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Messages - Serenitis

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781
General Discussion / Re: Thematic games
« on: July 10, 2019, 10:48:21 AM »
Missile barge focus
Let me sing you the song of my people....

You can do a missile fleet with vanilla pretty well, especially if you build it around the Pilum.
Ship & Weapon pack also has some ships which can fill this role quite nicely.

One of the perks of using the Pilum is that you have a lot of OP 'left over' when fitting your ships, so you can multi-class them into aux. carriers, ECM boats, survey ships, heavy haulers etc. And in the case of some ships, you can do all of these simultaneously.
The only prerequisite for doing this really, is patience. Early on it can take a while to get enough launchers to create meaningful pressure. And regardless, Pila are not exactly the most spritely and dynamic things.
Just treat them like beams: The more you have, the more effective each one becomes.



782
In my game there are plenty of planets that have volatiles, is there something I'm missing like gas giants give 3x as much or something?  Just curious.  To me they seem like a last resort for volatiles because they have no other resources listed, ever...
Gas giants can only have volatiles as resources. Which makes sense since they are literally huge balls of the stuff.
As noted they can have tolerable hazard ratings. And anything below 200% is viable now.
They can also have ruins which can be exploited.
But they also make very good locations for your storage/refitting base, as you can enter the system directly on top of them and avoid any travelling.
Many of them also have funky magnetic fields which due to thier size are easy to hide in and ambush unwanted visitors.

Big planet, big context!
"Big" doesn't really do it justice.
Think about how large the Earth is compared to you. And how we've not even managed to explore everywhere yet.
Now think about the surface area of a planet like Jupiter, and how it's ~120x greater.
Now think about the area on Jupiter capable of potentially containing <something> worth finding being far more than just the surface. There's all the sapce under the cloud tops too.
The scale of it is.... I suppose the best word would be "humbling".
And on top of that, there are planets out there that make Jupiter look positively mediocre. We've 'discovered' some huge exoplanets (mosty explicity because they are so big, and that mass makes thier parent star appear to wobble).

And this isn't even touching the atmospheric peculiarities, like global winds fast enough to separate gaseous matter into visible streams on a planetary scale, lightning strong enough to create radio emissions detecable from accross the entire system, and seemingly self-perpetuating storms large enough to swallow entire smaller planets.

Gas giants are huge, complicated, and dangerous things.
750 people is probably far too small a number. But it works as a conveniently round and achievable number for your game contrivance pleasure.

783
Even something as basic as a dropdown box containing a variety of common settings on the splash panel would be p. nice.

potato rigs
Quote
or god forbid 1gb VRAM video cards
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or god forbid an IGPU *and* a discrete video card
Stop spying on me.

784
Suggestions / Re: My 0.9(.1) suggestions
« on: July 05, 2019, 03:53:51 AM »
I rather have the items too early than too late. 
And I'd rather have the items be actually valuable and meaningful, rather than become the baseline and expected minimum.

785
Suggestions / Re: Colony Specialisation via Industries
« on: June 25, 2019, 09:13:03 AM »
I wonder if mining specialization should only increase one type of resource as well it seems a bit too powerful if upgrades all the resources on a world.
Or just have mutually exclusive upgrades where you get that +1 to that one resource you really need to meet demand.  Upkeep (and maybe demand for something) is higher to somewhat offset the extra profit.
I'd be totally down for this.

786
Suggestions / Re: Campaign Map - Exploration Filter
« on: June 25, 2019, 09:07:45 AM »
Never having messed with devmode, I had no idea red was a 'reserved' colour.
Having unexplored be grey would be fine, as it would still allow for an at-a-glance appraisal of the status of the map. Which the [  ] boxes don't really do.


787
Suggestions / Campaign Map - Exploration Filter
« on: June 23, 2019, 06:00:15 AM »
Currently the campaign map with exploration filter set looks like this:
Spoiler
[close]
Nothing particularly wrong with it. It has a legend which is fairly simple and easy to follow.
My only real, not really a compliant, more of a "it would be nice if...." kind of thing is that it could potentially be easier for the player to quickly see where they have and haven't been if it were more instantly obvious.
We can achieve this by adding some colour.

First thing is to keep the existing legend. Not only does that give useful information via the [  ] boxes, but it's a fallback for any colourblind folk.
We're going add to this instead.
Inhabited systems can stay the same light blue as now.

Fully explored systems would turn green.

Partially explored systems would be orange.

And unexplored systems would be red.


The end result of which would look something like this:
Spoiler
[close]

788
Suggestions / Re: Colony Specialisation via Industries
« on: June 23, 2019, 01:55:26 AM »
Re: Commerce
One of the things I'd be inclined to do is to change Commerce from industry to structure, just to remove the dis-incentive to building it.
If you wanted to create an incentive, the easiest way I can think of would be to add a passive income to it. Pretend it's all the ground rent and tarrifs coming from the traders and going into the local treasury (ie; you).
Spoiler
I did a little playing with this and found that an income value of 1 means that on an empty world with no other materials or skills available, commerce will still cost you money to run. But as you unlock skills and gain access to resources the maint. cost decreases while the income increases, and eventually it will start making money. Less hospitable worlds take longer to flip this around the higher the hazard.
Any value greater than 1 leads to almost always making a profit.
Whether this is a direction that's useful or not is up to you.
[close]

Right now, I need to find planets with abundant resources to meet demand.  +1 being the minimum for ores and volatiles is an annoyance.
This is p. much the primary driver here. Just upping the minimum requirement to run your stuff makes finding somewhere to settle at all that much more difficult.

