 21, 2020, 02:38:51 PM »
Sweetness and more joy!

13
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 21, 2020, 02:36:30 PM »
(the artefact is consumed in the process)

Thank you.  Will the quest repeat so we can reacquire the necessary artifacts?

14
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 21, 2020, 08:58:26 AM »
I started a new playthrough this time with a few extra mods like Nexerelin, and yours. The first mission I picked up in a bar cost me 20K for a location to a terraformer. There, after fighting something WAY tougher than I had any business fighting when so new, I acquired both an Atmospheric Sublimator and a Terraformer Brainprint (that appears to be some sort of AI core). I really don't have a clue how these are supposed to be used, but more to the point... Were these added by your mod, or someone else's?

15
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time

I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.

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