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Topics - Tartiflette

Pages: 1 [2] 3 4 ... 6
16
Suggestions / Ability bar swap indicator
« on: November 17, 2018, 06:43:20 AM »
Once again we keep seeing new players get confused by the tutorial and the ability bar!

When the game promt them to move up to catch the pirate fleet, their first reflex is to do the exact same thing they were taught earlier to move in the combat tutorial: press W to go forward. And then the ability bar is empty and they have no way to figure out what is going on and why their progress is blocked.

At the very least that terrible shortcut should be changed (it's not like it is useful to swap your ability bar anyway) and adding some form of indicator about which bar is selected would be even better.

17
Modding / Issue with empty proc-gen planets (again)
« on: November 17, 2018, 03:43:11 AM »
So I'm getting back to my issue with Unknown Skies: that mod adds among other new planets to the proc-gen system. And some of them never get any conditions.

The issue I found out is that certain conditions are exclusively generated from exact planet types instead of generic planet categories. For example the only volcanic planets that will get their typical high deposits are "lava" and "lava_minor" as opposed to cold planets that will get the usual conditions as long as they are in the category "cat_frozen", with some exact planet types getting tweaked parameters.

Resulting in this frustrating type of scans:



This planet has the exact same parameters as the vanilla lava planet, just not the right name to get the conditions it should.

Generic categories that recieve default conditions:     Generic categories that have no default conditions:
cat_giant
cat_barren
cat_frozen
cat_toxic
cat_hab3
cat_hab2
     cat_lava
cat_cryovolcanic
cat_irradiated
cat_hab1
cat_hab4
cat_hab5

18
Bug Reports & Support / Save won't load
« on: November 16, 2018, 03:32:33 PM »
After using save copy I'm unable to use that save ("save made with a different version of the game"). I can load the previous save without issue though.

Here is the save:
https://www.dropbox.com/s/cqfc21514csl8tx/save_MarsOberon_3827521709237665783.7z?dl=0

19
Modding / Spriting Timelapses
« on: November 11, 2018, 01:51:43 AM »


For a while now I have been infrequently streaming some ship spriting on Twitch, and usually I upload a sped-up version of it on Youtube. So here they are! Most of them are accelerated four times from reality, fast enough to watch the things progress while slow enough to show how I work, and they cover the whole gamut from kitbash-heavy spriting to nearly full painting from scratch.


https://youtu.be/8moOx76pjp0   https://youtu.be/iqtPE3HqPnY

https://youtu.be/ITj2B29ggIE   https://youtu.be/RXbCA9XpiJs

https://youtu.be/dhWwvmqAiE0   https://youtu.be/jjnGG8UDjeM

https://youtu.be/E2ECNkr6c-g   https://youtu.be/4dOL46RwXVo

https://youtu.be/65iLG7qKrkE

20
Modding Resources / [0.9.1] MagicLib v0.29 (2020/04/26)
« on: October 26, 2018, 01:15:15 AM »


 The goal of MagicLib is to create an Open Source, community-driven "library" of useful (and well documented) scripts and plugins that can be leveraged and contributed to by every modder.

All contributions are welcome!


 Fully usable release, if anyone wants to contribute you are more than welcome to do so as it is intended to be a community tool. Do check the Wiki to get a lot of details on the current content.

Curent content:

Functions

    MagicModuleRetreatCleaner
Fixes the bug with retreating ships with modules preventing the combat from ending.

    MagicIncompatibleHullmod
A uniform solution for the "incompatible hullmod" issue with vanilla hullmods.

    MagicInterference
Adds a cross-mod mechanic to balance very powerful weapons.

    MagicAnim
A collection of functions to make smooth animations.

    MagicFakeBeam
Creates convincing punctual beams from arbitrary coordinates.

    MagicLensFlare
Creates "cinematic" lens flares.

    MagicRender
Draw arbitrary sprites on-screen with constraints to entities/camera when needed. (aka "SpriteRenderManager")

    MagicTargeting
Allows "smart" target selection for systems and missiles within distance and search cone parameters, plus it can use ship-class preferences.

