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

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Messages - Doomrider

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: January 28, 2020, 02:54:10 PM »
Domain motherships have a 100% chance to drop one and survey ships have a 35% chance to drop one. There's only a handful in the Sector so they shouldn't be all that plentiful unless you have a mod that changes drop rates or increases the number of domain ships. Vanilla Sector generation will only provide the player with about 4-6 of them depending on how lucky the player is.

I had salavaged few dozens of survey ships and hadn't found a single one. Again I higly suspect it's incompatibility with some other mod.

Take down a mothership and you'll know for certain if it's bad luck or incompatibility, cuz it's a 100% from those.
OK, i just surveyed the remaining quarter of my sector, found two motherships and seven survey ships, and now I have 10 MUDs. Turns out it was crazy bad luck.

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Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: January 28, 2020, 12:20:51 PM »
Domain motherships have a 100% chance to drop one and survey ships have a 35% chance to drop one. There's only a handful in the Sector so they shouldn't be all that plentiful unless you have a mod that changes drop rates or increases the number of domain ships. Vanilla Sector generation will only provide the player with about 4-6 of them depending on how lucky the player is.

I had salavaged few dozens of survey ships and hadn't found a single one. Again I higly suspect it's incompatibility with some other mod.

3
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: January 27, 2020, 01:44:40 PM »
I have found out that Miller-Urey are quite easy to get... almost too easy for what they do.

I've surveyed 2/3 of the Sector and haven't found a single one. Guess some of my mods (probably Nex or Vayra) srcew up with this mod's adding new item to a loot list.

4
Mods / Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« on: January 25, 2020, 02:41:43 AM »
I don't suppose you know anyone who makes sovietwave and would be willing to license some tracks for a spaceship game?

I used to. About a decade ago I was involved in development of Space Rangers 2 HD. I wasn't very close with music guys, but we knew each other. Unfortunately I only have ICQ contacts with them now, and those died years ago.

Anyway I just redact communist_clouds file to replace their music with the Diktat one.

5
Suggestions / Re: Cryosleeper
« on: January 25, 2020, 01:28:14 AM »
OK, logically it absolutely should be possible to tug the criosleeper to whatever system you want, but it shouldn't be easy one klick thing. As I understand criosleepers predate modern jump drives, so it would take time, resources and manpower to refit them with one, else they'd take years to get anywhere. And because it's big it would need about a thousand heavy machinery and crew and a few months of refiting. When it is refitted transform into a ship in your fleet with high supply upkeep and high fuel consumption (and no mothballing option) and a max burn of like 4, so you'd need to bring a fleet of tugs and tankers and haulers filled with supplies (make sure to watn the player that he'd need those nefore he stars retrofiting) to get it anywhere. Then you can add pirates or luddics attacking your convoy on the way as an extra diffuculty, so you'd have to bring your combat ships in your criosleeper convoy.

6
Suggestions / Issue with Jump points in solar corona
« on: January 25, 2020, 12:58:18 AM »
Ships traveling at sustained burn literally cannot enter jump points in the outer corona, which are quite common and even happen in some core systems like Askonia, as it pushes them off the course. It gets comical in some cases - I had a colony  system where three to seven trade fleets bunched near a jump point trying and failing to enter it until they lucked up with a good angle, which usually takes like five or seven attempts. Could you please change the AI to switch off the sustained burn when approaching the target in the outer corona.

May also look into ways for AI fleets to escape black holes. It doesn't happen a lot but I've seen it like three times in just one months of playing the game and it kinda ruins the immersion as to why don't they just emergency burn.

7
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 23, 2020, 03:21:42 PM »
If procedurally generated terran worlds can have an inimical biosphere, please let me know and I will add a means of removing it. Thank you!
Well at least with Nexrelin generation they can. I'm letting you know then.

8
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.3)
« on: January 23, 2020, 07:36:06 AM »
I recently found a Terran world with "Pollution" condition, but for some reason Atmosphere Adjuster could not remove it. Could you add that to the next update?

Also there's no way to remove Inimical Biosphere from a Terran or non-habitable world (yes, it can spawn on non-habitable, I have a crioolcanic planet with killer biosphere in my sector somehow).

9
So I took out Sindrian Diktat and their worlds, because no one liked them and the have some nice planets. And two years later they resurge with seven fleets with 7-12 Conquests in each. And they do it two times more with 40-60 days gap after I defeat the first and second wave. Where' the hell did they get these apocalyptic fleets?

10
Mods / Re: [0.9.1a] Vayra's Sector 3.1.4 - aaaaAAAAAAAA 2020-01-15
« on: January 22, 2020, 12:24:15 AM »
I have a few complaints about factions:

1) Stormhawk text colour is too damn dark, so it blends into the background. I get it you wanted to distinguish them from the tri-tac blue, but it hurs my eyes.

2) Revolutionary music is so annoying makes me want to kill them all even more. And I'm from a post-soviet country, I have the hatred for communism bred into my bones.

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