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Messages - Serenitis

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871
General Discussion / Re: Delayed mass commentary of 0.9a
« on: December 24, 2018, 06:31:15 AM »
I find Commerce annoying because Open Market is the default screen (instead of Colony Resources if I do not have Commerce), and I can do something stupid like grab supplies and fuel from what I think is Colony Resources when I am actually buying from Open Market.
Taking stuff from the open market is functionally the same as taking stuff from the colony reserve. The only difference is that when you take it from the market you pay now, and if you take it from the reserve you pay at the end of the month and are allowed to go into the red.
And it's not like having one prevents use of the other.
I'm the opposite. I actually like the open markets (especially the shipyard and it's daily stock rotation), and much prefer colonies to have them if possible.
The whole "colony trading doesn't work the same as trading anywhere else until you build this specific thing" also confused me a fair bit the first time I saw and wondered what was happening and why.

Quote
Synchrontrons seem fickle.  In my third game, I found three, mostly through tech mining, much less than nine corrupted nanoforges.  I found more alpha cores from tech mining and looting ruins and abandoned stations than synchrotrons.
Synchrotrons are probably the one of the commonest "rare" things in the game. Every game I've played so far I've had at least 4 of the things, and in one game I broke into double figures.
For something that makes an already hugely profitable industry even more profitable, it feels way too easy to come by.

Quote
What orange nanoforges?  All I see are red and green, and the greens are too rare.  I did not find pristine nanoforge in my second game, and I found one in my third game long after I raided Kazeron for my first one.
Corrupted = red
Decayed = orange
Pristine = green
Reds are everywhere, and you can easily pick up a dozen or more during a game.
Greens certainly feel rarer to be sure, but it's still easy enough to find one before you even get your first colony with only a minor commitment to exploring. I've found one in some of the procedural ruins in the core after finishing the tutorial on two occaisions so far.
Never seem an orange one at all. Are they even implemented? They have a graphic.

872
General Discussion / Re: Delayed mass commentary of 0.9a
« on: December 24, 2018, 05:33:58 AM »
Commerce is something that feels like it should be be merged into something else, or just be a default behaviour.
It's a pure QoL feature that doesn't really do anything the player absolutely needs, but is nice to have just for the convenience.
Suggest either merging it into starport or waystation. Or have it be part of the population, and have stock limits based on the population for the player buying resources/ships. More pop = more stuff available.

Imo, nanoforges and especially synchrotrons are far too easy to find.
It's not uncommon to have multiple red nanoforges and sychros by the time you're landing your first colony if you've done anything more than a token amount of exploration. Synchros especially seem to be especially abundant.
Green nanoforges seem to be common enough that in several of the games I've played I had one before I set up my first hv. industry.
But I have yet to see a single example of the orange nanoforge anywhere.

Pirates and Pathers really do need to have some kind of limit on how far away they can spawn bases to harrass your colonies.
Being forced to drag sizeable fleets accross 2/3 of the sector to deal with something the game won't let you ignore is more of a chore than compelling gameplay.
Suggest limiting hostile bases to spawning within 4-5 map squares of your colony. And maybe lengthening the spawn times for pirates a little, sometimes a new base can spawn before you even get home from destryoing the last one.

873
General Discussion / Re: Anyone else like the Dominator?
« on: December 24, 2018, 04:52:27 AM »
Quote
Anyone else like the Dominator?
YES


Very fond of putting twin Devastators on the front and working around that.
SO is very recommended for the extra disspation, extra speed, AND guaranteed turn rate boost.

My current build starts of as:
Spoiler
[close]
A player Dom is arguably one of the edge cases where Efficiency > Solar Shielding due to the repair/recovery boost which allows you to chain battles. It also helps that is slightly mitigates the crew/fuel hog tendencies of the Dominator itself.
If you're not chaining, then Solar is maybe a better use of OP. But even then, the fuel and crew savings are useful if possibly not compelling.
I would love to be able to fit blast doors on there as well for more crew protection, as crew is probably the biggest limiting factor on long-range missions, and this thing is basically facetanking everything by design.
H. Subsys. is there to mitigate the peak time reduction of SO, and give you more time once your CR starts ticking down. Because you will absolutely need that for some of the larger battles where you can't deploy your full force.

