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Messages - Serenitis

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751
Suggestions / Re: Easy to Get Blueprints/Loots Ruin the Fun Early Game
« on: August 09, 2019, 01:04:07 AM »
Also Crom Cruach in Hybrasil is preset.
I think those 4 mentioned are the only ones though. The rest are randoms.

I disagree early loot ruins fun.  (I think it is very fun.)  Accelerating to endgame faster is good.
In disagreement with your disagreement; the endgame is the least interesting part of the game for me. And anything that hastens its onset is something I want to avoid as long as possible.
Endlessly rolling over any and all opposition with zero effort is not exactly engaging imo.

I'd really like to see a 'lootmap' of sorts for ruins and derelicts, with a concentration of almost (if not actually) zero in the core, and progressively increasing as you get to the edges. So most of the really good stuff is buried in a morass of tedious storms out of the player's reach. Until they grow enough to travel that far.
They'd possibly be a couple of outliers here and there, closer in. Just for variety (RNG permitting).

752
Mods / Re: [0.9.1a] Underworld 1.4.0
« on: August 08, 2019, 03:43:28 PM »
I hadn't noticed this until these.... Individuals jumped on me by hiding in plain sight.
Spoiler
[close]
It's sneaky.
It's underhanded.
It's perfect in every way.

753
General Discussion / Re: seeds?
« on: August 08, 2019, 02:34:33 AM »
As useless as it is sharing seeds, it's always nice to see the various fun places the mercurial RNG comes up with.
In my current game, I've explored ~45% of the sector and found a few interesting places:
Spoiler
[close]
And that same game was my second attempt to try out a modified procgen which should achive a result vaguely similar to the next release.
Success (for a certain value of anyway).
Spoiler



Penny's Star colonised and self-suficient thanks to Xuthus being able to host organics.
Also Ismara
[close]

BTW, Earth is not a 50% hazard world. We don't have that nice Mild Climate modifier.
Arguably we'd have 'extreme weather' given the mad stuff that happens all over the place frequently.
(Including the massive amounts of rain that broke a dam last week. A dam I live just downstream from.)
We'd also possibly qualify for 'tectonic activity'.
So Earth would potentially be a 125% world.

754
Independent markets are a good place to look, too - there's even an independent military market in Askonia that doesn't require a comission, just rep with the independents.
Baetis in Eos is another independant military market.

755
settings.json
line 205: "baseMaxAdmins"

756
General Discussion / Re: New to StarSector - I need help
« on: August 05, 2019, 10:34:41 AM »
- I have no sense of momentum when controlling ships. I regularly am not sure if the ship I'm piloting is still moving

Load up your saved game and open the refit screen (R), and select your preferred ship.
At the bottom there is a 'simulator' button. Press it.
This will generate a simulated 'mission' with your selected ship, and nothing else in it.

Move your ship around and watch the screen without moving the viewport around. You will see 'flecks' and 'motes' moving past your ship to indicate it's direction of travel.
They are not super bright so they don't overwhelm the display, but they are there.
Spend a bit of time just moving in various directions/speeds and just concentrate on the background rather than the ship.
After a while you'll just kind of automatically 'get' it, and it won't take up any mental bandwidth.

If it helps, think of these indicators as being on different layers.
Your ship is on the top layer, and moves over the others.
The ones on the next layer are closest to your ship, and will appear to be moving the fastest and might be slighly more visible.
The ones on lower layers are further away, and so will appear to move slower and might be fainter.
And on the lowest layer is the local planet/star, which moves only the tiniest amount.
All of this provides a kind of 'false parallax' to give the impression of movement.

Two things I haven't seen in other responses:
  • 1: There is a (subtle) starry background that's intended to provide a sense of motion.  It's not obvious, but it is there.

efb

757
Suggestions / Re: Wouldn't it be nice if....
« on: August 04, 2019, 02:56:18 AM »
Carrier Efficiency/Optimisation/Specialisation Hullmod
Sometimes you just don't have access to good ships, so you have to make do with what you can get. And often that leads to not being able to use many of the interesting and fun things it is possible to acquire. This hits carriers harder than any other ship type, as fighter LPCs tend to be very OP expensive.
This hullmod would in essence be the "poverty carrier" mod that is used to allow big fighters to be used on cheap carriers. At a cost.

It's all about making the most out of the limited amount of 'deckspace'. So this mod would be things like installing deck lifts and stacking fighters in storage frames, modifying fighters to fit into smaller spaces, and generally just packing as much hardware into the space as possible.

+ve effects:
Reduces OP required to host any fighters by 40% for full fighter bays. 20% for converted bays.
Reduces skeleton crew requirement by -/5/8/12 per fighter bay. (Reduced space on the decks, not enough room for the people.)

-ve effects:
Increases time to replace/rearm fighters by 33%. (Fewer people working due to lack of space, fighters must be 'unpacked' etc.)
Reduces fighter structure/armour vaules by 15%. (Fighters modified to fit into smaller spaces or with folding sections are less sturdy.)
Reduces maximum CR by 10% and halves recovery rate. (Less available space makes it harder to organise and perform normal functions.)

