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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Serenitis

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811
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 12, 2019, 02:49:20 AM »
This is going to become a "required" mod. It's almost a work of art.
Some observations from using 1.0.3 for a few hours:

Combat ships which are routinely deployed get a mix of traits.
Combat frieghters which are sometimes deployed get a mix of traits.
Non-combat ships which are never deployed get mostly negative traits, and they seem to gain them at a similar rate as deployed ships.

Possibly look into having the rate of trait gaining for non-deployed ships vastly reduced.
Doesn't feel good getting a ton of negative campaign modifiers for using a class of ships as intended.
As counter balance, could possibly vastly increase the chance of traits appearing if force-deployed in a pursuit mission, or if CR-burned by hyperspace storms.

-----

Ship tech families seem to behave differently, and I'm not sure if this is intended or not.

High-tech and Midline ships, and all carriers almost always get a mix of traits with more positive than negative as they're either tanking damage on shields or avoiding it altogether.
They also get lots of loyalty boosts due to not taking damage.

Phase ships seem to be all-or-nothing. They either get a roll of mostly positive traits, or mostly negative ones.
And tbh, that actually seems about right for something technologically fickle as these things.
(I have a pirate Shade set up for EMP support and it gets constant 'bad' rolls for everything, and I can't bring myself to get rid of it because it's hillarious.)

Low-tech ships though.... Being an armour tank seems like it's quite disliked by this mod, as constantly taking damage means that traits tend to be more negative.
And crew loyalty sits firmly in the toilet because the ship is designed to take all the punches so nothing else has to. Which is not really helpful as extra CR decay is a hard no for safety override ships when you cannot easily replace them.

Possibly look into having each tech familiy respond to taking damage differently.
High-tech ships - very damage averse, taking damage has good chance to apply negative trait and badly affect crew loyalty.
Midline ships - somewhat damage averse, taking damage has moderate chance to apply negative trait and badly affect crew loyalty.
Low-tech ships - largely indifferent to damage, taking damage has small chance to apply negative trait and badly affect crew loyalty.
Phase ships - current rules


812
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 11, 2019, 10:42:35 AM »
The increased maintenance is a oof, but on the other hand it reduces combat costs for no loss in combat performance. So you break even if you fight 5 times per month... (which doesn't happen that regularly, but still).

With the increased ship costs, the increased maintenance doesn't matter as much. I just found an almost pristine Hammerhead - only had increased maintenance. As it will take 42 months until the cost of it matches what it would take to buy a Hammerhead right now, I'm fine with it.
I bought two Dominators with two D-mods each, only one had IM. 50 supplies/month looks super bad, but when in my fleet, both had the exact same supply consumption.
I did have Logistics 2 (fleetwide maint savings), Safety 3 (D-mods are only 50% as bad) and Field Repair 3 (D-mods count for maint savings), so it is possible that skills can completely mitigate the effects of increased maintenance.

If true, this would make the Safety skills tree much more attractive.
I was quite worried that this would put a sizeable crimp in the ability to run hobo junkfleets, but as it stands IM is not horrible.

Also, still a thing:
procgen/name_gen_data.csv
Column A Line 1170



813
Modding / Re: [0.9a] Audio Minus 6.6.6
« on: May 11, 2019, 03:05:37 AM »

814
General Discussion / Re: Memorable features from the past
« on: May 10, 2019, 01:04:16 AM »
In-combat hull regeneration from Damage Control 10 was the biggest enabler of soloing fleets.
This was an amazing ability. I genuinely miss being able to come back from the brink / recover from a mistake like that.
I've been half-heartedly trying to replicate that ability on a modded version of the automated repair unit, but I'm bad at java and don't really have the time/motivation to learn.

815
General Discussion / Re: Memorable features from the past
« on: May 03, 2019, 12:07:14 AM »
Phase cloak before 0.7.2 did not have time shaft, and did not have cooldown.
Who's the sleek black ship
That's a time machine to all the fleets? (Shaft)
You're damn right

I sometimes still catch myself trying to do that flickerphase thing to avoid being hit.
As you can imagine, a reminder of the current mechanics quickly follows.

Infinite sensors. Or rather no sensor mechanics implemented yet.
You can see every fleet that exists. And even before most of the systems existed, it gave you a good impression of just how busy the sector really is.
It'd be interesting to see how the 'modern' sector looks through this lens.

No movement inhibition. Aka Interdiction Pulse not existing.
Fleets are isoloated entities. No joining behaviour.

Hostile fleets could be 'herded' with a little effort, allowing you to pick off straggling fleets and potentially harvest ships for your own use.
You could run orbits around Sindria with various Lion's Guard fleets following you like a scene from Benny Hill, while you swoop down on targets as they appear in a effort to steal thier delicious Tempests.
The last grand age of clown piracy was 0.6.5.

Boarding/Salvage mechanics were a horrible mess of micromanagement and (lack of) luck.

