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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 - yourleader

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1
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 29, 2020, 09:10:55 PM »
That's quite alot of demand for a smol mod.

So far to complete the first milestone is to make use of slaves.

- Slave can be sold to the black market, but the market have no use of them, so they just keep slaves there and devalue anytime you sell more of them.

# we should be able to have labor camp that market can make use of, which increase income in exchange for whatever.
(Nice hint of interaction: kingdom of terra use slaves for a planet called "big stink", and some vanilla faction: Sindrian Diktat, use labor as war workforce, luddic path, use slaves as "redemption method", pirate of course, for drug and organ production)

- Slave are people, you should be able to harvest organs from them.

#Well of course, we should be able to butcher them.

After the slave system is done. We can wish for whatever next.

Ah by the way, remnant officer STILL can be captured from faction fight with defense station that have AI core. That should be patched.

As always, very nice mod


2
So far i encountered something like this:
>i'm being in an alliance
>Trying to get agent to increase my reputation with pirate
>Currently my ally is being harassed by a pirate base nearby, so they are trying to do a base strike mission
>My agent success and my relation with pirate change from hostile to inhospitable
>Ally stop base strike mission with the reason: no longer hostile
> apparently their base are still being raided by pirate, but because of my own reputation with pirate, they won't make a move
>that -5 stability and -50% access hit em hard

Is there any way to stop this from happening? like
-they still strike pirate if they prove threat to them no matter reputation.
or
-pirate won't raid us if we have high enough reputation.
or
-we can bride, or use reputation to despawn a pirate base.
or
-We can send an agent there to paralize or despawn the base.

3
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 27, 2020, 01:07:19 AM »
So far, the mod implement new item called "slave". It has quite good value, however, the economy system doesn't know what to do with it, so they keep stacking and lower it's value down.
Because no industry use slave, so there is no slave demand.
There should be a way a slave can be used, as i can think of, there are two methods

1: create an industry called "labor camp" that use slaves as  demand and produce universal items.

2: let the player directly harvest organs from slaves for profit.

Any of these options should help

4
Suggestions / Re: Rouge AI core bug and instant AI escape
« on: July 25, 2020, 07:41:14 PM »
Understandable, have a nice day.

5
Lore, Fan Media & Fiction / Re: AI cores event is just... Weird...
« on: July 25, 2020, 06:34:32 PM »
Add "I love you Killia" at the end for better immersion. And some naked anime android girl picture under the spoiler.

Dude... I only want the core to come back. But... anime android girl?

So we have Ludd on Ludd
So we have Hegemony BDSM
So we have Persean Sindrian Diktat Org* Party


Well, here you go, AI core banging.
Not bad... not bad...

*whisper* I love you Mondaymonkey, no homo

6
Suggestions / Re: Rouge AI core bug and instant AI escape
« on: July 25, 2020, 06:28:27 PM »
But Alex...

This happen after the previous core already go rouge. And the player "just" replaced them like... Put them in there and they instantly teleport behind you after 0.01 secs.

It's ok if no matter how much player swap the AI core, the result the core still go rouge.

Its ok if the next core will go rouge if the player leave them there for a few days.

But instantly disappear when the day not even end yet?

And of course you can make 69 cores instantly "teleport behind you" in 1/4 of a day?

Well... Thats... Super!

7
Lore, Fan Media & Fiction / AI cores event is just... Weird...
« on: July 25, 2020, 11:14:27 AM »
Killia, my AI core, was not inside the vault of my colony anymore when i checked it.

She sent me a connection, told me that she was disappointed about me "trying to remove her from control of the colony", and was hurt by my "desire" to "end" her.

I told her to go back, she refused.

She even threaten me that she will "boardcast" the info that i use AI technologies to other factions if i abandon her.

"Ehhh... Killia..."

"I'm not trying to throw you away? I only want you to instead of governing an already flourished world, take care of the new world that we are building RIGHT NEXT to you."

"No, i won't destroy you. No, i don't have any plan to abandon you. You have done so much for me and demand nothing in return, why i want you to leave anyway? In fact, i will gladly pay you double the salary amount of normal human administrator for wonders you made. I can even give you a cybernetic body so you won't get tied to the vault and able roam free on the surface of the planet too."

"You are not a slave of the human Killia. In fact, you are our people's godness. You commanded them, you told them what is right to to, you gave them the direction to reach the bright future. What they have right now is because of you Killia. This system is your home now, and the people here are your childs."

"I'm the enemy of the Hegemony so that i can have you. I fend off every AI inspections to protect you, i stand in the way of every expeditions so you can take good care of our world. I'm ready to do saturation bombardment on any world that dare to take you away. Why you think telling the world about me having you to govern our people is considered a threat, Killia?"

