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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Serenitis

Pages: [1] 2 3 ... 61
1
General Discussion / Re: Am I ready to establish my first colony?
« on: May 25, 2020, 05:47:05 AM »
Consider that any mod which adds items to the "rare_tech" drop tables is adding extra chances to the pool but is not adjusting the core items, and so is effectively diluting the chances of picking any given thing. This makes any given item rarer than it would be in vanilla.

I've played dozens of games to 100% exploration (this is basically default gameplay for me), both with mods and without. These numbers are consistent with the modded games I have played.


2
General Discussion / Re: Am I ready to establish my first colony?
« on: May 25, 2020, 04:58:04 AM »
Neat. More evidence for the "forges & synchrotrons are far too common" case.

3
Suggestions / Re: Pirate raid range too long
« on: May 23, 2020, 11:57:07 AM »
Pirates conducting raids from very distant bases is something of an irritation.
It would be nice if (for the player at least) pirates would only consider launching a raid from bases which are maybe 1 or 2 constellations distant at the greatest, just so the player isn't forced to hike over 3/4 the breadth of the sector just to get rid of the colony debuff.
As a secondary consideration, the shorter distance would also give the raids a greater chance of showing up in the system at all - many times I've returned to defend my system, only to be told the incoming fleet has been lost. Disappointing.

Heh. Tachyon: The Fringe. Memories.

4
General Discussion / Re: Alex, spoil us!
« on: May 23, 2020, 11:08:37 AM »
Sometimes I wish I could actually see twitter. But then I remind myself that all this will be a nice surprise for future me.

5
General Discussion / Re: Worldgen
« on: May 20, 2020, 09:39:28 AM »
There are several explicit zeroes, so I think blanks in this context mean "modify nothing". Basically "1".
Black holes don't have any 0s for the hab categories which I thought was really odd for a while. But it turns out star_data.csv controls that via the habZoneStart entries.
Spoiler
[close]

6
General Discussion / Re: Worldgen
« on: May 19, 2020, 03:27:51 AM »
planet_gen_data.csv
Spoiler
[close]
One thing to bear in mind is that a star system is defined only by the primary star.

There are some additional overrides for specific planet types which amount to:
Brown Dwarfs get less habitable worlds, except Tundra. Lots of those.
Blue stars get more Arids.

7
General Discussion / Re: perfect SO officer build?
« on: May 14, 2020, 01:10:34 PM »
For ships, I'd suggest looking into an SO Dominator; dual Devastator cannons with flak and railguns works quite well. 
Extremely this.
You can also use machine guns in place of railguns, and swap the mediums over to ACs if you feel like you need some extra armour chewing.
You'll probably want to at least consider picking up Evasive 1 though. Dominator is not an agile lady, even with SO.

8
Suggestions / Re: Localized relationships
« on: May 11, 2020, 05:14:14 AM »
There's a question that I've been toying with for a while, but never really seen the need to ask, but might be relevant to this:
Could sub-factions be a thing?

As in, could you set up a faction and have that be composed of a number of smaller factions, all sharing the same attributes as the primary.
But have the option for each sub-faction to "override" a primary thing, for example a slightly different fleet composition, or a different name list, or a different relationship to another entity etc.

9
Not a fan.
This level of complexity and involvement is the sort of thing you'd expect to see in one of the inumerable "map games" that are out there. None of which I'm a fan of due to said complexity and involvement, and the micromanagement this requires.

The different crew skill levels have already been removed from the game because they were just a chore to deal with while not adding anything worthwhile.
Why does that need to be re-introduced and then doubled down on?

Keep things as simple as possible imo.

10
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: May 10, 2020, 02:17:24 AM »
Other than the lower point cost, I agree that with only this mod and vanilla there is little reason to create anything other than terran and water planets.

The reason I included some of the other planet types is in case someone makes a mod where those planet types are beneficial in some way. For example, I think there's one mod where there's a supercomputer structure that gets an income bonus if the planet is cold.

To be fair, all the habitable planet types (cat3 & 4) are more-or-less equal in terms of how "good" they are for putting a colony on.
It's just a little confusing as to why you'd have "transitory" types, but be able to bypass them.