Carrying marines around all the time, just in case.
Capricious RNG deciding whether to make anything recoverable at all.
Either a fleet full of disposable shuttles, or the biggest clunkiest most up-armored heap of trash you can make for carrying the marines over and docking. (Or not care and dock with your fleet ships and just try to work around your moon-sized balls I suppose.)
Because boarded ships have a chance to explode and maybe take the docked ship with it. Why? Because RNG loves your misery.
P. glad this nonsense is gone.

816
Suggestions / Re: A Few Suggestions to Polish the Combat Experience
« on: April 30, 2019, 01:04:07 PM »
This, for real, I find the hold button behavior of the current setup entirely worthless, as my fingers cramp up when trying to do awkward positions when I am holding the shift key, meaning that if I had to temporarily change modes, I will be doing basically nothing else.

Even if we don't get a toggle option, you really should not have to go into the menu to jump from a hardpoint heavy ship to a turret heavy ship.
This is something that could stand to have some attention at some point.
Personally, I think the turn-to-face-cursor button would be less awkward to use if it were changed to a toggle instead of being hold to activate. As holding one key while alternately pressing others with the same hand has caused some cramping issues in the past. (One of the reasons I dislike frigates and destroyers so much - they are uncomfortable to fly 'properly'.)
It should also be possible to have a setting in the options to select which behaviour you prefer.

It just depends how much extra work it's going to be. Definitely a 'nice to have', but not nescessarily a priority.

817
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 22, 2019, 12:46:50 AM »
Quote
Was your ship count maxed at the fleet cap when you came back for the Legion?
I changed the fleet cap so it was less awkward playing with hobo junkfleets.
> "maxShipsInFleet":50, #30
Doesn't appear to affect salvaging in general up to the new limit, but that Legion definitely allowed me to attempt recovery the first time but not the second.
(And not all of the Legion XIVs appear to be recoverable anyway, as some go directly to scrap upon investigation like any other derelict.)

I don't have that save any more, and I don't have any Legions sighted in my current game.
I will try and see if I can duplicate this when I find one.

[e]
Just tested this and could not reproduce the issue regardless of fleet number/cap settings.
I'm quite happy to be wrong.

818
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 21, 2019, 02:26:08 AM »
The Legion XIV's are populated in constellations, so yes they are very clustered! Other things are populated in regions as well...
Has anyone else noticed that if you investigate any of the Legion XIVs but don't choose to recover it immediately and leave it in place for later, when you come back to pick it up the option to recover it is no longer available and you have no choice but to break it for parts.

I'm not sure if this is just general wreck recovery logic, or something specific to the Legions as I've never noticed this behaviour previously.
Granted, I've never been in a position to want to 'leave a wreck for later' before as they are usually all drifting and need a snap decision before they vanish anyway.

819
Suggestions / Re: Industrial Planning seems too strong.
« on: April 12, 2019, 12:45:03 AM »
I have never thought that Industrial Planning was "too strong" on it's own.
It's when you combine it with everything else that the whole thing turns your colonies into a fountain of money.
But somehow this is the fault of a set of entirely optional skills.

Look at the things it gives you:
A -1 reduction in demand. Nothing really worth caring about except for your first colony before you have any production.
A +1 increase in production. This is nice as it makes planets with low resources viable.
A +30% to all income. This is the draw. Not because it makes your space money number bigger, but because it lets you eat more maint costs while staying in the black. Which is a huge deal if you are avoiding the other means of doing this as it gives you a lot more flexibility in where you can set up colonies. (Hence the tight shoes metaphor.)
It's effectively a global +25% to the hazard limit on which you can fully develop colonies. The extra money from already habitable worlds is inconsequential compared to this.
Industrial Planning 3 is also the only means of increasing your colony hazard tolerance that doesn't act as an attractant.

And the cost:
6 skill points.
You have 50 skill points available, so thats 12% of your total skills. Granted, depending on your playstyle 3 of those might already invested, but either way it is still not an insignificant cost.
For which I would say Industrial Planning feels more-or-less okay for cost vs benefit.


Compare with Free Port:
Extra growth. Nice but nothing spectactular.
Upto +50% access. Which is huge on its own, and has a noticeble effect even if your colony is right in the far corner of the sector.
Income from illegal trade. Again, huge. Drugs on thier own will bring in 20k+ easily on a size 3, and that number only gets bigger with growth.

The costs:
~1 second to push a button.
+2 factions sending mooks at you. Which is annoying as it means you have to play guard dog more, but only until your colony reaches size 6-7 where your defences have grown enough to take care of them so you can ignore it.

The abundant income from Free Port gives you an effective +75% to your hazard tolerance for a single colony, and the only cost it has is entirely mitigated once that colony grows large enough to defend itself.
And if it's used on an already low hazard world, it just creates a huge pile of money which is probably more than the player can spend without buying stuff just to dump it into space.

