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Messages - Serenitis

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856
Suggestions / Re: Proc-gen suggestions
« on: January 04, 2019, 10:49:39 AM »
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Extreme heat gas gaint next to star, with extreme heat volcanic moon.
Fine. Nothing to see here.
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Extreme cold cryo moon orbiting above extreme heat giant.

Albedo cannot account for that level of temperature differential, even if it were the purest white sphere.
I'm not asking for turbo reality, just something that doesn't create things that look so jarringly out of place.

857
Bug Reports & Support / Re: The Typo Thread
« on: January 04, 2019, 10:39:22 AM »
Not sure if this belongs here of not.

I've been noticing some instances of planets being called "World". And it looks kind of like it wants some form of possessive in front of it, like "Schar's World", "Zennon's World" etc.
Its in name_gen_data.csv @ line 1170.

858
General Discussion / Re: Blueprints for everything
« on: January 04, 2019, 10:24:45 AM »
As above. Items are really easy (maybe too easy) to come by, as are blueprint packs.
But individual blueprints seem to both rather difficult to find, and highly random as to what is made available.

For example, I have just "finished" a game where I couldn't find anywhere I wanted to build and so just kept exploring, dragging everything I own around with me like a cosmic hobo.
This is what I had by the time I'd explored everywhere that wasn't turbo locked down by robits:
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Those rare things, that make your industry really good. That folk in-sector are absolutely made up about if they have even one of the janky bust up ones.
Yeah, how many do you want?

Maybe there needs to be a bit of thought about how often this stuff drops, because that^ seems a little excessive. (Maybe deliberate to get enough data for future balancing?)
Tbh, I'd much rather have everything be super rare and you just deal with it with what you have as best you can.

859
Suggestions / Re: Proc-gen suggestions
« on: January 01, 2019, 11:06:34 AM »
<words>
You.... Are quite correct.
After some time to consider and observe the game, I would like to suggest that I was 25% correct in my initial statement.
The game handles planet positioning quite well.
Where it struggles is moons. Specifically cryovolcanic moons.

From what I can understand, cryovolcanic worlds seem to have something akin to a "built in" condition that always generates them with a cold environment. Which makes perfect sense, as they wouldn't be cryovolcanic if they weren't cold.
Volcanic worlds on the other hand, don't seem to have this feature.

Where this creates a problem is when moons are created. As the game seems to create moons from essentially a lookup of available planet types, and fits them into orbit of various planets with no consideration for any "built in" conditions as above.
Which then leads to the somewhat jarring occurance of seeing a planet close to its star with extreme heat, a random moon orbiting that planet also with extreme heat, and a cryo moon orbiting that same planet with extreme cold.
Cryovolcanics also have the tag around_giant_at_any_offset, which I'm not entirely sure of the function of. But it's a tag which is shared only with unstable and volcanic worlds, frequent moon types. So maybe this might be allowing the odd arrangement to occur?

It would be really nice if there was a check somewhere in the proc gen, that on generation looked at any planet which would recieve moons and removed cat_cryovolcanic from the list of potential candidates if the planet did not have a cold condition.
Essentially creating a tag for around_giant_if_cold.


860
Suggestions / Re: Ship recovery and fleet limits
« on: December 31, 2018, 08:49:08 AM »
Wouldn't it be nice if you could recover as many ships as you like, but have any over the fleet cap be auto-mothballed and untouchable until you free up space in your fleet?
(Like how officers/admins work.)

861
Suggestions / Re: Circumstellar habitable zone
« on: December 31, 2018, 08:34:25 AM »
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Are you using the Unknown Skies mod?
Because that looks very much like an Alkali world, which are commonly found in close orbits (for reasons).

I wouldn't take the campaign map as being to scale.
This. Since fleets are often shown as larger than planets.
Think of it as a visual representation where "reality" is cast aside in favour of clarity.

862
General Discussion / Re: [Spoilers]Explorations thread
« on: December 30, 2018, 12:34:14 PM »
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I didn't expect to ever see that on a barren rock.

863
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 29, 2018, 06:18:33 AM »
Never really used it before as it seemed kind of weird, but I'm really digging the Plasma Flamer atm.

Now, i want to see how it does vs a fleet.
Maybe this?


Spoiler
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864
General Discussion / Re: Are 5 weapon groups enough?
« on: December 29, 2018, 06:07:42 AM »
No, it's not the best idea. It does however demonstrate that such a ship will happily fire in all directions at multiple targets with its single-grouped weapons if given the opportunity to do so.

865
General Discussion / Re: What planets are best for colonization?
« on: December 29, 2018, 05:52:40 AM »
Fun Fact for lottery winners: You can build Light Industry on a 75% world and it will make a profit without using the Free Port.