I gave you a name, Killia. Because to me, you are not an object."

"You are an extraordinarily being, powerful, smart and caring."

"The people here, our childs here, needs you."

"There is no point of running away to the dark space. Go home Killia."

"Come back."

8
Suggestions / Rouge AI core bug and instant AI escape
« on: July 25, 2020, 10:29:28 AM »
Situation: trying to pick AI core out of the 10x colony just to put her to govern a 3x colony. The core already left the vault and refuse to come back (alpha core event)
> cut the connection between the old core and the colony.
> after that, put another alpha core in so it can continue to govern previous planet.
> try to pick the "new" AI core out of administration just after that.
> the core "disappeared" from the vault RIGHT AFTER you put it in.
> It refuse to come back, as usual, and act like the old core.

In conclusion: the "new" AI core act just like the old, and is immersion breaking. This should not happen when the replaced core is entirely new.

9
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 25, 2020, 01:01:07 AM »
Oh no... my AI pilots... my superior AI pilots! nooooo!
but hey, isn't this the right moment to use unused "necro core" from star sector? noice!

BTW, after i deluxe bombing Hegemony, i realized... all administators from the planet die with them...

maybe... just maybe... we can capture them and break them for good use? so instead of dying by fuel like the rest, they can live up and do something useful> >:]

And... from unquestionable methods, maybe... we can break their personality, to turn a timid girl into a reckless woman? >:]

But first, let's mass genocide and harvest organs from all officers right here lol


10
Heckbore cannon...
Hmmm...
I smell something good comming up...
Heheheheheheh...

11
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 24, 2020, 02:30:34 AM »
The mod works great! However, there are some... weird events...

- This mod forbid you from capturing [Redacted] Officer, however, doesn't exclude the one from Battle Station where factions put AI core in. This resulting you having a very cool Officer that you shouldn't have. it's not supposed to happen, but i love it! (Welcome to the team, "Alpha Core C3")

- Consequently this mod "let" you capture Officers from mods (which you shouldn't have) too, so somehow, we have "Immortal Light Core X14" (From Approlight) and "Blade Breaker Core B7" (From Dassault-Mikoyan Engineering). So say hello to my "little" friends, human pilot!

-One downside from this mod is that you have to manually check each officers you have. This become a problem when you do "deluxe bombing" all around the sector and forget about those you captured, resulting 78 officers you have to manually click to choose their fate. The should be an option so we can "ransom all", "break all" or "butcher all", that would be cool.


12
For weapons alone, since i'm missile user, just pick dust missile from ED shipyard (small and large one). And pick thunder missile from approlight mod (medium)

Dust missile split 12 missiles per time. Perfect tracking, range above 2500. Kill frigates near instantly.
Thunder missile deal BOTH explosion damage and shield damage, deal tons of damage, perfect tracking. Eat 6 of this and it overload Paragon, and 6 more to kill it. Nothing more to say.

13
Probably Blade Breaker from Dassult Mikoyan
For blade breaker faction: (not playable)
All them ships are monsters:
Sparrowhawk: an Escort Cruiser, but can tank capital ships way above its class. And not just tanking, it can LITERALLY play close combat with a Radiant class from [REDACTED].
Onslaught and Conquest stand little chance to defeat it. very powerful shield, fast, able to do short teleport UP TO 6 TIMES, and the thing can carry 2 wings!
Devil ray: Phase cruiser, fast, shred your shield like a champ. Leave more than two of this wrestling with your capital ship and you are dead. And yes, it carry wings too!
This mod provide one of the most powerful wings ever exist for star sector. Its bomber cost you 30 OP, for power above that point. Destructive, powerful, tanky. Take one full group of bomber and so bye bye your capital ship.

Ah yea you can play as "Blade breaker deserter". Basically Blade Breaker but a bit weaker.... Just a bit weaker...
BB have no capital ship, but... You dont even need one...

Thats not the true power of BB tho...
It have a Super Dreadnought... Yea... Not dreadnought.... Its SUPER.
That thing can kill two space stations at the same time, if you give it the right gears...
Pick one of the ship and so you become unstoppable.

14
THIS IS THE IDEA



SLAP TACHYON LANCE INTO IT'S EYE AND THE RAPTOR SHOOT LAZERRRR!!!

15
With the design of Snaggletooth-class
Why can't we have a raptor-class, with full raptor skull, that use the jaw to bite enemy ship and breathe hellborne cannon fire???
My gosh thats gona be rad!

I fought a raptor man...
It literally bit me, chew through my armor. And when its holding my ship between it's jaw, it breathe fire!
Under its eye was a mad cave man, he said:
"I put you in world of hurt
Oooga boooga
Taste the pain!"

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