    MagicTrails
Allows to create missile-style trails anywhere, from ships to bullets, with a lot of customization options. Also includes a CSV based manager that should be able to handle most projectile use cases with negligible overhead.

    MagicUI
Draws UI elements such as a system-like charge-bar/tick box next to the normal ship-system for special systems, or an extra status bar above the flux/hull bars.

Loose scripts
Scripts that can be used "as it is" or can be copied to individual mods to personalize the result.

    MagicVectorThruster
Manages vectoring or vernier-style attitude thrusters.

    MagicMissileAI
A very customizable and lightweight missile AI script usable without any java knowledge.

    MagicGuidedProjectileScript
A weapon script that allows regular projectiles to track their target.

Planned / considered content:

    MagicRotary
A loose script to make rotary weapons animations with smooth spin up and down.




Contributors:
Dark.Revenant (MagicUI)
Deathfly (MagicFakeBeam)
jtyotJOTJIPAEFVJ (MagicAnim.cycle)
Kitta Khan (bugfixes)
Nicke (MagicTrails, MagicGuidedProjectileScript)
Snrasha (MagicUI)
Tartiflette

MagicLib is licensed under a
Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
Any derivative work must also comply with Starsector's EULA

21
Modding / Weapon stat cards issues with burst weapons and linked barrels
« on: October 20, 2018, 12:20:23 AM »
The weapon stat cards has a litle trouble displaying the proper dps/damage per shot when using bursts, or "9999" interruptible bursts, and multiple barrels:

First this one:


Code
Ravager Model 3,SKR_ravagerBI,4,,,700,,60,30,10,25,13,18,15,30,HIGH_EXPLOSIVE,420,,1,2,5,0.25,5,10,2,5,,2500,,,,"SYSTEM, STRIKE, USE_VS_FRIGATES, DO_NOT_CONSERVE",energy15,25

A repeating "6 barrels" shortgun that always reloads all of its ammo at once, regardless of using expanded mags or not. Thus the sustained DPS is larger compared to burst dps since the clip regen is faster than the cooldown to ensure full ammo reload. But this is too specific to request a fix. What is problematic to me is the fact that for some reason the weapon doesn't list the damage as "60 x 6" from its 6 barrels, or even "60 x 30" if it accounted for the maximum of 5 shots per bursts.

Then there is this one that follows the same principle but with a twist:


Code
Calling Scatterer,ora_calling,3,,17000,700,,500,,50,15,23,10,1,5,ENERGY,1750,,0.5,1.5,3,0.5,0,5,1,2,,200,600,4,250,,energy15,45

This is also a 5 linked barrels burst repeating shotgun, although this one fires "missiles" and has a "9999" burst size. And this time the burst is entirely spelled out (9999*5)

So overall I'm stuck between a rock and a hard place when making this type of weapons. I think it would help greatly if the stat cards would list the damage of multi barrel burst weapons like it does for MIRVs:    damage per shot x linked barrels x burst size
On the other hand proper DPS (sustained DPS) calculations might be a bridge too far.

22
Modding / Inconsistent fighter broadside behavior.
« on: September 29, 2018, 12:20:01 AM »
   So, I tried to make standoff broadside support fighter for ORA that would orbit its target just outside PD range. A a quick test I used an existing fighter, gave it a Broadside Friendly Layoutâ„¢, created a system that just forces the ship forward without straffing to impose the desired orbiting behavior, and launched a simulation.

   It was... A total failure: the fighter would be extremely conflicted between turning to their broadside and doing bombing runs. I tried to change the wing type and the bombing range without success, the fighters would always face their target, straffe like crazy despite their system imposing a NO_STRAFFING rule and overall be useless.

   Except in one instance.

