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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Serenitis

Pages: [1] 2 3 ... 63
1
General Discussion / Re: Mod help
« on: Today at 08:26:38 AM »

2
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
« on: August 02, 2020, 01:42:36 AM »
Re: Hydroponics being 'too good'.
One option to consider is to make it 'local only'.
In other words entirely remove the commodity exports, and have the industry essentially cancel out the food demand for the colony it is built on.
(Unknown Skies uses a similar mechanic for it's 'space fungus' condition & drugs.)

This would result in that one colony being 'self-suficient' for food at the cost of an industry slot.
But every other non-farming colony would still require imports, unless they also built a hydroponics industry.
And there would be no income from hydroponics as the entire output is being used by the colony locally, so the industry would be a net loss.

The player would then have to decide if the use of an industry slot, and the addition of more upkeep in exchange for food security is desireable on a colony-by-colony basis.

3
Suggestions / Re: A plea for better saving options/ui
« on: August 02, 2020, 01:10:53 AM »
This would also be useful for testing. Even moreso if each save could be named.

4
Suggestions / Re: Research
« on: August 01, 2020, 09:13:13 AM »
An alternative means of 'researching' could be to have 2 separate streams running off the same infrastructure.

Infrastructure
This might take the form of an industry with a non-trivial level of upkeep, and an input of crew (to represent the researchers).
From this you would have the 2 streams of research.
The 'general' stream which is running constantly.
And the 'specific' stream which runs only when set by the player.

'General' stream
When the research industry first goes online, the player is prompted to select an area to research.
This will be one of the the stats that are shared accross all ships - such as hull points, armour, speed, flux capacity etc.
The research will then tick away until complete, at which point the player will be prompted to select another project.
The length of time this would take to complete would be on the order of weeks.

Each 'level' of completion adds +x% to that stat for all ships owned by the player empire.
These projects can be repeated as many times as desired.
However, every completed level of a project will increase the time 'cost' of each subsequent level of that specific project. So even though there is no hard cap on the number of times the player can research a particular project, there will be a soft cap base on time invested.

'Specific' stream
The specific stream remains inactive until explicitly invoked by the player. The project will run until completion and then sit idle until invoked again.
In order to start a specific project the player will need to own a working heavy industry, and a have a learned blueprint for the ship type they wish to modify.

The player will first pick a specific ship type to modify from the heavy industry blueprint list, and then select a specific attribute to improve.
(There could be a greater choice of attributes to mofify here than via the general route.)
Upon selecting an attribute, the player will be presented with a 'cost' in order to proceed. This will be a small assortment of commodities, which will be removed from either the player inventory or colony storage when the player accepts.

The project itself will run for a number of days, and will improve stat y by +z%. But only for that specific type of ship.
Each time a particular ship is improved, any further 'specific' project related to that class of ship will become more expensive both in time and resources.
The increase in 'cost' would be a similar soft cap to the general stream.

Considerations
As a rule, the improvements gained via the 'specific' route will be more substantial than those gained via the 'general' route. z > x.

All improvements are fully retroactive - which means that any researched improvement will apply to any ship the player 'owns' immediately. Same as how certain skills apply stat modifiers to owned ships, but globally throughout the player faction rather than just the player fleet.
Having to build new ships to take advantage of research would be more 'realistic' but would be a considerable increase in micromanagement, and would undermine any features which might be encouraging the player to retain ships for roleplay/story progression purposes.

The ability to arbitrarily improve all a ship's stats may be 'too good'. In which case it could be possible to introduce choices insomuch as if you choose to improve a you lose the ability to improve b.
This would be akin to 'specialising' your faction.
It would also require some careful consideration in order to avoid trivial choices.




5
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.0)
« on: July 26, 2020, 03:53:31 AM »
Can confirm the above.
Also that the glow texture isn't fading out like it should, so it's visible on the 'day' side.
Appears to apply only to player owned worlds which have been terraformed. Newly settled worlds do not get the overlay.

Lights texture for arcology, if wanted:
Spoiler
[close]

6
General Discussion / Re: Bug or quest
« on: July 23, 2020, 10:09:30 AM »
Fairly sure this is from the mod; Vayra's Sector
It's a random event from a recovered "ghost" ship, that gives you a negative trait to either deal with or ditch.
There is a specific thing which can be found and installed which will help with this on an affected ship.

7
Suggestions / Re: Maximum minimum armor
« on: July 11, 2020, 01:43:30 AM »
I don't think creating exceptions and special rules is something you want to get into, unless you have literally no other alternative.

I can't remember where it was mentioned, but someone a while ago suggested that the Thumper might benefit from being continuous fire, and I think they could be right.
It would probably have to have its fire rate reduced, and maybe more recoil added.
And if it stays at 9OP its flux efficiency could be raised a little, but it might be worth looking at making it cheaper instead.

8
My personal gripe against the Condor is its out of combat stats... why does it have such low cargo and fuel storage?
Lore. (Specifically implied lore.)
Condor is a converted Tarsus and the original conversion process is described as "involved and complex", with the implication that the ship in question has sacrificed almost all of its previous abilities in order to do something it was not originally intended to do.
The implication itself comes from the statement that the conversion process was originally created by scavangers and pirates looking for a way to field fighters. And neither group would have the means to perform such a conversion without some manner of significant compromise.
The process itself is no longer "complex" because of access to nanoforges, but there's nothing to say the process was improved in any way from the original.