A thought occurs: it seems like it'd be easier all-around to add one or two upgraded versions of Mining and Farming, which would cost an extra industry slot. Then the maintenance and production could be fine-tuned per industry rather than having some general rule (which would also need to be explained), and this steps around all the "what to do about nanoforges etc" issues.
If you can have a building that costs >1 industry slot, then there's no reason not to go down that route instead to remove the nanoforge issue, and reduce screen clutter.

Quote
The question is, what would make the upgrade worth it? Is, say, just +2 Mining output good enough to make up for not having Light Industry or something else that would bring in income without diminishing returns you're running into by upgrading Mining?
This is one of those "it depends" answers.
If you don't have reasonably easy access to a decent source of materials, then I'd be inclined to say that 'spending' your limited industrial capacity on a way to meet your mineral demand would be a much better choice than diversifying into another type of production.
Both increase your in-faction 'needs met' counter, but the extra mining would let you run a refinery properly, which would let you run h. industry properly, both of which also add to the in-faction counter as well.
Which links into:
Quote
Going back to (and contradicting) what I said earlier, one way around this might indeed be giving such a bonus to production that upgrading an industry is *clearly* better, income-wise.

I would be absolutely 100% fine with being able to upgrade industries at the cost of more slots.
Just throwing ideas around....
Spoiler
Mining:
First Upgrade (Automated Mine)
Adds machinery input
+1 output
-1 industry slots (total req. 2 slots)
Increases maintenance to *1.3

Second upgrade (Deep Core Mine)
Increases machinery input
Additional +1 output (total +2)
-1 industry slots (total req. 3 slots)
Increases maintenance to *1.5
[close]

Quote
Be kind of weird have say 20 ore production, though... I'm not even sure how well the UI would handle displaying that much.
It probably would look a mess tbh. And after a certain point you'd have to display a resource icon with a number, or a different 'large amount' icon to avoid a solid line of overlapped images.

If you're ever planning on introducing 'nanoforge' items for other industries, that would also be another route to help the player work with the minimum +1 resources required thing.

789
Suggestions / Colony Specialisation via Industries
« on: June 22, 2019, 03:30:24 AM »
This is something I've been thinking about for a while which has something of an "I wish I could do x...." thing.
Personally, I would really like to be able to create forge worlds of nothing but industry, or huge planetary scale mines etc.
This desire has only been encouraged by the recent changes which saw the Industrial Planning skill lose the ability to reduce resource requirements, and so propel resource availability and density to the top of the colonisation requirements list.
And the worldgen seems to take great delight in creating systems which are 'perfect' except for....  ;D

The basis of the premise would be that colonies could be 'specialised' into a particular role by building industries. So nothing vastly different to what we have already.
But, what if you could build multiples of a given industry structure to gain more output of x at the cost of not being able to do anything else?

Scope
So, which buildings are you allowed to have multiples of?
There are two ways to approach this:
  • Producing buildings only
  • Resource collection buildings only
Producing buildings are anything that 'produces' an output that counts towards your faction supply of that resource.
Resource collection buildings are anything that converts a planetary resource into a faction supply of that resource.

Balance
Let's start by saying that we are only interested in allowing this for resource buildings.
What would building an extra mine or farm get the player?
I think that a fair starting point would be to have each extra building add +1 of whatever is being produced.

Okay, so what is this costing the player?
The obvious costs would be firstly the industry slot, which can now no longer be used for anything else so long as this 'extra' building is in place. And secondly the construction and maintenance cost of the building itself.

Do we need to do anything else?
At this stage, possibly not. The player can generate extra outputs by creating specialised mining/farming worlds at the cost of losing the flexibility of having a more diverse array of industries.
That seems like a reasonable tradeoff.

What if we want to include all industries?
This would become more complicated, as we're now doubling up on secondary resources which both have an input and output which come from a faction rather than a static resource. ie; taking a primary resource and 'refining' it into another type of resource, thus something the player can manipulate.

Let us say we're happy with the original setup above of +1 output per extra building.
How do we avoid the situation of the player creating resources out of nothing by doubling up 'refining' buildings?
The most obvious way of doing this would be to have each extra building create an additional +1 demand for whatever resources it requires as an input.

That's neat. But how do we handle nanoforges/synchrotrons etc?
There are 2 possible ways of doing this I can think of, and only one of them seems sensible.
The first way would be to have each nanoforge (I'm going to use 'nanoforge' to mean 'any industry boosting item') to apply it's bonus to the industry as normal, which would allow the player to stack outputs and generate quite a lot of output.
Eg:
Let's take a smallish colony with a single heavy industry with an output of 4 supplies. If we add a red nanoforge it become 5 supplies.
If we then build an additional industry we have 6 supplies, and adding another nanoforge results in 7 supplies.
With green forges this number becomes 11!
With this setup, even a single additional industry with forges would propel the player right to the top of the export charts with only a modest colony.
Even with this small colony we can see this is not the way we want to handle this.

