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Messages - FreedomFighter

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16
So I tried experimenting with Corporate Goverment and it seems this type is only viable for planets which can have +30 Population growth without the Hazard Pay. On less habitable planets as soon as the market reaches its maximum size the Hazard Pay gets turned off and the growth can become negative, the market will shrink in a couple of days, then it becomes a swinging pendulum of growth to 6 with Hazard Pay and shrinking to 5.

That happened? Mine stopped any grow/degrow on size 6 even with Corpo.

17
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: January 26, 2024, 08:05:51 AM »
@FreedomFighter: For what purpose?^^
If food can be imported you get the same effect minus the upkeep and construction costs for the hydroponics. Does it also take an industry slot?

Uses I see: Role playing, not enough access to import enough food (see also hostility and in faction import, ofc there are also disrupts and distance and hostile systems with a player colony), not enough food produced in the sector (which should be a rare case). From an economic pow the change imo would not make any sense. ??

E: Well, maybe it could help in a "hostile to everyone" and maybe a Nex derelict empire start... :(

It does take industry slot. Higher startup cost, and upkeep but in the end you get food output like you have +0 bonus with +1 per size. Can't soil nanite it iirc but the solar array still gives +2 to it. I say to have it remove local colony food demand instead so you can't use it for export but you can still get upkeep reduction from fulfilling in-faction demand.

18
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: January 25, 2024, 04:45:52 AM »
Hydroponic torn me because I like the idea of it but it also create an exportable resource which make finding arable planet pointless. I wish it only keep the food it produce to supply locally. No wonder it is off by default. Boggled, is it possible to make the Hydroponic remove food demand on the local colony instead?

19
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 23, 2024, 08:59:06 PM »
Haha yeah it was the killskipper goddamn i woulda laughed for days if i spent a story point to salvage it thinking it was a super frigate.

Ah yes. The SuP3R Fr1g4te. The "We have Excelsior at home".

20
Mods / Re: [0.96a] Random Assortment of Things
« on: January 23, 2024, 11:17:17 AM »

Do they jump from system to system, or might be outside in hyperspace? And is there any console command to maybe spawn near one or find a system where one is currently located?

They jump to a new system. Never go into hyperspace. They aren't that hard to find if you allocate your time to look for them since they only be around the fringe. The real hassle is if you have enough stuff to trade with them to buy the partnership card.

21
Mods / Re: [0.96a] Random Assortment of Things
« on: January 23, 2024, 06:28:48 AM »
Is there any way to find where are those Exoships at any moment? I didn't realize that they are ACTUALLY moving around and lost the only one I found. Even tried looking at the save file, but didn't find anything at the locations they supposedly are.

There are 3 Exo Mothership spreading around the fringe. They relocate around every 3 months. You need to donate to them enough to buy a partnership license. Afterward you'll always know where they are.

22
Mods / Re: [0.96a] Ship/Weapon Pack 1.15.0
« on: January 21, 2024, 03:41:51 PM »
Is the ship from better left buried unrecoverable? I'm pretty sure i should be able to, since i have always recover IBBs to true.

IBB, and Bounty Board ain't the same thing. If you want the Excelsior, you either have to win "Duel of the Century" mission and you can select it as a starter ship with Nex or find a derelict floating around. There is only one in the entire sector. Be warn, this ship is as strong as your own skill to pilot it. It is one of the highest skill floor modded ship.

23
Mods / Re: [0.96a] Random Assortment of Things
« on: January 21, 2024, 09:05:07 AM »

I was unaware that this happens, though to be honest i also dont mind super much. Without the partnership, they have the limitation of not having their dmods be restoreable anyways.

It is not the ship that should be an issue. Like you said, without buddy up with Exo-Tech there ain't anyway to restore it or getting Exo-Processor but the derelict also come with Exo weapons which could be remove and fit in on other ships.

24

I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?
Set to false or unset the $nex_remLostSci_askedAboutLiu memory flag on the Academy entity (can edit the save's campaign.xml for this, or write a console runcode if you know how)


Didn't work but Midnight gave me the follow Heggy mission so I guess it is fine? Maybe I won't be so hot-head on Maeave on the next run.

25
Mods / Re: [0.96a] Random Assortment of Things
« on: January 21, 2024, 03:46:14 AM »
Are you ok with Exo derelict findable through the animated storyteller from Starship Legends mod?

26
I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?

27
Else it make said place impossible to sneak in or open fire upon you with your transponder off even if you have a good relationship with them. I'm not too keen of this myself but you have to step aside some realism in order to not make a game/mod too frustrating to play.

If you want to be miserable you could try bother SirHartley enough to make it happen.

28
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.

Yes. It won't notify any patrol tho. Only the artillery know where you are at and where to aim.

29
Mods / Re: [0.96a] Random Assortment of Things
« on: January 16, 2024, 09:49:52 PM »
There is a weird issue that compound with 2 other mods when using together. The Extreme Modifications hullmod from SWP is unusable if the ship has Alteration or Refurbish hullmod while under Progressive SMod mod at the built-in hullmod limit. Even after increase the limit through Progressive SMod, the Extreme Modifications is still unusable.

It is not big of a deal and I work around it. I don't think many people will find Extreme Modifications attractive to them due to it cause random weapon malfunction at any CR but I am one of the weirdo who like random malfunction. I report this in case if you want to look into it or maybe talk to the author of those mods for compatible patch.

30
Modding / Re: [0.96a] Support Ships Pack 0.7.0
« on: January 15, 2024, 11:21:11 PM »
Can I get some idea on how Hopsice works? I lug it around for vanity and how it has salvage gantry on it but not noticing much on its ambulance wings affects the battle.

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