Not a mod you'd want on your pristine turbocarrier. But I could see this getting a fair bit of use early on, and for pirates & pathers in general.

Salvage Ships/Mods
Salvage Rigs are good. But it is somewhat disappointing that there is only one type in one size.
I'd love to see either a wider variety of rigs, especially in the larger size classes.
Or...
The salavge rig itself being depreciated, and allowing the Salvage Gantry to fitted to any ship as a standard hullmod.

In the latter case, it would probably be a campaign mod. And would strip a ships storage ability up to a set value according to the ship's size.
Spoiler
My first thought was to zero everything like the rig does. But that creates a bit of a disincentive to use it on the larger ships.
[close]
A gantry would be quite OP expensive to fit, and might take 150/300/600/1200 'storage' per size to install. (Would not affect built-in mods.)

So a frigate would get all it's cargo/fuel/crew storage zeroed, as would most destroyers. Pheaton would still be able to carry 300 fuel, but nothing else.
A cruiser might still be able to carry things - Colossus would still be able to carry 300 cargo, but nothing else.
Etc. etc.

758
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: August 03, 2019, 11:32:07 AM »
While I am not the mod author of Unknown Skies, would it be OK if I used those textures Serenitis?

If you OK that and if I also decide do this, I will credit you of course :)

Sure. If you want to get some use out of them, that's great.

759
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: August 03, 2019, 01:31:55 AM »
Are 'Lifeless Worlds' part of this pack?

I noticed one and the description mentioned them being perfect for colonization because there's no competing biosphere.

Then one of the hazards was "Inimical Biosphere".

https://imgur.com/a/vSnhqgT

Maybe it didn't always lack a biosphere. And maybe there was something left over, just waiting for a chance to go back to doing whatever it was doing before whatever happened, happened?
The procgen can add that condition to virtually any world, I think except gas giants. Yes, even barren rocks.
And "lifeless" worlds being technically habitable, get a slightly increased chance of seeing it.

I've had a fit of contrarianism again, and come up with some alternate planet textures, if anyone is interested:

NuArtificial
Spoiler
[close]
Texture link
https://imgur.com/dSOGwb7

NuMagnetic
Spoiler
[close]
Texture link
https://imgur.com/DXedsav

760
General Discussion / Re: New Commerce
« on: August 02, 2019, 10:37:36 AM »
Player-owned market is a huge inconvenience
Yeah, I don't think we'll ever agree on that.

761
General Discussion / Re: New Commerce
« on: August 02, 2019, 04:24:48 AM »
Honestly there's already enough money, more income isn't worth an industry slot.

This will end up being used to keep hellworld colonies in the black.
The market itself will be largely ignored because the only place worth having that is on your 'main' colony, which won't be able to spare the slot unless it's not the only source for some resources. (Which is a huge ask from the RNG, even with the upcoming changes.)

Which is a shame, because as player convenience features go having your own market is p. great.
Tbh, this might be the point where the commerce building and the player market get separated. The building gets the income modifiers etc. for those who want it, and colonies get markets by default.

We'll have to see how it works out.

762
Mods / Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
« on: July 31, 2019, 09:27:24 AM »
Good mod.

Two issues:
Spoiler

Missing an 'e'.
[close]

Spoiler

The design type for the Venture (LP) isn't consistent with the rest of the the LP ships.
ie:
[close]

763
Suggestions / Re: Empty star systems
« on: July 30, 2019, 09:52:05 AM »
The only systems (empty or otherwise) that really bother me are the giant stars, with a single jump point inside the corona so you get a face full of stellar matter as a suprise welcome gift.

764
Suggestions / Re: Cruiser Sized Fuel Tanker
« on: July 30, 2019, 09:47:34 AM »
Instead of a swimming pool full of water, it is a swimming pool full of antimatter!
Fairly safe!

765
Suggestions / Re: Wouldn't it be nice if....
« on: July 30, 2019, 09:32:14 AM »
Oh can others add there own ideas?
Please do!

Added a slight chance for organics on toxic worlds, sounds like a good idea - would occasionally give more of a reason to colonize one.
Thank you.
For those paying attention, with this it should now be possible to colonise Penelope's Star and have access to all resources should the mercurial procgen decide to bless you so.

Fleet Expansion
We're currently locked at 30 ships. From the start of the game to the end you can have 30, doesn't matter how big or what for. 30.
It would be really nice if this limit were not static, and it grew with the player as they progress through the game.

I would like to see something that is based not on any specific skill choice but rather on the overall progression of the player, so regardless of the choices the player makes they will always improve this 'ability'. This could take us up to the current limit.
Once the player puts down a colony and starts building heavy industry, they can then invest money/resources into slowly expanding this limit up to some defined point.
This would represent the expanding industrial/logistics base and it's growing ability to support a military.

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