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Messages - DeMatt

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1
If I remove Mining from a size 6 colony, will the Luddics return?
As I understand it, if the Luddic Majority condition is on the colony (just inactive), then the condition will become active once again (the Luddics never left, they just got unhappy).  If the Luddic Majority condition was not on the colony, then it won't be added, because that only happens when the colony size increases.

2
I would like to second this.  This screenshot shows the founding of my second colony, after the loss handover of my first, while I was forcing the Luddics to expand assisting the authority of the Church;  however, it doesn't have an entry for said handover, just the dip in the Colony Size graph.


3
Bug Reports & Support / Re: The Typo Thread
« on: February 25, 2024, 06:06:39 PM »
When discussing the need for hazard pay, Sebestyen refuses to end his speech :P (missing closing quote mark).

4
Suggestions / Excess crew adds to colony growth
« on: February 24, 2024, 07:39:58 PM »
After dumping 11000 Crew into a brand-new colony, I sat and watched the glut just sit there in the colony's Resource Stockpile month after month, with growth only coming from immigration rather than the mass of crew I marooned.  So, I would like to suggest this:

- Colonies can absorb excess Crew as additional growth, converting overstock Crew into growth points at the end of each month.
- A colony can only absorb 10^(size) excess Crew per month.  This adds sufficient growth points to translate into 1% additional growth per month (that would be 3 points for a size 3 colony).
- This effect is only active while the colony's Resource Stockpile has more than 10^(size) Crew in it.

5
Suggestions / Allow player to 'report location' of base bounty
« on: February 09, 2024, 02:58:29 PM »
It doesn't sit right with me that the player can go smack a Pirate or Pather base whenever they want, and yet a major-faction system being harassed by such a base can post bounty after bounty on said base (showing they know where the threat is) without it ever going away.  So, I would like to suggest this:

If a major-faction system has placed a bounty on a base, and the player has discovered the exact location of said base, then the player can contact the system commander and report the location of the base.  The result is, if and when the bounty expires, the base is destroyed.  The player does not gain a reward beyond said base being destroyed.  The conversation might go something like this:

"Hm, yes, we've placed a bounty for the destruction of the faction base..."
(I can report the exact location)
"Really?  That information would be useful, though I can't offer a reward for it..."
(Send over the sensor record)
"Interesting... with this, I should be able to arrange a proper punitive expedition.  It'll take some time to prepare, so the current bounty will remain active, should a certain dashing captain dare to claim it beforehand?"
(Er... I'm not up to it.)
"That's a shame.  Still, you've done us a minor service today."

6
Suggestions / [0.97a-RC8] No weapons from story-point derelicts
« on: February 08, 2024, 10:58:05 PM »
If you come across a drifting ship, and it requires a story point to salvage... scrapping it does not give you any equipped weapons.  This also seems to be true for story-point ships being scrapped during mass recovery post-combat.

7
Bug Reports & Support / Re: The Typo Thread
« on: February 08, 2024, 10:11:55 PM »
There's a missing word in the prompt for salvaging a drifting ship with a story point:  "Take a look [at] the chief engineer's report and make a decision".

8
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 07, 2020, 03:29:06 PM »
Um... "hull size" isn't a number, as such;  it's just referring to whether the ship is a "frigate", a "destroyer", a "cruiser", or a "capital ship".  For example, the Mercury, the Shepherd, the Dram, and the Wayfarer are all "frigates" - although realistically the Wayfarer is probably three times the size of the Mercury - and all four will receive the same effect from a particular hull mod.

If you don't recall which hull size a ship is, you can open up the Codex, look at the "Ship Hulls" category, and use the filters to look for your chosen ship.

9
General Discussion / Re: Tugs are the best!
« on: September 15, 2019, 07:56:50 PM »
Speaking of, is the armoured variant a separate blueprint, I would I have to just keep printing and selling Hounds?
The Hound (A) is a separate blueprint from the basic Hound, yes.  FYI, the (A) stands for "Auxiliary", for its special "Militarized Hegemony Auxiliary" mod.  You can sometimes buy them from Hegemony markets, and there's a "Hegemony Auxiliary Blueprint Package" you might be able to find while tech-mining.

10
General Discussion / Re: seeds?
« on: December 04, 2018, 09:20:46 AM »
This one's interesting.
Code
MN-7506062709432917058
Haven't found any particularly valuable outer systems yet, but Duzakh generated with TWO nicely habitable worlds:  Duzakh III-L5 is a 100% Terran Eccentric with low-to-average of all five resources, while Duzakh IV is a 100% Tundra with four resources (missing Volatiles).  No ruins, and the travel time to the lone jump point is long, but it makes for a very valuable core colony.