This is also a partial explaination for the low speed.
Tarsus has a speed of 45. And Condor, which is basically a gutted Tarsus, has a speed of 40.

Personally, I don't see a problem with this. It's all fluff, but its consistent fluff.
Condor is "good enough" (for me) to use for a while, but its not something I'd want to use past a certain point if I had any other alternatives.

9
Shrike is kinda killy with its missiles, until it isn't.
This is the issue with Shrike (and a few other ships). It tends to get itself into situations it can't easily get out of with alarming regularity, and as a result is frequently in the recovery list at the end of the battle.

10
I'm guilty of this. For a very specific reason.

All the ships in the "base_bp" category are essentially failsafes that are there so a faction that doesn't have access to heavy industry or blueprints can create at least passably functional defence and trade fleets for the campaign layer. (Some are even essential to fleet compostion for every faction.)
Those ships are literally the bare minimum needed to fulfil thier role. They don't need to be "good", just "good enough".
And you can't make them "too good" either, because then you risk undermining thier other, equally important function:
Having bad ships is absolutely critical. Pirates need to fly clunkers for the early game progression to make sense.

Take this as tongue-in-cheek (or don't, I'm not your mom)
The very specialised role of the Condor is: Get 2x fighter wings into battle.
That's it.

11
Suggestions / Re: Overwhelming new players
« on: July 06, 2020, 05:00:54 AM »
It might be worth considering divorcing the tutorial from the game entirely, and have it as it's own self contained "module" that can be invoked from the game menu as required.
That way it could be expanded to cover the various mechanics without the constraint of trying to also manitain a cohesive narrative at the same time.
Maybe even go into enough detail to have "automated" segments which show how things work & how to use them.

This is all pipedream stuff though, and represents a very non-trivial amount of work.

...the tutorial could use some downsizing. It's not really necessary to give the player destroyers right away.
This however, is something that could be addressed, and would (imo) make the game "flow" feel a bit less like a torrent.
And I'm saying this as someone who despises flying frigates myself. If it helps player uptake/retention even the tiniest bit - hit me.

12
Suggestions / Re: Fast missile racks use with recharging missiles
« on: July 05, 2020, 01:38:55 PM »
Here's a list of all the vanilla missiles and thier cooldown times:
Spoiler
  • Small - Reaper - 5 sec
  • Small - Atropos - 1 sec
  • Small - Hammer - 1 sec
  • Small - Swarmer - 5 sec
  • Small - Annihilator - 5 sec
  • Small - Salamander - 25 sec
  • Small - Harpoon - 1 sec
  • Small - Sabot - 1 sec
  • Medium - Harpoon - 8.25 sec
  • Medium - Sabot - 8.75 sec
  • Medium - Salamander - 25 sec
  • Medium - Annihilator - 0.5 sec
  • Medium - Pilum - 15 sec
  • Medium - Proximity - 3 sec
  • Medium - Reaper - 15 sec
  • Large - Reaper - 15 sec
  • Large - MIRV - 15 sec
  • Large - Squall - 10 sec
  • Large - Swarmer - 5 sec
  • Large - Hammer - 5 sec
[close]

There are very clearly some missiles which are not going to benefit from bypassing thier cooldown timer because it's trivial and would probably be over by the time you reach to press <F> anyway.

The recharging of the missiles doesn't seem particularly relevant as FMR will work just fine with any missile (that recharges or not), so long as there's ammunition.
Salamanders are only unique in this regard because they are the only missile type which does not use ammunition counters.

However, FMR is atrociously bad with recharging missiles like Pilums. You don't get significant burst like rapid-firing Harpoons/Sabots, neither you get sustain of Salamanders.
Comparing a direct weapon to a suppression weapon is never going to make the latter look good.
If I modify a Harpoon pod to recharge, does that make it bad? It works exactly the same as it did before, only now for longer. FMR still has the same interaction with it so long as there's any ammunition left, which there always will be now. So why is that bad?

Is it the partial salvo thing?
Because that's not really an issue, more of a self-balancing mechanism for bursty recharging missiles.
Even if you don't like that you can either change the recharge parameters to specify a higher number of missiles to load for each step, or just straight up remove the ammo counter (which might not be a bad idea for Pilum actually - just have them on the cooldown timer like Salamander).


13
Discussions / I felt a need to share this
« on: July 02, 2020, 07:04:06 AM »
I would like to show you quite possibly the finest, most wonderful and magnificent work of art ever crafted by a sapient mind.
However this process will result in the unfortunate doxxing of a respected and lovely forums poster.
SomethingSomethingEggsOmlettes...

Spoiler
HELMUT is made of soup.
https://www.youtube.com/watch?v=0ee0syZi9E0
[close]

14
Suggestions / Re: Option to forbid blueprints.
« on: July 02, 2020, 03:45:42 AM »
Could this not work as a tri-state toggle?



15
When being produced by industry, the Pathfinder never completes and just consumes money forever.

The cause is the ship type "vayra_pathfinder" not being defined in default_ship_roles.json.
Adding the following to roles allowed construction to complete:
"vayra_pathfinder_artillery":5,
"vayra_pathfinder_beam":5,


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