If you're looking for something that's "too strong", start with Free Port.
Or if you absolutely must mess with IP, have it give boosts to maint savings or hazard mitigation instead of income.
I'm more than a little concerned that if the extra colony flexibility given by Industrial Planning is removed entirely, that players will be railroaded into having to use boost items or face being locked out of developing all but the most habitable worlds.

820
Suggestions / Re: Industrial Planning seems too strong.
« on: April 10, 2019, 08:39:02 AM »
Quote
Industrial Planning seems too strong
Alternate perspective:
If you do not make regular use of boosting items and free port because you actually want to play the game instead of a babysitting simulator, and don't care in the slightest about min-maxing, then getting a full set of Industrial Planning skills is like taking off a tight pair of shoes.

821
Mods / Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« on: April 05, 2019, 11:53:46 AM »
Neat.
You also re-did the Alkali texture, which now looks much nicer.

Also re: Textures.
I'm not a huge fan of the Dust texture, so I changed it.
Spoiler

This is probably just one of those things where I get to be a wierd outlier.
[close]

Quote
KNOWN ISSUE: The discoverable conditions effects won't be reflected in the colonization screen stats, but will be properly applied once the colony is established.
Also, the conditions will be applied if you save then re-load.

822
Suggestions / Re: Discovery Log Improvements
« on: March 31, 2019, 03:47:06 AM »
All of this would be nice.

Would also like to see the ability to create your own discovery notes.
For instance if you find a research base but don't have the ability to deal with it right now, being able to leave a tag/note/marker on that location would make finding it again far easier.

823
Mods / Re: [0.9.0a] Unknown Skies v0.40 (2019/03/29)
« on: March 31, 2019, 03:40:27 AM »
This mod continues to own.
There are some very interesting conditions to find.

Some things to think about for the future:
(Unsure how possible, or sensible some of these currently are)
Spoiler
Abandoned Mining Rig
Gives +1 yield to minerals, transmetals and volatiles mined on this world, for any already present.
requiresAny - any presence of the above

Reclaimed Prospect Drone
Adds minimal yield to minerals, transmetals and volatiles, for any not already present on this world.
Not gas giants.

Derelict Refining Facility
Gives +1 production to refined metals, refined transmetals and fuel on this world.
requiresAny - any ruins

Pre-Collapse Civilian Manufactory
Reduces upkeep for Light Industry by 33%.
Gives +2 production to consumer goods and +1 to luxury goods.
requiresAny - any ruins

Habitation Blocks
Gives -50% to planetary hazard level.
Reduces population upkeep cost by 10%.
Artificial Worlds only.

Salvaged Hydroponics Bays
Adds minimal food production ability (farmland_poor) to a world which does not already have any.
requiresNotAny - any farmland

Domain-era Administrative Complex
Reduces global upkeep for all colonies in same system by 10%.
Gives +1 stability for all colonies in same system.
This colony does not count towards administration cap.
requiresAny - ruins_extensive, ruins_vast

Pre-Collapse Atmosphere Processor
Slowly decreases hazard rating by removing hazard conditions as colony grows.
Size 5 - Remove pollution
Size 6 - Remove extreme weather
Size 7 - Remove thin or dense atmosphere, change no atmosphere to thin atmosphere
Size 8 - Remove toxic atmosphere, remove thin atmosphere if previously changed from none
requiresAny - no_atmosphere,thin_atmosphere,toxic_atmosphere,dense_atmosphere,extreme_weather,pollution

Radio-Partictulate Projector
Mitigates the effects of radiation, reducing it's effects by half (-25% hazard).
Addition of planetary shield removes irradiated condition entirely. (Not permanent - if shield is removed, condition returns.)
requiresAll - irradiated

Network Terminus Station
Allows connection to the communications relay network without a comm station built in system.
Increases global upkeep costs on this world by 10%.
Reduces growth by -6, plus an additional -2 for every colony size gained.
requiresAny - any ruins
[close]

824
I'm not seeing this as contradictory.

Habitable to me means that in the planet has a breathable atmosphere, at an acceptable temperate and pressure, along with gravity inside a livable limit (none of which is nescessarily comfortable, just survivable).
I'm 100% fine with "uprotected" being part of the habitable description. After all what is a naturally habitable place, but somewhere you can exist without any extra environmental effort?

And Inimical means that there is some peculiarity of the envrionment of this planet that just does not play nice with "foreign" organisms, and would make living on that planet a nuisance with all the extra effort you have to take to avoid <thing>, and a misery should you come into contact with <thing>.
Basically a "Deathworld".
You can technically live there. But the planet really doesn't want you to.

825
Suggestions / Re: General Feedback / Thoughts
« on: March 15, 2019, 01:22:24 AM »
A "random" button on naming a ship to draws again from the list.
This would be nice. Especially if you could define that list yourself.
And double nice if you could then exceed the character limit in the same way as some existing pre-defined names.

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