1696
General Discussion / Re: Thinking about making a public mod - Theft from myself!? - Opinions wanted!!!
« on: February 21, 2017, 02:50:26 AM »
In other words, I taught myself from scratch how to mod Starsector.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I'm not a modder, but here's what I perceive as being compatible with the base game:
Currently working on exploration content (putting all those features to work!); after that, some end-to-end playtesting.
That's a bit circular, isn't it? Giving more meaning to something can be a nice bonus, but it shouldn't be the main reason. If that's the case, the right design move is probably to remove both things.
For commodities in particular, a lot of them don't have a point right now and mostly act as background flavor, so it's totally expected they're "just credits". That'll change gradually (the next release will give more meaning to a couple, etc), but stuff that gives them meaning will be stuff that's good to add for *other reasons*, i.e. commodities are a projected part of the implementation of that stuff, just added to the game early. Some commodities may change/be removed/etc during this process.
I'd argue that giving meaning to commodities for players that aren't traders is a worthy addition. As a combat focused player I only look at them as money that I will soon trade for at the next station I dock with. However, if I need metals (or other specific materials) to repair D-mods I might consider not scuttling it for other more expensive commodities every single time, thus making the choice of what to keep post-battle more interesting. It'd also make players think if they should sell everything while docking or use their station storage.
From what I saw about XIV variants, the "...performed by pre-collapse industrial methods (or techniques)..." (caveat: may not be exact text, but close enough if not) could just mean Hegemony could build new XIV ships with pre-collapse industry tech. Survivor of original XIV does imply the ship is likely pre-collapse.
It would slightly bug me if there is something in the game world that clearly should be possible for the player, but inexplicably isn't. I mean, how can the Sector be filled with converted ship if there's no way to convert them?
...not that I'd actually want to convert them all that often. I'd just consider it a nice touch for world building.