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

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Author Topic: [0.97a] Industrial.Evolution 3.3.e - Campaign content expansion  (Read 1235782 times)

Kh0rnet

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Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
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A Random Jolteon

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Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?
IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.
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CrimsonPhalanx

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Path/Pirates other "bad" factions will get their own specialised building sometime in the future, but I do not want to make it easier to gain relations with them.
The idea of having a structure with effects depending on faction reputation is worth consideration though.

Ohh sounds interesting, can't wait to see them. Sorry if I typed it really messy, but I didn't mean it by increasing relations with the path, I meant it as a method to reduce value that causes sleeper cells to appear in the colony.

That sounds like AI core inspection with extra steps?

yeah, it technically is, my original idea was basically a building that has a bonus of stopping the hege AI inspection entirely, its more of a convenience thing than anything, since some players sometimes miss the notification to bribe the hegemony, and it'll prevent the relation loss from beating them up.
 
The "ratting out" part was just my attempt at suggesting a balance, basically the moment the player and the hegemony go to war, every single colony with the building will get an inspection fleet at once, basically forcing the player to fight off a swarm of hegemony, or always be on their good side.

Exists already, the central intelligence agency from SCY does that.

Ohh thanks for telling me this, I have SCY but I have not seen that building before so I wasn't aware it existed.



Reading up on the UI limitation thing for 12 structures people are talking about, maybe have a way to "merge" certain buildings together into one slot might be a way around it,  making it expensive to build or require something like a corrupted nanoforge/pristine nanoforge to be consumed for construction or not function unless an AI core is there to manage the complex logistics.
eg. Mining Industrial complex( refining+ mining), 
where it either
a)needs refining and mining to be present to construct, and will destroy them afterwards.
or
b)can't be built unless the colony does not have refining and mining, forcing the player to demolish them.


Sorry if I sounded weird or demanding or anything, but thanks for reading my ideas.

Keep up the good work, I'm interested to see what future updates have in store.
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SirHartley

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Hotfix - it was only a matter of time until someone found a crash with this.
Thanks, Nia Thal, for letting me know!

1.4.b
  • Embassy
  • Added - Added - case handling for a faction being eradicated.
  • Added - dialogue for ambassadors on planets that were just taken over
  • Fixed - crash when taking over a planet.


Request: AI Core consumption for supercomputer as a "true/false" toggle in the config, so as to let users decide if they want it that way or not.

Maybe sometime in the future when I got time, but thanks for the suggestion.

Aren't we still hard-capped with 12 structures total built for any colony?
Considering the amount of structures/industries that are possible to build, is there a way to increase that limit via modding?

IIRC the hard-cap is there due to UI limitations. So unless the mod manages to get around that, I don't think so.

Still soft-capped.
If I was to do anything to that limit, I would make it a hard cap and not allow more than 12 structures for balance reasons. You want more? get a second colony.
« Last Edit: March 16, 2020, 09:42:29 AM by SirHartley »
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Kh0rnet

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Still soft-capped.
If I was to do anything to that limit, I would make it a hard cap and not allow more than 12 structures for balance reasons. You want more? get a second colony.

I'm not sure what you mean by "soft-capped" - I've found out that once you hit 12 structures it's impossible to build more industries. It is, however, possible to build "non-permanent" structures (like those from Boggled's Terraforming and Station Construction [Astropolis] mods), that don't formally occupy a "structure slot" when built.
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SirHartley

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It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.
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Kh0rnet

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It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.
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FrackaMir

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It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

So does that mean one could technically add more buildings via either console or just mass building so many at once the colony keeps building the newer buildings despite the lack of additional rows.

Ik the row thing is hard coded for the slots, like I see the appeal of making one planet a central sort of place, but using slots does makes specialization possible

Is it possible that perhaps Alex would introduce like planets that give more then 12 slots but are fairly rare, or planets that have 12 but have some hidden benefits
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SirHartley

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It's possible to build whatever building you want even if you got more than 12 - you just can't see them anymore as they have no space in the row. You still get the effects.

