Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sundog

Pages: [1] 2 3 ... 115
1
Glad you enjoyed it! Thanks for taking the time to say so ;D

2
Hey, welcome to the forum! That's a good question. I'll add it to the FAQs section

That file is out of date for the latest version. I started bundling files like that with the mod files instead. You can find it at "/mods/Ruthless Sector/data/config/Vanilla_LunaSettings.csv" alongside the actual LunaSettings file.

I agree that a button like that would be ideal, but unfortunately LunaLib doesn't support anything like that (last time I checked, anyway, which was admittedly quite a while ago). So the only way for me to make that work would be to find some way to hack the LunaLib settings UI to add my own custom button, which isn't much of an option. I might beg Lukas04 to add the ability to apply presets though.

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

3
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!  :)

4
@Matheld: Thanks once again for the feedback! I think you've got some good ideas. Generally, I think of the planetary conditions as the colony affects associated with the operations, but I see where you're coming from. It's not a 1 to 1 relationship, after all. Still, my intention for the planetary operation sites is for them to be too small/minor to be of any real consequence to a colony, and changing that would be pretty huge. I do really like the idea of making it possible for colonies to manage/automate operations. That could prevent situations where a player might feel compelled to visit one of their colonies periodically just to perform operations, and it just makes a lot of sense. I'll see if I can figure out a good way to make that work.

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 operations
I 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.

5
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 08:20:50 PM »
Looks great!  :D

6
It affects both, although I'm pretty sure that wasn't always the case. Generally I try to make traits do everything people are likely to think they do based on their anemic descriptions (that's not always practical, but for the most part...). If you ever want to know the *exact* effect of a trait you can go to this page and Ctrl+F the trait type ID. It's all code, but it's usually pretty readable.

7
Ah, gotcha. And, yeah, the only type of ship the anomaly is meant to be a big issue for is tankers.
Glad to hear you've been able to put the operations to good use! One time I somehow brought ten fewer organics than I was supposed to for a commodity delivery to my colony at the edge of the abyss, so I had to do an op to go get them   ::)

8
Thanks again for the feedback!  ;D

I've got a note to improve the efficiency of operations marines are involved in proportionally to their raid effectiveness, but I haven't prioritized it. It's near the top of my list for this mod, but I've been focusing my efforts on a different project. It probably won't make it in until I take a break work on mod updates again (for the next major Starsector update, probably)

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  :)

9
I hope you like it  ;D
Not sure what you mean about the alternate difficulty mods. Sounds interesting though!

Edit: Oh! Maybe it was something from Unofficial New Game Plus?

10
Starship Legends 2.5.2
Save-compatible with previous versions




- Fixed the two trait types that affect hull integrity not stacking their effects


@sawert42: Thanks again for the thorough report! Those numbers really helped me pin down the root cause, and I really appreciate you going through the change log to make sure it hadn't already been fixed. There's a good chance you won't have any issues if you use this version with your 0.96 save if you just edit the gameVersion in mod_info.json. No promises though, so keep a backup save if you try it!

11
Thanks for pointing that out! So it turns out Durable and Rugged don't stack correctly. Only the last one to be applied takes effect because both traits are from the same hullmod and they both modify the same stat. In your case, it's actually the Durable trait that isn't being applied, while Rugged is being applied in full (10,000 * (1 + 0.3 + 0.1 + 0.45) = 18,500). Looks like these are the only trait types that have this problem. I should be able to force them to stack manually. Hoping to get a patch out soon!

12
Ship strength estimation is based on fleet points (FP) which are not shown anywhere in-game. FP is supposed to be an estimation of the base combat strength of a ship type, but it isn't always accurate. Brawler and Wayfarer both have 5 deployment points, but Brawler has 7 FP and Wayfarer has 5 FP. Gemini has 9 for both, while Enforcer has 10 FP. In my estimation the FP of combat freighters do tend to be overestimated, but I'd never want to overwrite those values, especially for mod ships. But if you want to change a ship's FP, you can do so by editing starsector-core/data/hulls/ship_data.csv with a spreadsheet editor and changing the "fleet pts" column for the ship you want to change.

You can run the code below with console command to see the estimated strength of your flagship. Note that it will be adjusted for your skills, so it's not as useful as it could be in some cases.
Quote
runcode Console.showMessage(ruthless_sector.ModPlugin.getShipStrength(Global.getSector().getPlayerFleet().getFlagship(), true));

I'm glad you're trying perilous expanse! I tend to use combat freighters a lot as well, especially for early exploration. In my experience they tend to pull their weight in supporting roles, but few are useful as main frontline fighting ships. I generally try to make sure they always have long-range options and tough ships nearby to take pressure off of them.

13
Thanks for stopping by to say so  ;D
Hope you enjoy your ironman run! Perilous expanse doesn't make things *too* much more dangerous as long as you're careful, but sometimes it's more fun to be a bit reckless. If things get desperate, remember that you get bonus XP back for scuttling ships that have s-mods.

14
Well, thanks! I hope you enjoy it  ;D

This mod doesn't change how many credits you get from bounties, no. The game tries to spawn bounties close to the core worlds, so in practice a bonus for distance would rarely matter much. The base game doesn't scale bounty pay based on distance either. Every once in a while a bounty fleet will spawn pretty far out, but it's actually pretty useful when they do since they can provide a decent amount of fuel.

15
Thanks for the feedback! Glad you liked the event  ;D
Also, I don't think I actually thanked you for pointing out what I was missing with the whacky s-mod cost adjustment for that other bar event. So thanks for that as well!

Pages: [1] 2 3 ... 115