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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 - Innominandum

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16
Mods / Re: [0.9.1a] Grimdark 1.0
« on: November 13, 2019, 12:41:06 AM »
In the Persean Sector, there is only a grim dark fate that awaits for the Starfarer.
Clickbait, kinda had my hopes up looking at the Title, not to dissuade you but most of the changes make the game easier and 'Grimdark' is not a word one usually associates with 'easy'.
As for the Industry value changes and Tech mining requiring no industry slot, ergo removing tags 'Industry', 'Industrial' and replacing them with 'Structure' in Industries.csv ... would love to see that override done in a mod, haven't seen it so far.
As for Inspiration for adding 'hardship', a word often associated with 'Grimdark' one can look up Ruthless Sector by Sundog.
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                             

17
Lore, Fan Media & Fiction / Re: The Mayasura Crisis
« on: November 12, 2019, 11:47:43 PM »
Noice

18
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
« on: November 12, 2019, 10:39:30 PM »
This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.

Yeah, right... I bet
i find your lack of faith disturbing

19
General Discussion / Re: Will there ever passenger missions?
« on: November 12, 2019, 03:27:28 PM »
...To solve these issues requires either more than one leap of conceptual abstraction or a LOT of extra work. And in any event: you can kinda treat crew like a commodity right now. (And: Honestly, if I were to do reasonably small passenger transport missions, I'd probably just abstract the whole thing entirely and not engage with the cargo/crew capacity. Kinda like how right now officers don't use the crew capacity system.)
(... Not to say that speculation about how to solve this isn't potentially fascinating, so do carry on! Just laying out why it wasn't an obvious feature to have.)
what if you also get money according to the quality of the journey.
fights = less quality
0 fights = safety bonus
destination reached before (max days to complete)/3 = quickness bonus
using dedicated passenger ships = comfy bonus
using a deluxe passenger ship = luxury bonus + comfy
Passenger Missions or how to make ferrying live Cargo like Argnus to your Cahoona bakery a meaningful experience, indeed a conundrum. If we can't reach 1000 LoC ... nevermind, kinda pointless without an easy to use stellaris-like event handler/interface.
I do like the idea of factions giving missions to assist them with building a colony. Moving a bunch of colonists (not necessarily crew) would make good use of passenger transports. It not only gives the player a greater variety of missions to play, but it also lets them play a more active role in developing the sector and choosing sides.
:thumbsup:

20
Release 0.02
The Great Leap Forward
Major Update 1.01
Major Understatement ... Clap Clap ... Underrated

21
Bug Reports & Support (modded) / Re: Bug during save
« on: November 12, 2019, 02:14:45 PM »
Have you increased starsectors memory allocation parameters in the vmparams file?
If not, go to your starsector folder and open up vmparams with notepad++ and set -Xms and -Xmx so that the -Xmx value is around half of your RAM: 8GB -Xmx4000m or -Xmx4g, 6GB -Xmx3000m or -Xmx3g
as for Xms looking at your modlist it should be at least around 2.2Gb so -Xms2200m up to -Xms3000m or -Xms3g
 

22
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9d - Last before the tournament
« on: November 12, 2019, 01:39:31 PM »
The Great Houses aren't a faction and shouldn't ever spawn in random sector mode. Stop *** with my stuff.
This is a great introduction into the inner workings of starsector modding for The_White_Falcon if nothing else, from my perspective at least.
...feel free to make those changes, but don't come complaining to me if things get weird as a result.
Bump, thats pretty much a given.
I don't have a solution for stepping away, because it's hard to step away when the drama follows you. But I'm available if you need to vent to someone who sees your side.
As in all matters in Life, keeping a level head is paramount and drama does rarely just walk into your life, its mostly, you either creating, inviting or associating with it.   

23
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9c
« on: November 12, 2019, 07:36:50 AM »
Assumptions: This is probably linked with the problem related towards all your factions never generating with all the other factions when you start with random home worlds.
https://mega.nz/#!NOYiWAbD!ut1-9gk32U_8KpxD-O1KjSZgI-7LehXD27AxICWdIOY
Might require Interstellar Imperium (Industries), delete a row and it won't. This is barebone, take a look at other faction(Nex configs) files and you can flesh it out however you like.
https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig

24
This is a thing in nex? actually, not the giving cores to remnants but the "getting killed last" thing. All you need to do is to become a respected costumer of Tri-Tachyon, this can be archived through a high rel. with T, there seem to be some extra options in regards to docking at nexuses if your also commissioned by them but i never bothered to find out what those actually are. They are a pretty neet at patrolling, esp if you also use ruthless sector and up their DPs.   