Once you unlock loadout design for the extra OP, the first thing to get upgraded is changing out the autocannons for railguns. Railguns are just so, so much better. More efficient, faster shots, more consistent hits, more per-shot power.
And maybe upgrade the flaks to dual. But, if you keep the standard flaks, and change a pair of the rear vulcans to single MGs, then you can fit both efficiency and solar.

Harpoons on the front are for flexibilty, and are not bad at breaking armour.
For maximum power fit reaper pods. You're not nearly as flexible, but 12,000 HE damage applied to anything is going to make you smile.
Sabots don't work as well here as you're going to be in close to your target, maybe close enough the second stages don't have time to pop. And even if they do, it kind of limits you to smaller targets or relying on fleet support as Devastators take a while with heavy armour.
Annihilators are okay, but not great. They just can't fire fast enough as they're designed for constant pressure, which is not that helpful close in when you want something gone right now.

Basically, I love SO Devastator Dominator.
It's only real downside is that without support it gets shut down hard by salamander spam. And because it is literally murder incarnate, it's prone to making you confident enough to overextend yourself into to some spectacularly humbling smackdowns.
It is the sector equivalent of dual-wielding axes. And it is magnificent.

874
Modding / Re: Editing .csv files
« on: December 21, 2018, 02:31:21 PM »
Excel does not have a menu command to automatically export data to a text file so that the text file contains both quotation marks and commas as delimiters.
It can have that ability added to it, but it requires some Visual Basic trickery.

tl;dr - Notepad is better than Excel for working with csv
I suggest OpenOffice.

875
Agreement.
Although, having messed with the UI colours I've found that it's not super easy to find one that's all of:
  • Easy to see
  • Not horrible to look at constantly
  • Not already used by another faction
As the player's UI colour not only controls fleet rings/symbols and orbital assets, but also sensor pings, direction indicators, undefined contacts, and probably other things that I've not found/noticed yet.

Available bold colours I've found are generally not great due to clashing and/or looking obnoxious/too dark, while lighter pastel colours tend to be more fitting but run the risk of being obscured by some backgrounds.
And this is also likely to be incredibly subjective as to which colours are good vs. bad.

Alternative suggestion:
Would it be possible to have a colour picker so the player could set thier UI elements to whatever colour they feel like?

876
General Discussion / Re: You can pick a flag for your faction
« on: December 19, 2018, 02:06:24 PM »
You can do fruity stuff like this if you have enough motivation....
Spoiler
[close]

Hmm, I can't help but notice a flag and crest for the "Ko Combine" in here. Sounds like a potential new faction. I'm sure someone around knows some lore about them in the missions/blog post eh?
Or an 'old' faction that never really got fleshed out. Iirc, they were responsible for creating the Shepherd. That flag has been in the game since at least 0.7. Hidden. Waiting.

877
General Discussion / Re: Combat Readyness isn't fun..
« on: December 17, 2018, 06:32:30 AM »
All this would do is either force the player to carry metals around with them (or always have enough free space to salvage them) - essentially a cargo space tax. Or induce the player into conducting micromanagement with floating cargo pods in order to repair damaged ships, while staying in one place to recover the items you dropped to make room for metals.

More complexity isn't always more good and some things are obfusicated for a reason. 'Realism' is not always a good thing to include in a game because it can get in the way of gameplay and turn things into chores.

If you're looking for something meaningful to do with metal, have a think about the player either reconditioning abandoned habitats etc, and/or building thier own.
This might need it's own thread...

878
General Discussion / Player Owned Stations
« on: December 17, 2018, 06:31:38 AM »
This is something I've been thinking about for a while, and some talk in another thread re: metals and what to do with them has kicked me in the rear.

