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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 - Ramdat

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1
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.1)
« on: May 03, 2021, 09:10:16 AM »
Quote
Use the addcredits and fastbuild commands to quickly restore the Genelabs once the mod is updated. If this is not done, a null exception will be thrown on game load. Sorry for the inconvenience!
Wouldn't it be quicker to use the following?

Code
addindustry boggled_genelab

2
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: May 02, 2021, 11:48:28 AM »
As I am already in the late game, and want to get a [RADACTED] capital and Quite a strong one, so I tried editing in the settings.json file so that Id have a max value of 50 automated points. But the max value doesn't change. I tried making the QC_AUTOMATED_THRESHOLD_DIVISOR to 4 with a battle size of 200 to have 200/4= 50, it doesn't really affect the skill. What can I do to adjust the max value?
At the top of the file, change QC_CUSTOM_TECHNOLOGY to true.

3
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 26, 2021, 02:09:56 PM »
I guess it depends on which mods you have and the settings you're using. I had games where Nexerelin invasions would be comprised of 10+ different fleets with a bunch of capitals in each, which could easily overwhelm my defenses if I wasn't there. I assume that can still happen in 0.95a.
It would indeed vary depending on the colony development and other mods. In that game, the system could easily defeat invasions consisting of 10+ fleets.

I had the Skyhook space elevator building in previous versions of the mod, but removed it for 0.95a because the Fullerene Spool special item essentially turns your spaceport into a space elevator.
Yep, I used this mod when you had that mechanic. The Spool is just a standalone accessibility bonus though. I was thinking of a new building with a unique mechanic like the Centralization Bureau or Supercomputer from Industrial Evolution or your CHAMELEON, with synergy between them. The Supercomputer has a good synergy with your Kletka Simulator; the latter produces Cores while the former consumes them to boost income. Or within your own mod, the synergy between the Gene Lab and Dino Park. The Asteroid Processing was a good example too. These types of interactions are interesting. I don't have a good concrete idea for what to add, just the idea of fleshing out your stations due to the terraforming difficulties from the new game version.

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 26, 2021, 01:04:10 PM »
No, NPCs cannot build it. My point was that if the player doesn't actively intervene in invasions to make them fail, the ground defense malus will become relevant because the NPC invasions are capable of invading planets successfully. I suppose if you always babysit your colonies through every invasion attempt it's a strict upgrade, otherwise I would argue it has a downside.
I meant that most player colonies can defend themselves without intervention. From what I've seen, by the time the NPCs are mad enough to launch an invasion fleet, the majority of the colonies are developed enough to defend themselves. This is especially true if using a mod like Industrial Evolution. Generally you only have to babysit colonies that have not yet built up the fort/patrol infrastructure. In my previous game I used Penelope's Star as my starting area. It's near the core and has a lot of planets in the system, most of which meet the conditions for the new industry items. After some initial babysitting, the colony was able to entirely defend itself against everything.

On another note, have you considered adding synergy between your stations and planets? For example, something like a space elevator to give a bonus to the planet based on the number of astropolises orbiting it, upkeeped by your Artifacts.

5
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 26, 2021, 10:56:56 AM »
It being cheaper and faster to build is intended, because my testing has shown that it's significantly weaker than a star fortress in combat, largely due to the lack of the mine laying ability.
Oh, I thought it was stronger, since it is a Remnant. I didn't have time to test it's combat ability.

It might be awkward to add a "days remaining" tooltip in addition to the percentage, but I will look into adding more information to the terraforming menu regarding the status of terraforming.
Maybe change it from percentage to time rather than listing both? If the terraforming time is 400 days, "200 days remaining" instead of "50% complete" feels better, even though they convey the same information.

I may break down the unrestricted terraforming projects into separate "balanced" and "unbalanced" options in the settings file so players who want the "old style" system but not absolute freedom have more choices.
Yeah, a more granular and customizable approach would be ideal. So far your customization options have been very well done.

Regarding the lack of integration into the game, this is also a valid criticism, but with the 0.95a changes regarding suppression and the special items, the "old style" terraforming just doesn't make sense anymore. I'm not sure what feedback Alex has received about the special items and suppression mechanic, but I would guess the same players who don't like the new terraforming system also probably don't like those vanilla changes either.
It's a difficult problem to solve. I would guess that people who dislike the restrictions would use a mod like modified industry requirements in conjunction with your unrestricted terraforming system.

When the player actively defends their colonies there is no realistic chance of defeat, but NPC faction planets get invaded successfully on a regular basis if the player doesn't intervene. Maybe there have been changes to Nexerelin in 0.95a that make this less common, but it my past experiences Domed Cities would be a major detriment on certain planets, especially in Hybrasil and Valhalla, which frequently get invaded if there's a war between TT and the Hegemony.
NPC factions can build it? I agree that NPCs building it on their planets would be a bad idea since they cannot adequately defend them. I meant that for the player, it is a direct upgrade since there is no realistic chance for defeat. I thought you meant that it is not a direct upgrade for players because you mentioned that Nex adds invasions to player planets.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: April 26, 2021, 09:22:42 AM »
Some feedback:

1. The Autonomous AI Battlestation is invisible without the skill. Ideally it would always be visible, but unbuildable without the skill.

