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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 - n1Z0

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1
Suggestions / Re: Removing free storage
« on: February 21, 2024, 03:24:03 PM »
There are some terrific ideas in here. Relatively speaking 'Free storage' is fine as long as the player gets hit with a scaling degree of cost. (in the same way that large fleets are fine, but they have a scaled cost to haul around the system) This means at a certain point; players are encouraged to ramp up their ideas of a more economically viable storage solution.

Storage is a HUGE part of this game, and therefore deserves some attention past "How about you stick all your gear in this 'Infinite Bag of Holding' you just stumbled across".

I think a degree of maintenance/cleanup/security costs should be in order for the benefit. (I'm seeing visions of Deckard's hideout in Bladerunner 2049) it was a dump, but he had clearly spent some time and effort to carve out a little niche for himself there.

Perhaps the more gear a player stores in a wrecked station (or the more times a player docks there), the higher the maintenance cost (and in the case of the latter, the more unwanted attention it attracts).

Perhaps due to a toxic environment (which could be player fueled), it keeps scavengers at bay, but items slowly degrade whilst in the atmosphere, to a point where it's constant maintenance might be manageable for a small amount of items (such as what an early game player may store), but a PITA for anyone who has a large amount of gear stored there (time to move on freeloader).

2
Mods / Re: [0.9.1a] Hyperspace Network 1.6.0 - information services
« on: December 21, 2020, 11:59:46 AM »
The features that this Mod adds were near the top of my wishlist, thanks for taking the time to make this !

3
Suggestions / Re: Option to forbid blueprints.
« on: July 01, 2020, 02:36:47 PM »
It has been a while since the last blacklist topic, enough for necromancy if posted there, so might as well post another, unless it made it to 'Frequently Made Suggestions'

I tried not learning blueprints, but the problem with that is raiding for blueprints will keep coughing up blueprints I did not want to learn.  In the end, I learn all the blueprints then navigate through the minefield of priorities.  There needs to be a better way!

Why not just change blueprints to be single ships instead of entire faction fleets? This way you could tailor your exact experience, rather than having to accept a bunch of unwanted ships purely for the one ship you really want (for production).
 

4
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?

At the moment - yes. That is fixed with the next update, enjoy it while it lasts.

Excellent, I look forward to the update !

5
Question: Do the repair docks in NPC stations effectively become 'free ship storage' provided there are no D mods on the stored ship ?

6
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 22, 2020, 02:14:18 AM »
Yes, I know its a custom name, trawling through the various ship_data.csv's (mainly the mods though) reveal a very colorful assortment of names. And by looking in the ship database or by checking in the blueprints, (if I have it), I can see it's classed as a capital by the game.

7
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 21, 2020, 09:05:31 PM »
Yes and no.



As shown in the attached picture, the Xanthus (from Tartiflette's excellent Scy Mod) is described as a "sub-cap" but for some reason the game classifies it as a capital. I'd just like to know how the game decides (or is shown) what size the ship is classed as.

I guess my main point is that in the very least, when mousing over a mod, it'd be really useful if the game would show you exactly how fitting the hullmod would affect the ship in question, rather than show you a generic text that covers all hull sizes.

eg, show:
"reduces the supplies and heavy machinery required to perform surveys by 30, down to a minimum of 5 for each"
instead of:
"reduces the supplies and heavy machinery required to perform surveys by 5/10/20/30 depending on hull size, down to a minimum of 5 for each"


8
What should we change the 'traitChanceMultForCivilianShips' value to? (to stem the torrent of bad traits)

9
Suggestions / Re: Reduce the number of recoverable XIV Legions
« on: June 20, 2020, 06:09:01 PM »
I can confirm that XIV Legions have a high chance of being found in neighboring systems. Somebody mentioned it earlier in here and lo and behold I just recovered 2 in my current game... In systems right next to each other.

10
Mods / Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« on: June 20, 2020, 01:12:05 PM »
The storage at Elysee says "No tariff's/No cost" in the player storage screen, but my monthly income report shows an upkeep cost attached to this station at 13k/month.

Am I understanding correctly that something is not displaying properly within these 2 screens?

11
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 18, 2020, 01:05:45 AM »
the error i get trying to use your ai rebal

Disable all your mods and re-enable one by one to find the culprit.

i did. This was the culprit
Strange, because I had this mod running fine on its own (in v0.9.1a BTW). There were definitely certain mods that I had do disable due to an abrasive relationship with it though.

12
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.91a
« on: June 17, 2020, 06:34:15 PM »
the error i get trying to use your ai rebal

Disable all your mods and re-enable one by one to find the culprit.

13
General Discussion / Re: Location of the randomised ship name file
« on: June 15, 2020, 10:04:18 PM »
Cheers, much appreciated !

14
General Discussion / Location of the randomised ship name file
« on: June 15, 2020, 05:24:22 PM »
Can someone please let me know the location of the file that stores all the randomized names for ships ?

15
General Discussion / Re: What statistic defines a ships hull size ?
« on: June 12, 2020, 09:16:36 PM »

I'd especially want to see it in fleet-preview hover-overs as well. For a new player, it's hard to know what you're getting into with an enemy fleet

Yes, I found the drone defenders guarding domain-era probes to be especially difficult to gauge in this respect.

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