So, I would love to be able to own space stations floating out in the void like pirates and pathers do. But how would you go about doing that?
First off you've have to decide if they count as colonies or not. I'd like to err on the side of not, as 7 total is fairly restrictive to start with (if you're avoiding or otherwise don't have access to 'other' things).
But how do you then control how many the player can have so they don't spam them everywhere?
Maybe linking it to your actual colonies, first stab at it might be something like:
  • You can't have station without first having a colony to support it
  • You can build one station at first
  • Plus one additional station for every 2 levels of development of your largest colony

This would mean with your largest world at size 3 you could build a base somewhere.
Once the colony gets to size 5, you can build a total of 2 bases. Size 7, 3 bases. And size 9, 4 bases.
Maybe also size 10 unlocks another one for 5 total, as that's a fairly big milestone in it's own right.
Honestly I don't know, there's probably a better way of doing it.

But for the sake of argument, let's say we have our mechanic figured out and we want to build a base somewhere.
Where are we allowed to build it?
Again, first pass at some basic rules might look like:
  • Not allowed to build in hyperspace
  • Allowed to build anywhere inside a solar system
  • Bases built adjacent to massive objects will orbit/stay with said objects, and be considered close enough for 'easy' travel to & from said object

So we have a site for a base, let's say it's inside a clump of 'trojan' asteroids, so it will orbit with them and stay nice and hidden.
Now we have to build it. What with though? How about all those thousands of units of metals that routinely get tossed out of our airlocks?
For the sake of guessing at numbers, let's say that the bare bones of a station will take something on the order of ~5000 metal to complete. It wouldn't have to be present all in one chunk, deliveries by piecemeal would also work.
We'd also need some equipment to build things with, and eventually fit into the base itself. Let's say ~300 units of equipment.

This process might take several months to complete, and require some 'workers' (~200?) to build the thing, plus maybe an administrator to oversee it (giving a bit of extra purpose to those no/low skill ones).
And maybe right at the end, you'd need ~50 transmetals and 100 fuel to jumpstart the reactor or something.

So let's imagine that's all done and you now have what is essentially a 'colony' in space.
First off it might be a good idea to start it off smaller at size 2 (hundreds of people) just because living in space is harder, people don't like it as much etc etc. And the hazard would be 100% because it's literally made to accomodate people.
Let's also say that the room to create industries is very limited due to space constraints. So lets' say that a new station has only 3 industry slots, one of which will be the population. And one of which will be a port, because a space station essentialy is a port. In space.
Neither of these can be removed (like pop on planets).
That's small. Yes it is, but it forces you to choose the one thing you want this place to do, and encourages you to expand it further.

On to expansion.
I imagine that a station would not be able to grow it's population on its own like a planet would, due to a very limited amont of room available inside.
So you would have to do that exapnsion for them, by using more of those metals that keep getting collected.
As a first take of how you'd progress this how about:
  • Upgrade to size 3 - 2000 metal + 100 equip
  • Upgrade to size 4 - 4000 metal + 200 equip
  • Upgrade to size 5 - 8000 metal + 400 equip

I'd be tempted to stop there and limit stations to size 5 (hundreds of thousands of people), but you can see how the progression goes. Again, maybe there's another and better way of doing this.
As the station is expanded you'd unlock more possible space for population AND industry:
  • Size 3 - +1 industry, 4 total
  • Size 4 - +1 industry, 5 total
  • Size 5 - +1 industry, 6 total

So it's still very limited compared to a planet, but unlike a planet can always be in a convenient location.
Again, fine (or indeed any) tuning is required.

Above there was mention of station orbiting nearby massive objects, like a planet or moon.
And there was also mention that this would be considered to be within 'easy' travel distance.
This is to allow stations the ability to collect resources should any be nearby and the player is willing to use the limited industry slots.
Any collection industries would use the hazard rating of the host body for upkeep purposes, AND add half of any hazard above 100% to the population upkeep as a few people will (be forced to) brave all kinds of horrid conditions in order to enable your imperialist fantasies.
(You monster. :P)
For the sake of simplicity let us limit this collection ability explictly to the one body the station is orbiting.

The industries need some rules for them as well, to make sure things make sense:
  • Cannot build collection industries unless orbiting a body with collectable materials
  • Cannot build planetary shields due to not being a planet
  • Cannot build tech mining unless orbiting a body with ruins
Maybe there needs to be others, but that's all I can think of for now.

