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Messages - Ballagarraidh

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Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 08:39:31 AM »
Everyone asks what the historian can say but no one asks how is the historian.  :-[

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Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 02, 2022, 02:13:24 AM »
Hello there!

If I set a faction in the faction config from playableFaction true to playableFaction false, do they stop raiding, colonizing, satbombing, sending invasions, and the like?

3
Hello there!

Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!

4
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: October 28, 2022, 06:31:29 AM »
Hello there!

Is Nexerelin absolutely necessary for the mod? I can see the appeal of Nexerelin but I'm one of those in the camp of not wanting the game to be a 4X. It's the only thing stopping me from trying out what looks to be a really good addition to the game.

5
Hello there! I am thoroughly enjoying this mod, and I was particularly excited when I chanced upon one of those Experimental BPs for an Onslaught, no less, so I followed the trail and discovered how to use them. It became my end-game goal and mission to get the facility up and running and I frequently left my colonies, established new ones, and explored everywhere I can in order to fulfill said mission.

Imagine my excitement when I finally had the necessary facilities up and running and I was about to print out one of those Experimental BPs, of course I read the Industry Descriptions first and knew there was a chance for them to be defective but the idea of -experimental- really stood out for me.

In any case, the end product was... lackluster, I even put in a gamma-core to minimize the chances of defects, but I still got a Minor Printing Defects hullmod baked into my Onslaught. So I thought, maybe I need to print out more, so I thought about deconstructing the one I just printed out but it didn't want me to because it had said defects. So, alright, I just deconstructed my 2 prized pristine Onslaughts I managed to poach from the Hegemony (I still haven't gotten access to the actual BP) , and also placed a beta-core (was it? unsure about this one) in the Deconstructor to reduce chances of the Experimental BPs having defects. And then I printed a new set, and to my surprise all of them also had Minor Printing Defects baked into them. This time, I was curious, is this as good as it gets, so I finally peaked into the inner workings of the mod and discovered it is, I was... disappointed.

You see I was sort of expecting and giddy about the idea of the experimental nature of the setup and with all the effort it took to set everything up. I wasn't really expecting a super strong hullmod baked in, but I was expecting something... experimental, kind of like hullmods that could be quirky or weird but -can- be positive, like say a System Overrides mod but random-y, mixed buffs is what I'm getting at I guess, things that both bestow blessings but boons onto the ship. But as it stands all of the possible baked in hullmods are debuffs (albeit the Minor one legitimately being Minor) and that doesn't feel to good for the effort put into it. Even more so when I could have just built the Engineering Facility to reverse engineer the 2 Onslaughts I had to maybe get the actual BP for it and construct actual pristine ones.

What I'm seeing is that most people feel the same way about it, during the late-game, you aren't short on cash and that's effectively what printing does for you, makes making ships cheaper, but when the whole system to get them to begin with is expensive (and dangerous), you already probably have the means to support even more expensive endeavors. So what I feel like a good lategame credit sink would be is if an alpha-core for the Construction Industry did increase chances of having defects, but also provided a chance of some <mixed blessing random stroke of luck this one got printed out quirky kind of buffs>. It would incentivize people to build a pristine copy in their own colonies, take those ships to possibly be printed into some of those mixed bag baked in hullmods, and keep doing so until they get the mixed bag they want.

This would further tie together the features in this mod already, the Reverse Engineering Facility to get BPs for say an Onslaught, construct said Onslaughts and send them to the Deconstructor, the Deconstructor creates Experimental BPs which, using the Courier Port will be delivered to the Experimental Fabricator, Fabricator prints the ships and outputs Degraded BPs that are then Courier Port-ed to a Library, Library fixes them up and then are Courier Port-ed back to Deconstructor, ready again for you to send some ships over to it to potentially get some of the mixed bag hullmods you want, the ones that you don't want you can probably scrap.

If you disregard all of this that's fine with me, I do enjoy it just not what I expected. I do have one final request, which is the capitalization on the printing defects hullmods, right now it's kinds off-putting for me to see "Minor printing defects" instead of "Minor Printing Defects" more so for the capitalization than the actual effects it has on my not so perfect copy Onslaughts.

Thank you for reading and I hope you're doing well and safe during all the crazy going on! Have a good one!

6
Mods / Re: [0.9a] Active Gates 0.2.0
« on: January 14, 2019, 06:34:58 AM »
I've checked your roadmap and plans for the mod and I have a few suggestions and possible answers.

For the midgame event: I suppose it doesn't have to be a trigger and something that the player can take on whenever he feels himself ready, the way I see it, maybe something similar to the already vanilla "shady explorer guy in the bar says something of interest yet dangerous is out there" in one of the already inhabited systems, make it a random "capital" or a particular one, this will deal with those that don't have colonies of their own.

For the lategame event: I suppose when the expeditions to you start to cost 1 million to disrupt, this can be any other cost you deem enough, though this does necessitate colonies still.

Finally, as for a reason why only the player fleet has access, maybe he needs something special to operate the gate haulers, or to actually activate the gates, like a key or ring of power, or in my mind, a special Alpha Core that you can name "Bob" or whatever you feel like. I see opportunities for comedic interactions with "Bob", but also, maybe the other factions' higher ups will hear word of it and they will want it for themselves, so they start placing bounties on your head periodically, the entire faction isn't at open war with you, so the relationship bar is still where it was, this is because the higher ups don't want everyone knowing so they keep it top secret, they wouldn't want every pirate, smuggler and other lower classes trying to compete for it, but they do hire specialists who don't ask questions, thus periodic bounties with no relationship penalty. I read bounties on you is already a vanilla mechanic, but I have no idea how it's implemented, but I think that should work. This can be ideal for some, an okay trade-off for others, and just tedious and troublesome for the rest. Anyway, those are my thoughts, sorry for the long post and good luck!

7
Mods / Re: [0.9a] Active Gates 0.2.0
« on: January 12, 2019, 06:48:36 AM »
First of all, love the mod and I congratulate you on the good work you've done! This is a really good mod, it makes traveling less tedious especially on routes you frequent. I do have a couple of suggestions and thoughts, if you'll have them.

First is that the Mod Index has not updated the tag for this mod and still displays it for 0.8.1a which is not too helpful, maybe consider updating/asking them to update that. Secondly, would it be possible for say, merchant convoys and patrols to make use of said gates, I feel this would be a challenge, so it's alright otherwise. Lastly, the concern over vanilla friendliness, the mod in its entirety is not really vanilla friendly, as the gates are intentionally made inactive. Nonetheless, really good mod and good job.

link for source of lore: http://fractalsoftworks.com/2011/02/21/the-state-of-affairs/

It's a bit dated, so things might've changed, but it's still applicable. To summarize, humans had a really huge hold of the galaxy, and they built gates connecting different -sectors- of said galaxy. They would colonize any planet without much fuss because they could terraform all of them to be habitable anyway. However, when a prisoner named "Ludd" crossed the gates to the Persean Sector, all the gates closed. Most of the Persean Sector still relied on the aid of the Human Domain, as it was called, but they thought that they'd eventually bring the gates back online, and so they waited. Waited for the supplies to continue terraforming their half-baked colonies, for the influx of new technologies, for military support and whatnot. But the gates never went online again. 207(?) years later and that's when we start playing the game.

Cheers! And those are all my thoughts on it, good luck!

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