   The frustrating part in this attempt is that when the fighter is the player ship (thanks dev-mode) and put in auto-pilot mode, it behave beautifully! Check this out:

Spoiler
[close]

Pictured above:
1 player controled broadside fighter in autopilot, orbiting its target beautifully,
1 AI wingman, derping like a mad dog because it want to bite the target but is held on a short leash,
1 other AI wing of broadside fighter stupidly trying to do bombing runs...
(ignore the small interceptors, those are working as intended)

So the question remains: is there a way to force the AI fighter behavior to match the player ship auto-pilot behavior?

23
Suggestions / More useful Salvage Rigs
« on: August 29, 2018, 02:19:32 PM »
Quick one: Salvage rigs in the fleet should increase the number of recoverable non-broken ships after the battle.

Something like "Give 50% chance to salvage one extra ships after a battle."
And additional rigs would provide additional recovery attempts. This effect would also be completely independent from the skills.

So having 4 rigs could yield up to 4 extra possible ship recovery.

24
So, this started as a reflection about the Derelicts (or the Remnants), exploration and how there are some things bothering me about them... But it went on and on through a series of "what-if". Usually I'm not fond of Big Wall-o-Text Gameplay Suggestion threads in general, but this one was too tempting to write if only to feed some thoughts and discussions. So here are my grievances with Derelicts and Exploration:

 - Derelict encounters are leveled instead of seeded on the map (I know there was issues when it was the case), meaning you have to deal with small fry before getting to the meaty stuff.
 - In general their smaller fleets are closer to the core worlds and conversely, thus you have to travel far away to finally encounter more interesting stuff.
 - How comes that nobody ever visited those close-by systems in 200+ cycles anyway?

   While I understand very well why that is from a game design perspective (closer to the core = safer) that clearly doesn't make any sense in-universe: How come that the various factions dealt with the nearby big menaces but couldn't cleanup their doorstep from the trash? I think that a clear case of game-ism circular logic, it is done that way because a lot of open world games are done that way. But how the game world would look if it was done the logical way?

   What we know is that the various factions try to keep a close lid on their territories, that Derelicts do not rebuild or move around, and Remnants kind of want to keep out of sight. Additionally, tech-mining and recycling are supposedly big things in the Sector.

   Logic would then dictates that the worlds around the core would have long been cleaned up from all the small easy-to-deal-with [Derelict]/Remnant fleets. And only a few large menaces would be left only because no faction would have dedicated the resources to clear them out yet. Thus the nearby systems should be relatively safe and "dry" except for a handful of hotspots clearly signaled by beacons. Going farther from the core, we could start to see systems that have yet to be visited, with the whole shebang of smaller derelict fleets to clear and a wider range of ruins to pilfer, while the amount of big dangerous fleet remaining about the same.
   
   But if the worlds around the core have been tech-mined already, that means even the other factions have to venture deep in outer space you say. Indeed they have to, and they also might have just the right tool to make that more manageable: Outposts! Heavily protected advanced bases deep in the fringes, surrounded by small [Derelict]/Remnant fleets and ruins dripping of easy loot. A few of them for the various factions would go a long way to liven up the remote hyper space regions.

   So now we would have largely safe area around the core with just the few last remaining high level red spot (that would be so perfect for "Clear the system" type missions) and an easy access to the exploration stuff via the faction outposts farther away. But that might confuse the new players that now have to go farther to find the easier targets you say! Again, right you are... Except if the player starts around one of these outposts! Instead of being thrown out in the big pond just in the middle of dozens of systems and hundreds of markets and surrounded by pirates/patrols, they start in a smaller safer pond, with a few markets, little pirate presence but easy loot/exploration available next door.

   Even better, those remote outposts would create clear "trade-lanes", either to ride with or plunder. We could even see large heavily protected convoys go back and forth the core worlds to exchange all the technological goodies found in the fringes for those much needed manufactured goods or food. And Convoys sound a lot like a "if you have the right amount of fuel and credits we get you to the core/fringes" kind of fast travel system to me...

