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Mods / Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« on: March 22, 2024, 06:01:06 PM »
Glad you enjoyed it! Thanks for taking the time to say so
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I played a lot in the past but now I'm all out of practice.Oh, I absolutely get that. Every time I start a new game I end up overextending all the time because I'm used to controlling a battle cruiser with an overpowered character
I am cursed with plenty of ideas I want to put to use.. but lacking the actual skills to put those ideas to proper use.Oh, I hear that. I don't think there are many people who are both creatively inclined and satisfied with the skills they already have.
I imagine it'd be like the option that already exist. Of being able to pull the input from the colony storage and put the output into the colony storage. But an option to automate it with the option to pull from colony resource storage?Yep. That's pretty much what I have in mind. Hopefully it works out!
Or even just remove some operations as you develop your colony. Since building a mining industry would probably go ontop of the ore deposits that exist via the planetary operationsI did consider doing something like that, but in the end I figured it would be best not to have any downsides to colonization like that, especially if I don't have a good way to make people aware of it. It's also an interpretation of realism that some people might not share (e.g. it might be more economical for a proper mining operation to ignore scattered outcrops in favor of high-density ore veins, even if the outcrops don't require special infrastructure)
Is there a way to make bounties and stuff spawn closer to the core? I like the idea of making the edges more mysterious by making it harder to get out there, but the illusion is kind of ruined when every small-time pirate is chilling out there (and people still expect me to go all the way out there and get them for like 50k credits).I don't know of any way to do that without overwriting the game's code. The game does prefer to spawn bounties closer to the center, but not so much that the number of options is too limited. My suggestion would be to increase the actual size of the sector a bit (not too much, as it can have a dramatic affect on performance). You can do that by editing /starsector-core/data/config/settings.json or using a mod like Random Assortment of Things or Adjusted Sector. For best results you'd want to start a new game with the new settings.
Side Suggestion: I've been wondering whether or not the later stages of drive field destabilisation should also start to affect military ships, like Severe-Extreme or just Critical-Extreme since at that point your drive field would be in tatters and probably wouldn't even protect military ships.The drive field anomaly mechanics are already too complicated in my opinion, so I wouldn't want that to be the default, but I suppose something like that might be an interesting setting. I'm not convinced it's worth adding, but I'm open to persuasion
runcode Console.showMessage(ruthless_sector.ModPlugin.getShipStrength(Global.getSector().getPlayerFleet().getFlagship(), true));