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Messages - 2-Zons

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1
General Discussion / Re: Tech-Mining Blueprints?
« on: January 21, 2020, 09:43:14 AM »
I think I finally understand now.  I've seen the report.  last month I only go 1 Supplies from the tech-mine.  I was wondering why the supplies, metal, heavy eqpt., and fuel was coming from.  I thought it had to do with my ship production. 

So I guess the items the mine gets you is similar to what you get when you search ruins.

Thanks for all the pointers everyone. 

2
General Discussion / Re: Tech-Mining Blueprints?
« on: January 21, 2020, 08:44:31 AM »
I see.  I was only looking in the stockpile of the colony that had the tech-mine.  I was wondering why I kept getting messages saying items delivered when I had no build orders. 

So I looked in the stockpile where items are sent and there are no blueprints or AI cores.  It is the colony where I store all my weapons and LPC's so unless the tech-mine makes weapons or LPC's I haven't got anything, and if all I get are weapons and LPC's seems to be a huge waste of an industrial slot.

3
General Discussion / Re: Tech-Mining Blueprints?
« on: January 21, 2020, 06:27:44 AM »
Well I'm really getting screwed then.  I've been mining extensive ruins for over 14 months and have got nothing.  Unless it's going somewhere I haven't looked.  I assumed it would be put into storage on the colony.

4
General Discussion / Re: Tech-Mining Blueprints?
« on: January 21, 2020, 04:56:26 AM »
So I'll take that as they do drop items / blueprints but it's very slow.  Income is good, I have 5 colonies so I'll keep it running and see.

5
General Discussion / Re: Tech-Mining Blueprints?
« on: January 20, 2020, 08:33:42 PM »
Oh yea, I've also got a beta-core AI installed on the tech miner.

6
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?

7
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?

8
General Discussion / Re: Where does it show your suspicion level?
« on: January 18, 2020, 09:24:29 PM »
Thanks

9
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?

Thanks

10
A lot of good points brought up here.  As I said I love this game.  I do think that the colony economy system could be a little more refined.  When you purchase an industry building that produces goods there is a maintenance cost.  That should represent paying of employees.   There could also be a maintenance cost in supplies which represents the material used in maintaining all the machinery.  On top of maintenance any material used by the factory will have to be purchased, this would be a separate cost.  The resulting product would be owned by you.  It could be automatically exported which if fully exported should generate enough income to produce an overall profit.  If you chose (a check box) to not export the products, they would be stockpiled at your warehouse.  This could be used if you wanted to keep the products for vertical integration, so your factory that uses those products in it's production doesn't have to buy them on the open market.   This would make the factory run at a loss but the up line factory should generate enough profit to make up for it, if it's products are sold.  If you choose to stockpile them for your own use, it should be a way of getting cheaper products, the costs being the source material, plus maintenance.  This is a realistic design, and wouldn't be that hard to implement, and a lot less abstract than the current system.

11
General Discussion / Re: Multiple surveying ships?
« on: January 16, 2020, 10:54:06 AM »
Thanks.  :)

12
General Discussion / Re: Multiple surveying ships?
« on: January 16, 2020, 10:30:28 AM »
I guess the same question would go for salvaging ships

13
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?

14
I understand that people need to be paid.  I guess I thought that was built into the profit/loss of the colony.  Kind of abstract to pay for the workers to build the ship, only if you take one.  I understand that there needs to be abstraction for gameplay reasons.  I am just trying to understand how the game works so I can play it better.  This game is incredible, and the mechanics seem to be structured after real life concepts, so that is why I am trying to relate it to real life.  This game gives you a tremendous amount of information, but the more you get the more you want. 

15
If you have to pay for ships, who are you paying?  If you pay for all colony imports and profit from all exports that means you are paying for all the goods to build the ship.  Who gets the money for it when you pay for it?  It can't be the colony itself, you have to pay for all the buildings that build the ships.  If it's the employees (owners) of the factories, that doesn't make sense if you are paying for the factories and they make all the profit.  If that is the case then they should be paying you back for the costs of the factories.

I'm sure the designers have reasoning behind how it actually works.  I would just like to understand the mechanics. 

P.S. I love this game.

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