Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

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 - BHunterSEAL

Pages: 1 [2] 3 4 5
16
Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: September 18, 2016, 06:22:38 PM »
I figured I'd give this a whirl (on the off-chance the Thumper will finally live up to its flavor-text and shoot at missiles) but one thing I noticed right away--the version as linked in the OP appears to be Alpha 1, not Alpha 3 (per the info file). Normally I'd assume it's a typo, but the datestamp is from 4/17, when the thread was first posted, not 4/21 when you posted about Alpha 3.

17
Mods / Re: [0.7.2a] Starsector+ 3.6.0
« on: September 17, 2016, 11:29:22 PM »
I'm a little confused, thought this was more or less discontinued when the core features were split into different mods. Does running SS+ with a setup with the other Dark Revenant mods add any additional features? The skill and balance changes mentioned a few posts up, for example--or are those already in Dynasector?

18
General Discussion / Re: The best shipping ships
« on: September 14, 2016, 04:55:19 PM »
Speaking of shielded cargo holds, what happens in a mixed shielded/unshielded fleet scenario, assuming the amount of contraband <= the cargo capacity of the shielded vessel?

19
I am most successful playing X games when I set up a few tradeships, crank SATA to 6x (any higher and AI ships throw themselves into stations) and go to bed. Assuming at least one or two traders lived through the night, I should finally have enough credits to be able to afford a ship that lasts more than a few seconds in combat.

The fact that "go to bed" is a critical step here should have been a red flag three or four iterations of the series ago.

20
General Discussion / Re: FPS Locked at 30
« on: August 23, 2016, 11:09:45 AM »
Verify your Vsync setting in nvcpl / the ATI equivalent. I usually set to Adaptive to avoid tearing at >60 FPS and performance loss at <60 FPS.

21
Mods / Re: [0.7.2a] Underworld 1.0.1
« on: April 24, 2016, 11:54:47 AM »
I like the new pirate ships but prefer to play without the Cabal. Has anyone had success setting "starlightCabal":false--are they supposed to still appear in the Factions screen when off?

22
Mods / Re: [0.7.2a] DynaSector 1.0.1
« on: April 23, 2016, 10:41:34 AM »
Should I assume that like SS+, the standalone Target Leading Pip mod should be deactivated?

23
Mods / Re: [0.7.2a] Audio Plus 1.0.1
« on: April 23, 2016, 10:37:46 AM »
Does this supercede MusicLib?

24
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 11, 2016, 07:54:26 AM »
Apparently prices get wacky again when you throw in Junk Pirates without another "real" faction to balance out the attrition

25
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 10, 2016, 09:57:19 PM »
Yes, adding BRDY (which appears to be vanilla-balanced) substantially reduced starting supply prices, I will see if this holds. Thanks for the info! Can't wait to have THI back though.

26
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 10, 2016, 09:05:11 PM »
They start out higher than vanilla (normal for SS+) but they do seem to creep up and up across all systems as time passes. For example, Jangala starts around 110-125 and by mid-4/206 they're at 164 with no disrupting events.

Makes that II causes some increase due to higher demand, but if the entire sector is short how are supplies supposed to normalize? Oddly when playing with Tiandong this didn't seem to happen, I'm not sure if their systems added supply production or what.

27
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 10, 2016, 07:40:51 PM »
I think my sectors' supply production is almost always out of balance when using SS+. I try to keep things pretty close to Vanilla so right now my only faction mod is the Imperium; I'd used the Tiangdong mod in the past but it appears to be several patches out-of-date. If anyone is getting reasonable Supply production / pricing with other SS+ compatible faction mods I'd love to hear what your setup is... I would like to keep my faction setup relatively close to vanilla balance / "fluff" however.

28
If I know I'm going to be spending most of the battle messing with the tac map, I tend to make my carrier the flagship and park it behind a nebula off to the side somewhere. Enabling AI control and assigning it to a "Rally Carrier" waypoint generally keeps it in the right place for quick squadron turnarounds, unless a serious threat forces it to withdraw. It's usually a wandering Lasher or Kite that happens by, which can be a problem if you're using an early-game carrier like the Condor or Gemini. I've found that keeping a Shepherd (drone frigate) close by is both dirt cheap in terms of purchase / support costs and surprisingly effective at deterring probing frigates, even paired with mostly PD-armed carriers. Not to kill anything, obviously, but to help keep the AI carrier on-station.

29
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 08, 2016, 03:50:21 PM »
Ah, I thought the "I" in your post was you (the player). I was wondering how you'd even managed to install that on an Aurora in the first place...


30
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 08, 2016, 02:34:40 PM »

So I'm really struggling with Supplies averaging 130-160. I've seen Fuel go as low as 40-60 but most markets have it in the 125-150 ballpark. I saw earlier in the thread this is caused by faction mods adding markets and thus creating demand, which makes sense but the only one I'm running is Imperium. Does Starsector have supply elasticity in its economic model? Shouldn't markets which have the inputs and facilities to produce Supplies attempt to produce more when prices are high? Also, it feels like the necessities are getting more expensive, but that might just be me.

Is there any way to fix the high price conditions through gameplay--attempting to lift a siege, killing Pirates, supplying inputs myself, etc.--or is my only recourse to start a new game and try Save Transfer?

I think the SS economy is made to be stable, mostly to "force" the player to smuggle, fight and take advantage of events rather than trade
To achieve this, well, it is complicated, stuff is produced even without materials or demand, goods are teleported and stuff like that, let's just say that if you attempted to do it IRL you'll end up with massive economic crashes, continent-wide civil wars, WW3, 4 and 5 or all of the above.

I get how it's supposed to work, but it looks like the model doesn't hold up under the joint stresses of new markets and aggressive factions. There's a thread in the Modding forum (http://fractalsoftworks.com/forum/index.php?topic=10157.0) where Alex shares some detail on his rationale for the economy. The model is designed to ensure changes in endogenous variables--stockpiles, prices, import and export flows, etc--iterate towards a long-run equilibrium under classic 'perfect market' conditions (absence of transaction costs, access to commodities at any location, universal price discovery, etc). Obviously the player doesn't benefit from these assumptions, so exogenous factors are introduced to temporarily "shock" locations away from the market-clearing price. A modder mentioned in the thread that production facilities can't be created or destroyed, nor do production targets ever change; I'd thought these might be allowed to fluctuate to allow increased production of goods where shortages have driven prices higher. In economic terms, structural supply and demand are perfectly inelastic with respect to price.*

That's kinda the problem. Alex does say explicitly that a shortage of raw materials will result in reduced output; food shortages also reduce output for the affected location. The new SS+ pirate faction, along with general faction warfare, has my map screen showing most systems with 3+ ongoing trade disruptions at any given time. As big Supply producers export less (or even become importers), location trade balances adjust to redistribute remaining surpluses. This works fine in vanilla, and probably for any combination of mods whose location configurations maintain a systemwide aggregate excess of Supplies. If there isn't enough production, locations raise their bids in an attempt to meet more of their demand. With not enough to go around, bids get continually pushed up. As far as I can tell there's no built-in relief to nudge prices back down to normal--going the other way, a spoilage mechanic prevents large stockpiles from sending prices too low.

The end result so far has been that for just SS+ and Imperium, average Supply prices are now north of 150 and seem to be growing across the board as time goes on.






*In reality, not a thing--other than every Econ 101 professor's favorite trick question, since the supply and demand curves are the same vertical line at Qe

Pages: 1 [2] 3 4 5