   Additionally, those outposts could help to add some variety to the hyperspace map, as they could be at the heart of clusters of stars separated by areas of space almost (but not completely) devoid of systems. Those areas wouldn't be physically separated from each other, but would create constellations if you will. And the lone remote stars in dark space would indeed make good hideouts for legendary characters and rogue AIs.

   So here you have it: new players start in a smaller, more manageable, area. Advanced players can get to the meaty derelict/remnant stuff faster, of just buy their way to the core immediately for faction warfare. The map is no longer just procedural stuff out of the core worlds, and there is some traffic to liven up hyperspace. Placing new Outposts in unoccupied star clusters and connecting them via Convoys would add another layer to their creation, further incentivizing exploration and spreading them out. And best thing of all? It requires nearly 0 additional feature, just one new "Convoy Manager" type character with a dialog in stations and some adjustments to existing ones.

   But why were the [Derelict]/Remnant fleets leveled up in the first place? Well because when they were uniformly seeded on the map, fighting small fry all the time at high level was quite bothersome... And unavoidable because Derelict and Remnants cannot flee. With this system, the closer you get to the core, the fewer small fry you encounter since it has theoretically been cleared out already. And allowing tiny fleets to flee would probably prevent that issue from occurring again.

25
General Discussion / 2018/02/04 and 2018/04/14 Alex' Tweets
« on: February 04, 2018, 01:19:27 PM »
So this is Alex' latest tweet:

https://twitter.com/amosolov/status/960244694826569729

But thanks to my NCIS "enhance" skills, I managed to get this:


Interesting...

[edit]
Now also available with the latest tweet:
https://twitter.com/amosolov/status/985211909145161728


26
General Discussion / Starsector 4th Fleet Building Tournament (FIRST ROUND)
« on: November 26, 2017, 01:47:56 PM »


The year is almost over, it's time for the Winter edition of 2017'th AI Fleet Building Tournaments!


   We now have 21 participants, 12 Prime League contestant and 9 Underdog League ones. It's time get started.

   The first stream for the Prime League will be on Tuesday December 5th on Nemo_naemo's channel at 8PM UTC! Deadline for fleets submissions: Monday 12PM UTC.

   The second stream for the Underdog League will be on Thursday December 7th on Dizzy/Mehgamer/Meme's channel at 7PM UTC! Deadline for all fleets submissions: Monday 12PM UTC.

   The mission has been updated with the latest adjustments to allow everyone to prepare their fleet. please note the following changes since the initial announcement:

   - The first round budget is 600K credits,
   - The maintenance will use supplies priced at 2000 credits,
   - The Kopesh bomber has been slightly nerfed (see below for all the changes to Vanilla)

   Also remember that the mission write a detailed breakdown of your fleet cost in the starsector.log. That should help budgeting fleets with ease.

- Atropos Sabot and Harpoon racks refire delay raised to 3sec from 1
- Hurricane Mirv refire delay raised to 10sec from 5
- Sabots emp halved
- Sabots detonation rage lowered to 400 from 500, acceleration doubled
- Sabots pods burst size reduced to 2 from 4
- Light Needler burst size lowered to 8 from 10
- Pilum speed raised to 150 from 100
- Kopeshes rockets ammo reduced to 5 from 7



NEW RULES, CHECK THEM PLEASE:
Spoiler
[close]




AI mission mod to setup the fleets:



Join our Discord server to get more info about the tournament and talk about Starsector in general.


How to play:
Spoiler
  First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod above

   This mod offers three missions: a Stampede Challenge where your fleet must survive waves after waves of Buffaloes MK2, and the two Tournament missions. The current tournament will use the Survival one.

   Once installed, you will find inside a folder named survival containing a lot of "player" files:



   There is a pair of them for each participant. You will find your assigned number in the tournament's brackets once the inscriptions are closed.

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general information about your fleet. by default it look like this:




name,tag,prefix

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1"



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,variant,personality,isFlagship

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless". Mandatory.
#isFlagship: only used with FLAGSHIP rules. Halve the cost of that particular ship. Can be "TRUE" or "FALSE".

