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Messages - SyntacticMelon

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I've tweaked "xpMultPerDamageDealtPercent" to 0.009 but I'm not getting the same effect, is there any other variable I can change to have the desired effect?
That will increase how much xp ships get from dealing hull damage in battle, making them earn loyalty and reputation faster.  You might want to change how many negative traits ships may get by editing the "reputation growth" section of the options file.  Unfortunately, I couldn't come up with a satisfactory way to support the old combat rating system as well as the new system, so versions 2 and up can't be configured to work the way starship legends used to. For that, you'd need to download version 1.5.6 (see the "old versions" link on the first page).


Ah, that makes everything much more clear, thank you!

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This mods great, I really like the extra layer of identity that it can bring to ships, I've been using it since 0.9.1a and loaded it up for my new playthrough.

One thing I've noticed is that it's a lot harder to gain purely beneficial traits even with outstanding combat results whereas a slight boost to the damage rating in the combat calculation in the older version meant that you could guarantee a positive roll with exceptional combat results.

I've tweaked "xpMultPerDamageDealtPercent" to 0.009 but I'm not getting the same effect, is there any other variable I can change to have the desired effect?

I do like the trait side-grade and upgrade events instead of having to mothball a ship and start from scratch, allowing you to slowly specialize ships instead of rolling the dice every time.

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 09, 2020, 09:09:12 PM »
That is all I ask, thank you!

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It's weird that your commissioning/parent faction doesn't reward you for conquering planet outside of conquest missions, I feel like conquest missions are basically like the 2x value delivery missions so you should still get some form of reward for delivering a planet to your faction. Is this supposed to be mitigated by taking the planet for yourself and then selling it?

There's also an issue where taking conquest missions from other factions have drastically lowered payouts due to stability when you have to do a hand-off after taking the colony for yourself instead of getting the full value when you do a conquest mission for your parent faction. It creates a weird strategy of holding on to the colony for 1-2 months while its industries repair to get more money from the transfer but still not what the original listing was. And this is after taking the colony the hard way instead of tactically bombarding it!

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Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 08, 2020, 09:25:45 PM »
Hi, I really enjoy your mod and all the content it offers. I've also been using it along Unknown Skies which adds a few planetary conditions that can't be removed, I went searched through the files to try and modify your mod but I can't edit the java class files directly. So would you be willing to add support for Unknown Skies planetary conditions?

The conditions in question are:
US_mind "Parasitic Spores"
US_shrooms "Magic Shrooms"
US_virus "Military Virus"

I think the file in question is TerraformingControlPanelDialog.class and

if (!targetPlanet.getMarket().hasCondition("Parasitic Spores"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_mind, false);

if (!targetPlanet.getMarket().hasCondition("Psychoactive Fungus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_shrooms, false);

if (!targetPlanet.getMarket().hasCondition("Military Virus"))
this.dialog.getOptionPanel().setEnabled(OptionId.CONDITIONS_US_virus, false);

under cleaning pollution might work but I have no way to test it.

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Mods / Re: [0.9.1a] Seeker - Unknown Contact 0.406 (2020/11/27)
« on: November 27, 2020, 12:15:35 PM »
Hi, I enjoy the mod and the variety it offers but the REDACTED Abomination occurs WAY too often, it's a common sight in REDACTED fleets and it's superior to the Radiant in almost every single way. I wouldn't have an issue with this if I only had to fight one, maybe two per high danger system but 4-5 in anything higher than low danger feels very bad. There is no great reward for fighting them either, they have boss level stats but mob level spawns. Did you balance it around cheat mods or if the player has a dreadnought? I ended up nerfing most of its values by 500 so while it can output a lot of damage it leaves itself open to counterattack instead of being a superfast, super deadly, super durable infinity machine it is now. It's not UNBEATABLE, it's just a very dangerous chore.

Also the civilian capital ships showing up in Hegemony or TriTachyon war fleets is very silly but not much of an issue.

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