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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - jadonyx

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1
I started fresh. It is always fun to start fresh. Hard mode also.

@Histidine
Quote
-NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)
- why you change this? Is it suppose to be opposite?

2
Superb. Will try it. Thanks.

3
Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.

Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation.  Yet the game spawns fleets like these every two minutes.

In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income.  If you want to get more detailed then factor in things like the availability of ship hulls commodities.  This would make selective targeting of a nations' infrastructure a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.

@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
Thanks.

4
Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
One solution I can make is limited number of ships per faction. But I don't know if it even possible to realize this.
Also it is need to note somewhere all that ships and what they are doing.
With all beautiful complexity of this game random fleets and stuff that appear from nowhere is ruins all it charm.

Also that stupid AI decisions. Hegemony invade heart of TriTach planet Eochu Bress. Adequate decision.
Beats sh!t of TT and take Culann with TT corrupted nano. Wise.
What TT will do? Take it back while battle station is offline? Will trying take it back at all? Wrong.
Invasion:Chicomoztoc. Faction:Tri-Tachyon. [doublefacepalm.jpg]


5
Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?

Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
- Which planet/station was this? Some markets (e.g. Skathi) may not get an admin when under an NPC faction, due to how the admin generation + selection works. (I may change the rules so they can)

- Changes will apply to a current save.

Yes yes please if you can change it. It happens on some minor planets like Donn or Skathi when you don't have admin at first.
Spoiler

[close]

Thanks.

Also I waiting for defence fleets implementation. It was beginning of the game I play for TT and first invasion was like in the hearth of TT - Culann. 2 Hegemony fleets with at least 4 legions and 4 onslaughts in each crush all defences so easily. I cheated and removed them with console and set invasionFleetSizeMult to 0.4. But it feels kinda bad so TT sux so much in defence. Maybe it would be logical that if Invasion event is charging than target faction will summon Defence fleet with at least 2 or 3 paragons and some carriers lets say 50% of invasion power. So if player not intrude planet have chances no matter what.

Thank you for your work.

6
Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?

Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?

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