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,1,lasher_Assault,cautious,TRUE
2,1,lasher_Assault,aggressive,FALSE
3,1,lasher_Assault,aggressive,FALSE
4,1,lasher_Assault,aggressive,FALSE
5,1,lasher_Assault,aggressive,FALSE
6,1,lasher_Assault,aggressive,FALSE
7,1,lasher_Assault,aggressive,FALSE
8,1,lasher_Assault,aggressive,FALSE
9,1,lasher_Assault,aggressive,FALSE
10,1,lasher_Assault,aggressive,FALSE
11,1,lasher_Assault,aggressive,FALSE



   This is where you will setup your fleet.
The row number is just an indicator for the mod to separate the lines.
The round number is to keep track of when each ships have been added to the fleet, and track witch ones are to be paid in full and which ones are only maintained.
The variant is, well, the name of your ship variant (use a personal prefix to avoid name clashes with other players)
The personality is the behavior of the ship's captain,
and the Flagship is for a special rule that won't be used this tournament.

Be mindful of typos!

The cost of your fleet will be automatically calculated at the start of the mission: After a couple seconds, the game will automatically pause and display the current total cost.
If you want more info, some details are written in the game's log.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

The final step will be to submit your fleet:



   Doing exactly this would make my life really easier. There might be a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server. All the updates on the tournament will be posted there in priority.

Happy fleet building!


Having troubles? Here is a more detailed step-by-set guide, although for the second fleet building tournament.

[close]

Check out the previous Tournaments:


27


So, 0.8.1 is stable, most mods are updated, I think it's time for another installment of the AI Fleet Building Tournament!

   The principle is simple: build the best fleet possible within a limited budget and pit it against other participant's armadas in full AI control. With each round the budget increases, allowing you add more ships to your force. A mod allowing you to budget your fleet (and replay the matches) will be provided. The various rounds will (hopefully) be streamed every week. While the formula will be close to the previous installment, a few things changed: Check the rules for all the details.

RULES:
Spoiler
[close]

___ROUND SIX___

The final round will be streamed Friday August 11th at 8pm GMT on FallenShogun's channel:

https://www.twitch.tv/fallenshogun

There will be a week hiatus due to conflicting schedules. If needed, a tie breaker round for the second place will be run during the same stream.



AI mission mod to setup the fleets:

Join our Discord server to get more info about the tournament and talk about Starsector in general.

REPLAYS AVAILABLE HERE:
https://www.youtube.com/playlist?list=PLi9_tXwdXOli9tHl6klcIBF1UvKjkr8dy

Individual rounds:
Round three:
https://www.twitch.tv/videos/158891771
Round four:
https://www.twitch.tv/videos/160678810
Round five:
https://www.twitch.tv/videos/162435326


How to play:
Spoiler
  First MAKE SURE YOUR MODS ARE ALL UP TO DATE! USE VERSION CHECKER.

   Then you need to download the initial mission mod:


   This mod offers two missions: a Stampede Challenge where your fleet must survive waves after waves of Buffaloes MK2, and the Tournament mission that interests us right now.

   Once installed, you will find inside a folder named tournament containing a lot of "player" files:



   There is a pair of them for each participant. You will find your assigned number in the tournament's brackets once the inscriptions are closed.

   Do NOT rename those files! You have to use a code editor to modify their content in order for the game to read your fleet. I recommend using Notepad++ or Sublime Text as it won't modify the files' layout, that could potentially corrupt them. DO NOT use Word, DO NOT use Excel/Open Office and such unless you know how to configure them to not corrupt these files. Using the default Notepad is not recommended either.

    playerX_data.csv contains all the general information about your fleet. by default it look like this:




name,tag,prefix

#name: Your forum name.
#tag: The name of the fleet.
#prefix: What will precede the name of your ships.
#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

"Player 1","Player 1 fleet","P1"



   And should be pretty self explanatory. Then there is the playerX_fleet.csv that contains the actual ships for your fleet, looking something like this:




rowNumber,round,variant,personality,isFlagship

#rowNumber: A unique number for the ship/wing, only used to read the file and won't appear in-game
#round: The round this fleet has been purchassed. Do not change for variant reffit.
#variant: The full ship variant or wing name. Remember to prefix them to avoid name conflicts.
#personality: The captain's personality. Can be "timid", "cautious", "steady", "aggressive", "reckless". Mandatory.
#isFlagship: only used with FLAGSHIP rules. Halve the cost of that particular ship. Can be "TRUE" or "FALSE".