The player could also make similar use of the various abandoned stations that are found dotted about the sector.
Re-building a derelict station would, in theory be an easier job than building one from scratch and so should probably cost less in both material and time.
It would be nice if there was some variation on how much of a 'discount' you'd get from re-building a station, and maybe there's be a few that are so far gone that it would be pointless to even try.
Anyway, the trade off from re-building an old station is that it might not be in an ideal location. And probably more importantly, you won't be able to recover any loot from the salvaging.
Which would mean that literally no-one would ever do this....
So we need some way of giving the player at least something, a reason to do this instead of just collecting the swag.

We can't really use tech mining as that's just ripping things apart and picking out the good bits, and ripping out bits of the station people are trying to live in doesn seem all that sensible.
Maybe if a recovered station had an intrinsic 'tech mining lite' ability built into it, like a hidden industry in a hidden slot that can't be affected or interacted with at all. And this would end up giving the player the same-ish amount and quality of loot, just spread over a longer period with notifications like "During a cargo inventory several items were found...", or "During routine maintenance a technician discoved the following items..." and just have these items be limited to blueprints, equipment, cores, and maybe some map hints for undiscoverd places/things (should any still exist).

This is a huge wall of text full of all kinds of things which may, or may not be balanced or even fun.
It's just a big pile of guessing and whatiffery. Which is why it's not in suggestions.

It would be super if you could discuss this further and maybe come up with some better ways of doing this than I have.

879
General Discussion / Re: Combat Readyness isn't fun..
« on: December 17, 2018, 03:24:44 AM »
Honestly, ships need to use METAL for repairs, not just general "supplies".

You can't plug a man-sized hole in your armor with space clothing, food rations, toothpase, spare screws and tools and similar.

Just rationalise it as supplies including hull patching material, space welding equipment, and lots of expanding spacebuilders foam.

880
It was / instead of \ or \\.
Thank you for the time you've spent messing with this, rather than doing something productive.
Now I'm being amused by the namegen of all things...

I'll leave it up in case anyone wants a giggle.

881
http://s000.tinyupload.com/index.php?file_id=61511815973634570593

I am so very very sorry :P
Also, tried single slashes. No change.
It will be some weird thing I've done because I am clearly an incompetant Pather.



882
The entire contents of the file:
Code
{
"id":"player_mini", # internal id
"name":"Player Mini-Mod", # displayed to the player
"version":"0.0.0", #lol
"description":"Adds player faction flags, portraits, and name lists",
"gameVersion":"0.9a",
"replace":[
"data\\world\\factions\\player.faction",
],
}
That last bit was just pasted in.

883
Is there anything else I'd need to do?
Adding the above to mod_info.json seems to still merge rather than replace.


884
A player.faction question.

I have a set of portraits, and a custom names list in a mini-mod.
Both of which work and appear in game as if they were just appended to the list of available characters.

Is there any way of telling the game to override the defaults and only use the 'new' data so long as this mod is active?
Currently my player.faction file only has 3 sections defined: Portraits, flags, and a name category.
If I recreated the 'full' file, would that be used in preference instead of being added onto the pre-existing data?

[e]
Nope. Creating a whole new player.faction does not replace the entries, just appends them like before.
It is a mystery.

885
General Discussion / Re: What kind of ship do you like most?
« on: December 15, 2018, 04:31:21 PM »
My favorite size to fly is cruiser. I lack the twitch skill necessary to do well with fast little ships
This. So very much this.
I am so spectacularly bad at 'finesse' flying. It's not until Cruisers become available that I can start playing 'properly'.

My perfect ship is almost just a plain Dominator. If it had medium guns to cover it's behind instead of smalls, that would be more-or-less ideal.
Spoiler

This is what I spend the majority of my time flying once I've found all the bits.
Once you unlock loadout design, the flaks can be upgraded to dual, and the autocannons to railguns.
But even if all you can find is giant autocannons and hellbores for the large mounts, it still does an okay job.
[close]
So far I have found no other ship that I am comfortable enough with that I can just hulk apart giant fleets or stations.

A slab of armor with guns and rocket engines attached to the back. Silly pew pew zoom zoom lasers and excessive amounts of flashy shields are for chumps. Heavy armor, ballistic cannons and explosive shells on a hulk that refuses to die in the face of overwhelming odds is the true way to go.

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