11
Suggestions / Re: Faction control: commodity legality toggles!
« on: November 30, 2018, 12:35:49 AM »
I like how this would introduce more nuance and granularity to the game. As you observed, I also think that in concert with implementation of your suggested Tariff Slider in-game control this legality toggle would serve the player well.

Would the buffs/nerfs stack across time?
The way I imagine it, toggling a commodity to "illegal" has three effects:
  • You gain no profit from exports, due to it being smuggled instead of properly taxed.
  • Accessibility for that particular commodity goes down, for both imports and exports.  Hope that supply of Drugs wasn't keeping your colonists stable!
  • At the end of each month, any faction which disagrees with its illegality gets -5 Attitude.  Start a new game, toggle Metals to illegal, and 20 months later every faction is Vengeful (-5 times 20 equals -100) to you!
The exact numbers are, of course, up for debate.  Maybe it caps at -49 total, or maybe it caps at -20 per disagreement, etc.  Similarly, to keep players from gaming it, maybe the change only takes effect at end-of-month.

12
Suggestions / Re: Colony control: tariff slider!
« on: November 30, 2018, 12:25:21 AM »
This seems like a bad idea.  I'm not in favor of adding player-adjustable settings that are just math challenges.  Higher stability is a boost to colony income (up to the max of 10).  Higher accessibility is -also- a boost to colony income.  While it's possible that changing conditions might make stability temporarily more valuable than accessibility, or vice versa, at any given time there would be a single correct setting to maximize your profit.

Seems like the sort of thing that I could just assume the planetary administrator handles without requiring player interaction.
This isn't really about the first-order effects, that is the stability and profit margin.  This is more for the second-order effects, that is how accessible your colony is to the other factions and thus how much effect your colony's exports have on their attitude.

I imagine that the exact numbers would lead to "minimum tariffs = maximum profits in almost any circumstance", but the ability to trade "profit" for "not annoying the major powers by trying to break their monopolies", at a finer level than "don't build industries", is a strategic decision I would like.  Similarly, I imagine that the change in profit would generally be fairly minimal - 10% accessibility (or one unit of imports/exports) for 1 stability (or what is lost by not having that one unit of an import).

13
Bug Reports & Support / Re: Autofire wont work with selected weapons
« on: November 29, 2018, 10:26:13 AM »
I may be me misremembering things but I recall setting all my weapons to autofire and then focusing on controlling my ship movement and shield usage, while the weapons took care of themselves in previous versions.

I'm not sure if there's anyway to selected no weapons on a controlled ship, so doing the same thing now results in losing at least one weapon that does nothing unless used manually.
There are five weapon groups;  all you have to do is allocate the weapons to four of them and leave the fifth group empty, then in combat select the fifth group by pressing the 5 key.  Of course, most ships have missile slots which you REALLY SHOULD control yourself, so those can go into the fifth group (or first, so you don't even have to change which group is active).

14
Suggestions / Faction control: commodity legality toggles!
« on: November 29, 2018, 09:49:26 AM »
I'd like to be able to toggle individual commodities to be "legal" or "illegal" (or if you prefer, "traded" versus "embargoed").  Want to starve out the Sector by only providing Food to your own faction?  Embargo it, then raid everybody else's farms!

Of course, toggling every commodity to be illegal comes with consequencesTM.  The more out-of-tune with another faction you are, the less they like you - say, a perfect match nets you +5/month in Attitude, while each differing legality is -5 to that.  So, theoretically Hegemony and Luddic Church would have a permanent -5/month to each other because of their disagreement over trading two commodities.

In combination with my tariff slider suggestion, this would obviate the utility of the "Free Port" button.

15
Suggestions / Colony control: tariff slider!
« on: November 29, 2018, 09:31:25 AM »
I would like to suggest a new colony control, the "tariff slider".  This would be a slider, spanning from -50% to +50% in 10% increments, and defaulting to zero.  Changing it would do three things:
  • Every +10% on the slider equates to -10% accessibility.
  • Every +10% on the slider equates to +1 stability.
  • The slider percentage acts as a multiplier on export value (after it's been adjusted for accessibility).
Want to secure your home?  Click it up.  Prefer to invite the world in?  Slide it down.  If it's too easy being able to move it from end to end at any time, maybe you can only adjust it by ±10% each month.

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