#DO NOT RENAME THIS FILE, DO NOT CHANGE THE TOP LINE.

1,1,lasher_Assault,cautious,TRUE
2,1,lasher_Assault,aggressive,FALSE
3,1,lasher_Assault,aggressive,FALSE
4,1,lasher_Assault,aggressive,FALSE
5,1,lasher_Assault,aggressive,FALSE
6,1,lasher_Assault,aggressive,FALSE
7,1,lasher_Assault,aggressive,FALSE
8,1,lasher_Assault,aggressive,FALSE
9,1,lasher_Assault,aggressive,FALSE
10,1,lasher_Assault,aggressive,FALSE
11,1,lasher_Assault,aggressive,FALSE



   This is where you will setup your fleet.
The row number is just an indicator for the mod to separate the lines,
the round number is to keep track of when each ships have been added to the fleet,
the variant is, well, the name of your ship variant (use a personal prefix to avoid name clashes with other players)
the personality is the behavior of the ship's captain,
and the Flagship is a special rule that allows you to have a ship at half price that you can refit every round for the duration of the tournament.

Be mindful of typos!

The cost of your fleet will be automatically calculated at the start of the mission: After a couple seconds, the game will automatically pause and display the current total cost.
If you want more info, some details are written in the game's log.

   Note that these files can be edited while the game is running and the changes will be reflected when the mission is refreshed (ie, just click on it again).
The usual method for creating a fleet is to start by adding ships with default variants (you will find them in the variant folder of vanilla or the relevant mod) until the budget is getting filled. Then from the mission you can edit them and fine tune your fleet. Once done, you can get those variants in the mission's save file. You will have to rename them and reflect those changes in the fleet file, and you are done. Remember to use your name or your player number as prefix for your variants to avoid name clashes.

The final step will be to submit your fleet:



   Doing exactly this would make my life really easier. There might be a lot of participants and I wont edit everyone's misnamed file so be sure to double check everything. You can use your forum name for the archive and as prefix for your variant files names. Please only send the required files. You can either PM me a link here or send them directly through our Discord server. All the updates on the tournament will be posted there in priority.

Happy fleet building!


Having troubles? Here is a more detailed step-by-set guide, although for the second fleet building tournament.

[close]

Check out the previous Tournament:



28
What it says on the tin: A system that is manually placed in it's generation script will still appear on it's starmap.json coordinates in normal mode, but will use the scripted coordinates in Dev-mode. That explains why the two Diable systems generated from the same single script are now on top of each other.

29
In case this hasn't been reported already: you can destroy the weapon module of the [REDACTED] station before the armor module supposedly on top, but that armor stays attached to the station "floating".


30
Mods / [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: April 26, 2017, 03:16:23 AM »

Explore new systems, with more varied planets and backgrounds.


   Essentially a direct implementation of the best of my Texture Pack. This mod significantly expands the variety of systems and planets you'll encounter while exploring. To other modders that used the resources pack, please make sure to update the names and paths of your planets as to not needlessly bloat the memory.

   Also includes a handful of additional and rare planetary conditions that can make or break a colonization candidate, as well as a few new ambiance sounds for different terrain types.

   This mod does not affect the amount of "good" or "bad" planets you will find in the sector, only increase the variety of planets inside each vanilla categories.

Screenshots:

Spoiler




[close]

Thanks to Serenitis that provided some of the planets maps.

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