A better way of handling forges is to use the 'best' available bonus and apply that to the whole planet once while ignoring all the others.
This would result in the same planet above with 2 industries giving a maximum output of 8. (4 base +1 from extra building +3 from green forge.)
Okay, that's more sensible.

How would a bigger colony look?
Let's say we now have a base output of 5 and build 2 additional buildings. So that's an output of 7.
With a red forge that becomes 8. And with a green forge 10.
That is not exactly a trivial output and would likley put the player at (or at least near) the top of the list.

We weren't happy with this before, so why should we be now?
The player will have had to grow thier colony an additional step, which is more of an investment of time in 0.9.1 than previously.
Additionally, each industry takes 4 in-game months to build and requires an upfront cost of 0.5M, for a total investment of 1.5M and a no possibility of having the incredibly useful military base.
Is this a fair tradeoff? Possibly.

One potential means of further balancing extra buildings is to have each subsequent building of the same type cost more than the previous one.
Not entirely sure this would be nescessary, but it is worth thinking about.

What can we do with all these nanoforges that are not being used?
One possible idea would be to allow a nanoforge to be installed in every heavy industry, and only count the 'best' one as a bonus toward exortable output as above.
The other forges could then provide a boost to the number of supplies etc. available to the player via the planetary stockpile.
This would give the player a use for (some of) the rather large number of forges which can be recovered via salvaging.

Is this the kind of thing that anyone would be interested in?

790
General Discussion / Re: Some questions
« on: June 22, 2019, 01:59:15 AM »
2. As SCC said, and yes it as a non-ignorable additional cost. Part of what makes that d-mod so painful, and basically makes Efficiency Overhaul a must (rather than just really good) on ships that have it (especially Cruisers and Capitals).
Just want to point out that while Increased Maintenance is always an additional cost of running that ship, there are 2 skills available, which if both are taken will reduce the supply cost of a ship with IM to below that of a pristine version. And further decrease that cost for every additional d-mod.

The main part of the mod that everyone always ignores is that it gives you a ship with no additional loss of combat ability, with the only cost being extra maintenance. Which can be mitigated with skills. And since many people will avoid taking these skills due to not being 'optimal', they suffer the full effects of the mod, which tbf are p. bad.

tl;dr
IM is bad if you don't take certain skills.
IM is entirely ignorable if you do take those skills.
Which skills in particular, and whether they are 'worth' being taken will be left as an exercise for the OP.

791
Although this could be accomplished in other ways, like having fleets that pass near the pods take them for themselves.
I'm p. sure this is already a thing that happens.
Definitely seen pirates picking up crates, not sure if anyone else does though.

792
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: June 17, 2019, 01:15:56 PM »
Anyone else noticed that carriers are now super cowardly, and you have to order them into range to get them to contribute at all?
Without being told to close in directly, they seem to want to stick to the edges of the battlespace well outside the range of most fighters.

Even with a reckless officer, carriers seem to behave like a timid.
I like that carriers don't try to hug things now, but maybe this did a bit too much of whatever it's doing:
Quote
Combat carriers outfitted with only PD or missile weapons will no longer try to fight at close range




793
Suggestions / Re: assessing fighters
« on: June 15, 2019, 06:17:39 AM »
I wonder if it might be worth including the damage type icons on the infocard for each fighter?
Spoiler
The top-right corner seems to be fairly consistantly empty
[close]
It wouldn't help with what each weapon does exactly, but it would be an easy way to give a general impression of what the fighter is supposed to be used for. Maybe.

794
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: June 15, 2019, 05:34:57 AM »
There's been some things that have been bothering me about a couple of the textures, and I've finally got off my tail and done something about it.

The two textures in question are tagged as 'chlorine' and 'cyanic'.
And they have a bit of a mismatch across thier opposite edges, so you can see where the edge of the texture is.
Spoiler
[close]

So I've done some things that make them a little better.
They're not perfect, but close enough that it shouldn't be immediately obvious theres a join there.
Spoiler
[close]

Textures:
https://i.imgur.com/Rmc7vVo.jpg
https://i.imgur.com/jUAuGax.jpg
Feel free to use as desired.

795
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: June 12, 2019, 09:27:02 AM »
Well, it's a "habitable world", so it should have oxygen otherwise how would "humans survive exposure unprotected" on the surface (unless Greg the survey officer "massaged" these figures a little).
"Unprotected" hasn't been defined, so it may mean the atmosphere is dense enough that the pressure and temperature is fine walk around in normal-ish clothes and all you need is a source of air.

The worldgen sometimes does derp things like this though even in vanilla.
Like putting extreme cold cryo worlds in the orbit of extreme heat gas giants which are in turn in the inner orbit of a huge blue giant inside its corona etc.

Alternatively: Space magic.

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