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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 1236685 times)

SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #285 on: August 08, 2020, 07:01:28 AM »

@SirHartley are you ever ponder about making a "virtual market" option to fit additional structures? Or I've better shut up again?  :-X

Hm, no, not planned. I personally think that the 12 Structure limit should be 16 (just another row) - but not 24, that'd be too much.

I like giving less, or simplified options, before overshooting and accidentally breaking core game features.

This is one such case.
My opinion here is that having less slots encourages the player to make descisions, and choose between buildings - which is more interesting than just one supercolony with everything.

I feel you need to be able to choose which  Skill you can level up for your Administator on the Academy.

I find Planetary Operations to be the least useful for Administrators.

Being able to choose would be great.

I have sent 3 Administrators to get training at Eochu Bres, and they all get Planetary Operations, which really annoys me.

See above regarding core game loop/gameplay simplification.

I'll change the algorithm for skill picking to not produce  the same skillset twice in a row - that'll make sure at least 1/2 admins gets the skill you want.
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #286 on: August 09, 2020, 05:13:32 AM »

I don't get the options to retrieve my officers or administrators.
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In case it's relevant, the academy's on an Independent colony from Dassault-Mikoyan Engineering. I built it myself using the governorship function from Nexerelin. As far as I know, the only mod I use that affects administrators is Better Colonies, though I doubt that has anything to do with this, seeing as the academy on Eochu Bres seems to work just fine.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #287 on: August 09, 2020, 07:47:17 AM »

Known problem, the option vanishes as long as you have no free officer space.
Store some officers until you have free space, and it will reappear.
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #288 on: August 09, 2020, 10:03:01 AM »

Huh. What an odd bug.
Thanks.

Also, here's a minor suggestion for an edict:
Capital Designation: Gives the "Regional Capital" condition. Can only be used on colonies size 5 or above. There may be only one capital per system. The condition will stay around forever unless another colony is set as the capital. There has to be a couple cycles between capital designations to prevent the player from just handing the condition to whatever colony needs the stability bonus.

It's not much, but it would still give the player something to consider while colonizing, I think.
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #289 on: August 09, 2020, 10:57:51 AM »

Capital Designation: Gives the "Regional Capital" condition.

Alternative suggestion: no edict needed. Planet with senate automatically considered as system capitol (IMO have administrative sense). And you can not have more than one in a system already.
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Uhlang

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #290 on: August 09, 2020, 11:25:30 AM »

That's probably a lot better in terms of the amount of effort involved and the actual results. Though, I feel like it would make the Senate Alpha Core +1 stability bonus kind of redundant.
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #291 on: August 09, 2020, 11:58:25 AM »

Senate Alpha Core +1 stability bonus kind of redundant.

That can always be changed to anything else.

Besides, SirHartley mentioned that whole AI cores bonus system could be slightly changed. Who knows, maybe Alpha AI core in senate already do something else in dev...

I will not be surprised of anything any more.
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DubTre6

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #292 on: August 10, 2020, 12:24:37 PM »

Senate Alpha Core +1 stability bonus kind of redundant.

That can always be changed to anything else.

Besides, SirHartley mentioned that whole AI cores bonus system could be slightly changed. Who knows, maybe Alpha AI core in senate already do something else in dev...

I will not be surprised of anything any more.

Incoming I AM THE SENATE
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #293 on: August 12, 2020, 10:05:23 AM »

Incoming I AM THE SENATE
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #294 on: August 13, 2020, 10:26:42 AM »

Can we have a structure (or additional functional of some existed structure) that convert commodities from it's own storage into export values? Imagine you have 6k of metal, 5k of supplies and 2k of heavy machinery from recent kill-em-all expedition. Instead of searching three different markets with best prices (and even if you find them, real price would be much lower, as you oversaturate any  market with that amount of commodities). Idea is to put all exceeded resources into one storage, that will slowly sell it over long time without dropping price to level of garbage. I see two options:

1. Structure generates production of that commodities, based on amount in storage. At the end of the month some amount of goods is removed from storage based on profits of export you gain divided on average price of that commodity. So, month over a month storage will be slowly emptied.

2. No production or exports. Structure just convert stored items (but no more than a fixed monthly maximal value) into income at 90% average price rate.

It also could have additional functional not to be useless when empty.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #295 on: August 13, 2020, 10:41:17 AM »

Export Structure

Good idea, easy to do - I'll see if I can't tuck that onto the next update.
No promises though ;)

Thanks for the proposal, it's a good one!
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Chikanuk

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #296 on: August 13, 2020, 08:40:41 PM »

I was thinking what this is impossible\too hard to make, but turn out i was completely wrong! Great idea, i already have 60k of metals in stashes all around the sector. And i didnt even start colonising.
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #297 on: August 14, 2020, 09:05:11 AM »

Quote
already have 60k of metals in stashes all around the sector.

Put them in a trash bin. IIRC next version of ind.evo would not be save compatibles.

Main reason why I do not play SS for like a month - do not want to start a new game without new ind.evo.
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SirHartley

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #298 on: August 14, 2020, 10:44:20 AM »

Can confirm this, next update is going to be super not save friendly.
Other than a boatload of new stuff, there is an ID change which will break everything.
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Mondaymonkey

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Re: [0.9.1a] Industrial.Evolution 1.7.d - Industries with non-standard effects
« Reply #299 on: August 14, 2020, 11:25:48 AM »

Almost forgot, can we have that "export structures" on some vanilla markets? They do exactly the same, but player pays a fixed tariff from income to a colony it located on.
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