Also, I am unsure if it is intended to be much cheaper in both time and money compared to the vanilla Star Fortress.

Star Fortress = 390 days + 1,750,000 credits
AI Battlestation = 120 days + 500,000 credits

2. The Gene Lab building states the completion as a percentage. It would be useful to have a time as well. Also perhaps add this information, and the "stalled due to artifact shortage" message to the terraforming project menu.

3. With all terraforming projects enabled, the new terraforming system feels like issuing console commands through a menu rather than a mechanic integrated into the game. The choices also vary wildly in power but all require consumption of the entire EUTECK. I have no good ideas to improve this, though. As you said, unrestricted terraforming is very difficult to balance, and I will be playing with it disabled anyway. Despite these problems, it's great that you implemented it for people who prefer it. The Paradise world looks pretty good, too.

Domed Cities is not a straight upgrade - the ground defense malus makes invasions trivially easy once the orbital station is destroyed. This mod is intended to be used in conjunction with Nexerelin, where the player's planets face the threat of invasions.

I would say that Domed Cities are a straight upgrade.

1. It suppresses the hazard effects of various planetary conditions without removing them, so that you can still use the vanilla industry items.
2. It provides a small but useful passive growth bonus. Suppressing negative conditions also reduces the price of hazard pay, indirectly increasing growth.
3. Slotted AI cores add stability. Stability increases fleet size and counters maluses such as Free Port.

Even with Nex, it is unlikely that the AI factions will be able to successfully invade the planet. Usually they die to the station+patrols, and are almost guaranteed to die if the player fights alongside the station. The large ground defense malus was never a factor in my 6.0.0 game, since they always died in orbit.

7
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: April 25, 2021, 08:21:58 PM »
Anyone know of any commands to increase colony size?
Dock at the planet you want to change and use this:

Code
setmarketsize x

Where x is the desired size.

8
Your I-Ching reading: "Is it better for me to not comment on your points, since I can't read that without getting annoyed at you, and I prefer catching the meaning instead of the word for my improvement cards." [note: 'is it better' = please advise
The "I-Ching" spelling is based on a romanization system that is over 100 years old. It would be more appropriate to call it "Yi Jing", following the modern hanyu pinyin.

9
If you install a Beta Core on a Salvage Yard, instead of removing the -20% penalty, it adds a +20% bonus called "null". Is this intended behaviour?

10
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: April 19, 2021, 12:18:31 AM »
was experimenting with the add/remove condition commands and ive found a problem: removecondition does not properly remove the parasitic spores condition from the unknown skies mod
It does if you use:
Code
removecondition us_mind

11
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 17, 2021, 07:19:44 AM »
You're not being constructive at all, you just said it looks bad, you need to give actual advice to be constructive
WTF!?! I have stated that his other, newer work is a template on how to improve it!
Your pretentious white-knighting is just dumb and awkward!

You seem to be missing the point that witchking stated. If you look at the credits for his mods, it is clear that he is not an artist. It directly states that he does the programming/writing side and acquires art from other users. The ship sprites in this mod looks different not because Revanant has "improved" since then, but because they were drawn by different people.

The ship sprites in this mod were made by Gwyvern, who also made Legacy of Arkgneisis. Unsurprisingly, the art style between these two mods is the same because it is actually created by the same person.

Giving art criticism to Gwyvern would be more fruitful than giving art criticism to a programmer.

12
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 16, 2021, 08:37:19 AM »
Can you split off the non-terraforming parts of the mod again? Or make easy to disable only the parts that conflict with DIY Terraforming?

I love both mods.

So it would be great if I could use them both at same time, just disabling the conflicting part.

Even greater would be if they interacted in a positive way (for example DIY colony items working to improve this mod stations)

The terraforming parts of the mod can already be easily disabled.

Open:

Code
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Terraforming and Station Construction\data\config\settings.json

Change:

Code
"boggledTerraformingContentEnabled":true,

Into:

Code
"boggledTerraformingContentEnabled":false,

13
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 15, 2021, 02:48:51 PM »
Wtf is wrong with you?

A joke is a display of humour in which words are used within a specific and well-defined narrative structure to make people laugh and is usually not meant to be taken seriously.

14
so for example i did add unknownskies floating continent condition but it says it cant find it as a condition IE mod A cant interact with mod B so what lines do i add for mod A to see mod Bs conditions as well

The market condition ID for the UnknownSkies floating island is

Code
US_floating

Is that what you used?

15
right im not great at the coding part lmao what is the line to add?

If you're using the Console Commands mod, you can use the command "list conditions" to see all the market conditions that you can add via the console.

For the ruins, dock with the planet and type this into the console:

Code
addcondition indevo_ruinscondition

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