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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - DrTechman42

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1
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: May 02, 2022, 12:15:21 AM »
Not dead yet!
We are this close to such a phrase not being a joke. What a time to be alive...

2
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 29, 2022, 06:34:09 AM »
I'm very happy to see Unsung again. If it's not set it stone then I have a minor request. Please give the corners back. I'm feeling extreme aggression towards these rounded ones. Your word is the final one, but these are too... round.
Everything else (apart from the weird vent between the large mounts) is nice.
Thank you for your work, hope you are having fun while doing it.

3
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 19, 2022, 10:02:57 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

Nope, it was just the RNG that was messing with me. Got a couple of superweapons soon afterwards. Rarer than I thought, but there is no problem with the mod.

4
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.6
« on: April 19, 2022, 05:45:32 AM »
Knight Chase, is everything alright? Haven't heard anything from you for the last couple of months and these months were rough to say the least. Hope you are doing well.

5
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: April 03, 2022, 10:59:18 AM »
I'd like to reiterate that concern. I've been running three Vast tech-mining planets (all SP-upgraded and alpha-cored) for several years and still have yet to see a superweapon to drop. Mira says some of them are made to be as common as a tachyon lance and those 7 pristine nanoforges that I'm looking at are definately less common than the lances.
RNG does not favor me this time.
Edit: oh, two prisitine nanoforges in a single month. Great catch!

6
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 25, 2022, 01:41:13 PM »
A better mod for you might be "modified industry requirements" or something like that. It's a mod that allows you to configure the condition requirements of items like the soil nanites.

I completely agree with the restrictions on colony items, which does result in a significant number of planets being dumped, but it makes THE planet that you eventually find so special. It's just the fact that the process that I've initiated and sponsored (terraforming) ends up creating unwanted results. I'm unable to find the proper adjective here. Annoying? I don't know.
Well, it's not a big thing and no one stops those who disagree from editing the save file.

7
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 24, 2022, 05:45:24 AM »
Hello. May I ask for an option to toggle whether to add volatiles to a newly terraformed planet?
Had terraformed a tundra without volatiles into a terran world and the farming item stopped working due to the presence of volatiles. It would be nice if the player has an option to control this.

8
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 31, 2021, 09:22:10 AM »
I think it's about the officer-less Onslaught that appears in the simulation. It gets scared of being outranged and the targeting package does exactly that. In natural conditions the aggressive officer is going to shred the Dictator. Definately not the Ceasar though, my new love.

9
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 31, 2021, 09:17:06 AM »
it's replacing shields entirely as a custom right-click defence system. think templar skinshields but modular and cool. the gif shows a debug threat vector rotating through 360 degrees around the ship, the skinshield direction will actually track nearby hostile projectiles.

In this case I'd reverse my statement about it being subtle. Shields show quite clearly where your attack will be blocked. When you are looking at a hostile Lathe that is facing you and has the defence system turned on, you won't notice it due to the amount of surface area in this direction (or, well, the lack of it). Either way, need to touch it properly in order to actually understand it (temlars were already not around when I first came to Starsector).

Will this design choice change the faction's gameplay style? Part of me just does not want the "Jackhammer siege mode laser goes brr" to go away, but other than that, I really want to see what you'll come up with.

Happy new year by the way.

10
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: December 31, 2021, 05:21:16 AM »
Thank you so much for doing this. Very good-looking (though may be distracting on larger ships and when you have an entire fleet of them. Maybe make it more subtle?). Hope you are having fun while doing all this.

11
Is there a way to save edit the output of the Laboratory industry? The current roll made it barely usable for the planet and I hope to change it somehow.

I've figured it out. To all those who shall venture after me: go into the save file, search "Ancient Laboratory" and locate the long string just underneath. That string contains the ref id that you search next and you get all you need. Just change the output.

12
Suggestions / Re: "Explorer" contact type
« on: December 23, 2021, 11:07:42 AM »
Finally got to play around the new update. The 'show hyperspace currents' thing should definately last longer than half a cycle. Maybe multiple cycles (2-3). Otherwise it is going to be nearly useless. Good expeditions last around a cycle and being able to plan your route is a good thing.

If we are going more fictional then how about a bait for the larger current-creating ghosts? Make it an ability with limited uses, it spawns the ghost at the point where you've activated it and then you can use it to create your personal slipstream (to go exactly where you want to go). Would be fun, but would be weird for vanilla. A nice idea for a mod though.

13
Suggestions / Re: "Explorer" contact type
« on: December 11, 2021, 10:23:50 AM »
Came up with another one for 25-50 relations
Neutrino detector upgrade.
Basically the Mk-2 Neutrino mod, but vanilla and for a limited period of time. (Due to usage of highly radioactive materials that just decay into being useless?). Eliminating false positives surely helps exploring and allows the player to complete the missions from the contact more efficiently, thus the contact has the motivation to provide us this service.
The time limit part is to be debated as it may become rather annoying if the period is too short.

14
Suggestions / Re: "Explorer" contact type
« on: October 08, 2021, 02:26:23 AM »
Yeah, I’ve forgotten how the loot is calculated. Faster depletion on the very first iteration of tech-mining can lead to interesting results.

Another idea:
Low relations (0-25)
Ask for a map of hyperspace currents. Pay some amount of money and you are given either a partial or a full map of the new currents. Maybe the area of the sector that is revealed is based on either on the importance or the relations? Like, the more resources the contact has (importance) or the more resources the contact can receive from you (relations) the more area is revealed.

15
Suggestions / Re: "Explorer" contact type
« on: October 04, 2021, 10:57:19 AM »
Another idea: people have been asking for an upgrade to the Tech-mining for a long time. Maybe these two can interact with one another? The contact may have some specialists to spare that could boost the efficiency of the industry. The ruins depliting slower? Improving the chance of getting better loot?

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