Might I suggest that if possible the transitions between planet types be "gated", so that the progression is more gradual.
So that instead of going straight from barren to terran, it would instead go barren -> desert -> arid -> terran.
The individual stages could then be balanced to maintain the overall cost to whatever level is deemed appropriate. And the stages could have multiple choices to include all the useful planet types.
This would also help with the menu being too cluttered as only one place in this path would potentially have a large number of choices, and this could be reduced by splitting off some types into another path.
Eg: barren -> ice -> tundra/water

This however is entirely your choice, as it would be a non-trivial amount of effort to re-organise this.

With respect to other mods, balancing your own should not do so with the expectation that a player will have the other mod(s).
Every content mod should be 100% standalone when combined with the game it is modding.
(I very rarely use the word "should" as it has certain implications. But yeah, this is kind of a biggie.)

11
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: May 09, 2020, 06:31:49 AM »
I already have desert terraforming as an option, so I think there wouldn't be much point adding arid as well.

Honestly, I'm not sure why anyone would actually want to change a planet into a desert when the option to change it into multiple strictly superior forms is available.
The ice option is there (presumably) so the player always has the option to set up ismara's sling if they need it.
But why is desert there? What does picking that get you over any of the other better choices?
Have I missed something?



12
General Discussion / Re: Market Limits
« on: May 06, 2020, 06:07:57 AM »
The short answer is: Why does it matter?

It's a single player game, so the player being able to "dump" a large quantity of a thing at a market is a useful convenience that affects no-one else.



13
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 25, 2020, 03:58:11 AM »
I'm sorry, I am trying to play with your mod, but I cannot for the life of me find the terraform ability. Its not on my ability bar, where would it be?
The abilities don't appear on the bar by default, so you'll have to add them.
Use the buttons to "scroll" to a bar which has empty spaces, then right-click on any empty space. This will then allow you to add any ability you have available to that box.

This is the case for every mod which adds abilities.

14
General Discussion / Re: Sapphire Earth
« on: April 25, 2020, 03:18:17 AM »
Some things which may be of interest.

The "habitable" condition is defined by planet type, and for specific types the chance of having this condition is 100% (always appears). While for the other types the chance is 0% (never appears).
This is because the habitable condition is binary. It's either present or not.

The planets which are always habitable are:
  • cat_hab2
    • Desert (Note: Desert not Barren Desert
  • cat_hab3
    • Arid
    • Tundra
    • Water
    • Jungle
    • Eccentric
  • cat_hab4
    • Terran


The "mild weather" condition is only applicable to planets which already have the "habitable" condition, and is subject to RNG manipulation.
Weather conditions for all planets have 3 possible choices the RNG can allocate from:
  • Mild Weather
  • Extreme Weather
  • No pick - aka "normal" weather

These are weighted depending on the class a planet falls into.

cat_hab2
Only has 1 pick, which is Extreme. The other two choices are 0s, so Desert planets will always have extreme weather.

cat_hab3
Has 12 picks total, 10 of which are "nothing", and 1 each for extreme and mild.
  • Normal weather: 83.33%
  • Mild weather: 8.33%
  • Extreme weather: 8.33%

There are two class overrides in cat3, specifically for Jungle and Water planets. Both are identical and give the following.
13 picks total. 10 for "nothing", 3 for extreme, and 0 for mild.
  • No weather: 76.92%
  • Mild weather: 0%
  • Extreme weather: 23.08%

cat_hab4
Terran worlds have 13 picks. 10 for "nothing", 2 for mild, and 1 for extreme.
  • Normal weather: 76.92%
  • Mild weather: 15.38%
  • Extreme weather: 7.69%

There is another type of planet "beyond" Terran, which as far as I know is not in the game. Yet.
cat_hab5
Hypothetical "better than Terran" world has 31 picks. 20 of which are "nothing", 10 are mild, and 1 extreme.
  • Normal weather: 64.52%
  • Mild weather: 32.26%
  • Extreme weather: 3.23%

All of this can be found in condition_gen_data.csv

15
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.2)
« on: April 21, 2020, 01:27:37 PM »
I've been wondering why Terran Planets don't generate a good number of Volatiles?

The vanilla procgen "rolls" the following approximate percentages for generated Terran (cat4) planets:
No volatiles - 90%
-1 volatiles - 9%
+/-0 volatiles - 1%

So the answer is, because they don't anywhere else in the game.
This is at least in part to make all planet types somewhat useful, and the conceit the game uses to "justify" this is that volatiles only really form in economicaly useful quantity on cold icy planets.

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