25
Suggestions / Re: AI officer difficulty settings.
« on: October 04, 2019, 05:16:38 PM »
I am sorry, but it seems I am not sophisticated enough to understand you. Perhaps you can try rephrasing that so someone as ignorant as I can understand.
I guess he want's one or more additional sliders for AI Officer Avg/Min/Max? Level and AI Officer amount?
@Sinigr
Btw. you can change it through the json file anyway, new fleets that will be spawned after restart will reflect the changed settings, the already station assigned Officers wouldn't change though. So i guess, it is mostly a convenience thing? 
P.S you can also change the AI Fleetsize limit and the range in which additional fleets are allowed to participate in an engagement, if you want an additional challenge.

26
Blog Posts / Re: Skills and Story Points
« on: October 03, 2019, 03:16:44 PM »
Don't feel bad about it. There is a very fancy science behind why people hate nerfs and will turn into foaming animals at the mere scent of one. The entire world will be changing with the skill overhaul anyway, so I don't think that saying buff or nerf at this time is really appropriate.
Yes, lets just wait and see how things will play out before we critic something that isn't there yet.

What is important is finding good fun gameplay elements, and pushing the limits on them as much as possible. It is great when a skill choice dramatically changes how someone plays, but the really hard part is making sure it isn't the only way to play.
Considering that this is an upcoming expansion of gameplay and this isn't dota I very much doubt that the upcoming versions META will be any less flexible. 
   

27

Also, revolutionary station in hyperspace tanks my fps to a crawl. Prism freeport is fine tho, so it's vayra mod problem.
Another problem - stormhawks are too strong. They are wiping perseans/hegemony/pirates like crazy. I'm fine with them as a new pirate faction, but losing half of core worlds is not fun honestly.
The fps drop comes from the Hyperstorms, the game tries to apply a continous Hyperstorm buff|debuff to an object that has no burn parameter. Stormhawks do have an advantage but they get offed pretty fast in most of my games if i don't eneable randome rel for pirate factions. 

28
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 07:34:32 AM »
Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.
I'll probably just make a successful invasion steal the player's cash (representing looted commodities) or somesuch, and make successful invasions apply the defender preparedness bonus (currently only failed ones do).
Cool, there should definitely be a lot more penalties to losing a colony and lot more ups for actually founding or capturing one, like maybe the fleet-size over the minimum 30 being determined by a function over the sum of market levels the player or the faction currently holds and some other "stuff" i guess. This would however require a split/drill of AI Fleet size to AI Fleet size per faction and a lot of method adaptations.   
Yeah, next version it should try to make industries the faction doesn't have yet.
That would be a cool fundament, considering that some faction mods add their own industries and hopefully also will be able to add custom resources with custom industry dependencies i petition that one could create profiles based on their own faction(lorewise) through which one could determine;
1) which Goods a faction hopes to archive a monopoly in.
2) which Goods a faction is willing to neglect to reach (1)
This would give grounds for additional triggers for disputes (1) and would lead to a more realistic faction dependency (2) where favorable and dis-favorable dispositions are impacted by actual economic concerns... bla bla ... bla. 

29
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 04:48:55 AM »
I thought Brawl just made others more aggressive and I haven't been brave enough for that yet.
Okay then, this changes things. Next playthrough there will be brawl.
I mean, strong+ fleets in my current game are already pretty insane with 5 or more fleets and dozens of capitals but I guess you can always go harder.
I hope you will up the fleet size limit and the AI fleet size limit to smthing more reasonable 30 -> 45 as well. It's very synergistic with nexers brawl mode. It adds a bit to the strategic layer as most of your non "chunky" ships if fielded at the beginning will need to be called back even before half time, while still allowing for battle-sizes of more than 350 DP.       
What/where is brawl mode?
In nexerelins settings.json, be careful about the min max multipliers, i found a min of 1 and a max of 1.6 to be a good setting. They can be changed on the fly by editing the json file and restarting the game, this however does not apply to Invasions that are already visible in your Intel tab or are in Que.

@Histidine This is pretty futuristic talk ... but how are ship quality and ship quantity affected by higher Fleet size limits and what is the impact of multipliers like Heavy Industry's on this? In general i see more frigates with higher fleet limits, would an additional heavy industry turn those frigates into higher DP ships? Have you established a conditional weighing scheme(or a foundament for it) for AI Colonies in regards to which industries they should pursue as they grow? 

30
Mods / Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
« on: September 26, 2019, 04:07:01 AM »
I forgot to fix that. Will hotfix it later.
Also, methinks I'll have to build a jar again, just to speed up loading.
Still got a long way to go.
You are doing great, m8.
I don't know about the speeding up part, but please always add the source files with the jar maybe as a separate DL if you are willing to share it. 

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