Super lottery rollover winners get 50% worlds.
Does the Calm Weather condiditon even appear in the generation table? I don't think I've ever seen it.

866
General Discussion / Re: Are 5 weapon groups enough?
« on: December 29, 2018, 05:43:35 AM »
You don't? A single group can only target a single enemy. Hence, putting all PD into a single group means that even if you have 20 PD guns and 10 missile incoming, all will focus on one missile. And PD guns on different sides of the ship will not target independantly.
Which means if you have missiles coming from the left and the right, even if you have enough PD to take out all of them, you actually won't.
Can't say I agree with that.
From what I've observed, any weapon in a group set to auto-fire will fire at any valid target that enters its arc. Regardless of what any other weapons in the group are doing.
IF a target moves into the arc of more than one of those weapons in the same group, THEN they will focus on it together. Which is good behaviour tbh.

I really love the SO Dominator. I fly that ship a lot. If what you are saying were true, it would never fire its aft & side guns at anything since the flaks are going more-or-less full time in combat. But they work just fine, and focus down any missiles or fighters that wander into range at the same time as forward facing guns in the same group are firing at something else.
I've honestly never seen the behaviour you describe despite always using a catch-all PD group. Nor have I had problems with things being ignored by grouped PD.

AI doesn't care if everything is in its group 5
This. You can put every single weapon on any ship into the same group, select an 'empty' group and let the AI auto-fire everything. And it will shoot at targets in every direction just fine.

More weapon groups wouldn't hurt. But it's not exactly a huge priority.

867
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 24, 2018, 07:47:27 AM »
That's... Impressive.
The problem I'm having with it is that I just can't get it to stay cloaked. As soon as I activate the cloak, it instantly deactivates and goes into cooldown.
And I'm a bit confused if it's broken or I'm not doing something I need to etc.

[e]
Quote
negative flux cost
Ugh. This is it. It won't stay cloaked because it needs flux to cloak, and it doesn't have any.
This is going to be an interesting experience.

868
Mods / Re: [0.9a] Ship/Weapon Pack 1.8.0
« on: December 24, 2018, 07:33:22 AM »
How do you go about using the Excelsior?
It doesn't seem to work the same way as other phase ships, in that it's phase cloak instantly turns off as soon as you turn it on. Is it supposed to do that?

869
General Discussion / Re: Delayed mass commentary of 0.9a
« on: December 24, 2018, 07:25:13 AM »
It is true that the open market is 30% more expensive. But by the time I have one though, I have enough money that the QoL vastly outweighs the cost.
Which I had completely forgotten even exists due to how much of a non-issue it has been.
But I have always made a ton of money doing missions and exploring before touching colonies, so I've always had a mountain of money. It is me, am I the outlier? :P

I've never had a game where I've not found a blueprint pack of every kind, sometimes multiple times over.
But indvidual blueprints seem to be much more elusive. I've have never yet in any game had a blueprint for Aurora, Atlas, Doom, Harbinger, Afflictor, Medusa, Monitor, Odyssey, Paragon, or Tempest.
Maybe this is just a showcase for how the rng hates us all equally, just in differing ways....

As for decayed nanoforges, Alex has apparently decided against their implementation. There are only corrupted and pristine nanoforges in the game.
Mystery solved.

870
Suggestions / Re: Proc-gen suggestions
« on: December 24, 2018, 07:07:25 AM »
One of the things that has always bugged me about the worldgen, is that it can create moons that have opposed condidtions to the planets they orbit.

For instance, you can have a planet in the outskirts of a system which has the "cold" condition, and that planet can have a volcanic moon which has the "heat" condidtion.
And likewise, you can have a planet in the inner system which has the "heat" condition, which has a cryo or frozen moon with the "cold" condition.

I think maybe the volcanic, cryo and frozen worlds are set to always have thier respective hot/cold conditions. And while the worldgen has some rules about where in any given system it can put planets, it doesn't seem nearly as constrained about where it puts these things as moons.

It would be nice if the two following things could be done:
  • Have a rule that forbids volcanic bodies generating in the "cold" outer system, and cryo/frozen bodies generating in the "hot" inner system
  • Have generated moons "look up" thier parent planet's environment conditions and inherit them

So if a planet is generated with a "hot" condition, any moons in orbit would also be hot.
Same for cold, meteors, dark, and flares.
All this is kinda non-trivial though, so may not be worth the effort for something which is essentially cosmetic.

Re: Metor impacts. You could have it also raise the mineral availability by +1. That still might not be enough to offset the extra hazard enough to actually use the things.

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