When you have max industries it's not possible to build anything at all though, even non-industry structures. The button is un-clickable.

So does that mean one could technically add more buildings via either console or just mass building so many at once the colony keeps building the newer buildings despite the lack of additional rows.

Ik the row thing is hard coded for the slots, like I see the appeal of making one planet a central sort of place, but using slots does makes specialization possible

Is it possible that perhaps Alex would introduce like planets that give more then 12 slots but are fairly rare, or planets that have 12 but have some hidden benefits

pretty much


I thought about this issue, by the way, and need to amend my former statement:
While a hard limit is still necessary in my opinion, increasing the possible buildings to 16 might be a good idea. (adding one addititional row)
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Kh0rnet

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I'd scale the planets' building slots with its population size, honestly. With a base limit of 10, +1 slot per a size increase from 4 onward sounds balanced IMO.
I've got enough mods that the limit actually hurts, there's so many things to build and so little colonies.
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Mondaymonkey

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there's so many things to build and so little colonies.

Try this.

Suggestion to that mod: Military Relays are interesting idea, but not full, I think. Fleet size is nothing without fleet and officer quality. Fleet quality is raised by orbital works and nanoforges. Officer quality is not possible to raise any way other than doctrine. So, why not just create a "Military academy" that increase amount and level of your patrol officers. Additionally it can provide large amount of extra hireable officers on that planet.
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SirHartley

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Official warning: my mod is absolutely not balanced for boggled station construction and will lead to massively overpowered colonies, sucking the fun out of that stage very quickly.
If you are fine with that, BSC is a very polished mod and I agree with the recommendation.

Suggestion to that mod: Military Relays are interesting idea, but not full, I think. Fleet size is nothing without fleet and officer quality. Fleet quality is raised by orbital works and nanoforges. Officer quality is not possible to raise any way other than doctrine. So, why not just create a "Military academy" that increase amount and level of your patrol officers. Additionally it can provide large amount of extra hireable officers on that planet.

The point of relays is that it is not a catch all solution, but needs many other factors to be useful - like all my industries, it is situational.
That academy would be a must build. I'd probably pair it with some kind of disadvantage before implementation.
On the list it goes, thank you.
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Kh0rnet

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I'm already using Station Construction  ;D
I love colony management stuff so naturally I'd plaster my Starsector with these kinds of mods.

I don't think it's THAT imbalanced, true, the Astropoli basically allow you to cram a lot of stuff into a single system, but they are limited by certain factors (a hard limit of 3, even though it should be 1 IMO, and you can't build them on small planets). It could use some tweaking but I think it's a very welcome addition to features the game needs.
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Serenitis

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Very much enjoying this.

Although assemblers are way too good.
With only a token effort put into exploration I was able to bypass building some industries entirely. Which kind of undermines the whole industry limit thing.
Suggest removing the exports entirely from the assembler, so it just produces goods to use/sell.
Manufactory upgrade should be fine as-is as it requires an industry slot.

I do like that that there's so much stuff to build with this there's not enough room to fit it all.
It creates an interesting logistical excercise, and forces the player to make desicions and compromises if they don't/can't expand.
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SirHartley

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Very much enjoying this.

Although assemblers are way too good.
With only a token effort put into exploration I was able to bypass building some industries entirely. Which kind of undermines the whole industry limit thing.
Suggest removing the exports entirely from the assembler, so it just produces goods to use/sell.
Manufactory upgrade should be fine as-is as it requires an industry slot.

I do like that that there's so much stuff to build with this there's not enough room to fit it all.
It creates an interesting logistical excercise, and forces the player to make desicions and compromises if they don't/can't expand.

I might reduce export values to stay constant up to size 4 if the math works, but removing export would increase theoretical cost of the deposited commodities to be no longer economical.

Assemblers have extremely minimal economy export (some commodities don't even have a single export unit up to size 4). Any vanilla industry will always export more than an assembler, and generate more income, especially since output is limited to one, maximum two commodities with a rare VPC - and that is before factoring in import cost for heavy machinery/required base commodities and upkeep.

What industries does it replace, in your opinion?
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