Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 16 17 [18] 19 20 ... 42

Author Topic: [0.8.1a] The Nomads, v1.4.11-rc2  (Read 368758 times)

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #255 on: October 06, 2013, 09:07:55 PM »

The Nomad station seems to build up an insane amount of fighters. So many that it locks up and threatens to crash my game every time I open the Buy tab.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #256 on: October 06, 2013, 10:52:48 PM »

Whoa, it's supposed to cap at 8. Yikes. I'll look into it. Thanks for the report Borgoid. Also, I'll make sure the cap is enforced so that no more than the cap exist, so that when I patch it hopefully it should remedy the situation.

--- RC6 ---
* fix for insane amount of fighters bug
« Last Edit: October 07, 2013, 12:58:39 AM by Trylobot »
Logged

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #257 on: October 06, 2013, 11:58:21 PM »

Awesome, now shopping won't involved 3 minutes of waiting :D

By the way - What's the intention of the Oasis from a player standpoint? I understand it's instrumental for your faction/fleet design but as a player it effectively just turns off the entire supply mechanic and the credit mechanic gets thrown under the bus as a result.
Basically you can just buy one of these and sit at any station that's continent and sell the never-ending stream of supplies and green crew for infinite cash. Not only that but on a fleet-wide scale it removes the consequence for over-deploying in combat.
Maybe it's something you could fix with scaling tweaks, not sure.

Failing that... Would it be possible for the Oasis to generate pseudo-Supplies that either don't have a value or have an extremely low value without touching the Vanilla supply cost?
The crew isn't nearly as big of an issue because of the time involved to game the system but the supplies is a huge deal.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #258 on: October 07, 2013, 12:13:52 AM »

Valid points, actually.

What if I changed the mechanic such that instead of generating supplies blindly up to a percentage cap, it merely matches the supplies lost? That way you couldn't sell the supplies off for any significant amount of cash. From a game engine perspective it would examine the per-frame supply drop and merely add them back, so you'd have to have at least some supplies in the hold in the first place, but they wouldn't ever seem to drop. You could sell some, and the new total would be preserved. Likewise if you picked some up from a defeated foe. Naturally it would still nullify the supply mechanic, but that was always the intention.
Logged

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #259 on: October 07, 2013, 12:24:52 AM »

That's an extremely clean solution to the entire problem! It's even easily tweakable if you want to change the balance of it in the future.
I'm not sure if the green crew requires the same solution, it's hard to say.
I don't personally find myself losing crew very often if ever so I'll probably be selling off spares constantly, though the total income gain from those is significantly less.


One other thing...What do the Biosphere and Logistical Drone Control hull mods do? I wasn't able to notice any differences in any stats of any kind and the descriptions aren't very clear.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #260 on: October 07, 2013, 12:59:41 AM »

The logistical drones are technically flavour text in that they don't alter the stats of the ship they are installed on; rather, they provide a flag to a module in the armada controller that resupplies fleets that are part of the armada, as long as the Oasis is part of it.

The biosphere reduces the supply usage of the ship it's installed on to 0.25 supplies/day. Technically with the nanobot fabricators also installed, in RC7 it does nothing. But take a lot of what's installed on the Oasis with a grain of salt; half of it is lore-related/flavour text.


Download version 0.9.0RC7

--- RC7 ---
* adjusted cloning vats and nanobot fabricators (crew/supply generators) to be less exploitable. supplies generated only to match usage, and crew generated much more slowly (0.75 green crew/day) up to the cap of 25% of the way from skeleton requirement to max personnel


« Last Edit: October 07, 2013, 01:10:50 AM by Trylobot »
Logged

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #261 on: October 07, 2013, 01:16:18 AM »

Fair enough, I figured as much.

One thing to note is that all Oasis... crap what's the plural of Oasis? - one google search later - All the Oasises I've encountered have a listed supplies per day of 0.5(+0.25). It's a tiny and mostly irrelevant difference but that's not working/displaying correctly, unless I misunderstood you.

Anyway!
The new Oasis feels a lot better with the supply change, I don't feel compelled to sit around accruing money and building obnoxiously large fleets because I'm Scrooge--Mc--ducking around like a maniac.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #262 on: October 07, 2013, 01:20:00 AM »

Lol. Thanks for all the help Borgoid~ and let me know if you see any other strange behaviors.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2489
  • "Pretty cunning, don't you think?"
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #263 on: October 07, 2013, 05:13:26 AM »

what's the plural of Oasis?

Oases.  ;)
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #264 on: October 07, 2013, 11:18:36 PM »

Here's a WIP of the new Death Bloom, an elite Nomad strike frigate I'm building currently. It's planned for version 0.9.1.


Logged

FasterThanSleepyfish

  • Admiral
  • *****
  • Posts: 727
  • Blub
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #265 on: October 07, 2013, 11:22:15 PM »

I feel like its going to "inject" my frigates to death...
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #266 on: October 08, 2013, 01:29:53 AM »

Hypodermic Death Flower Laser is in ur fleets, zappin' ur engines
Logged

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #267 on: October 08, 2013, 01:55:19 AM »

That's horrifying!

Of course if I look at it slightly differently it starts to look less like a needle and more like a nasal aspirator :P


By the way Trylobot when a Nomad fleet has its primary (center) fleet destroyed and no longer has an Oasis they still patrol around in formation despite you know... missing all their important parts.
It's not really a big deal and it might be more trouble than it's worth but perhaps they should break formation and retreat or something? Not sure, it just seems a bit odd.
Logged

Trylobot

  • Global Moderator
  • Admiral
  • *****
  • Posts: 1170
    • View Profile
    • Github profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #268 on: October 08, 2013, 02:06:48 AM »

Odd. I identified that as a potential source of weirdness and fixed it in v0.9.0 RC3. And I know you're not using RC2 or earlier, because you downloaded my bugfixes. Can you perchance provide me with a save file in which the nomad oasis fleet is about to be destroyed but the escorts stay in formation? They're supposed to scatter, so something is very wrong. During my testing, everything went well, so there must be some edge case I'm not checking for.
Logged

Borgoid

  • Commander
  • ***
  • Posts: 160
    • View Profile
Re: [0.6.1a] The Nomads (v0.9.0)
« Reply #269 on: October 08, 2013, 02:20:25 AM »

I'll start up a clean game ( unmodded except for Nomads ) and see if I can replicate it, shouldn't be too hard.

As an aside I've been running Blackrock, Bushi, Junk Pirates, Kadur, Neutrino, Omni, Shadowyards,Gedune, Nomads and of course LazyLib. Apart from the occasional frame drops after saves it all runs smoothly but I suppose that could be the root of the problem.


Edit: I think this was entirely my own fault. I recently did a fresh download of all the mods I listed and I think I grabbed the wrong Nomad version. I can't replicate on the most recent version.
« Last Edit: October 08, 2013, 03:17:07 AM by Borgoid »
Logged
Pages: 1 ... 16 17 [18] 19 20 ... 42