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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - Xobra

Pages: [1] 2 3 ... 5
1
I can't quite remember, but could you only buy Governorship of a Colony while Commissioned to that Faction?

2
Mods / Re: [0.9.1a] Supply Forging 1.2
« on: September 14, 2020, 09:54:25 AM »
Changelog 1.3:

  • Reworked forging process: increasing nanoforges no longer convert more supplies from metal, but rather convert more metal into supplies. Example: With 3 pristine nanoforges, the former created 4.35 supplies from 30 metal and 1 heavy machinery. The new one now creates 5.25 supplies from 52.5 metal and 1.75 heavy machines.
  • Corrupted Nanoforge increased from +5% to +10%.
  • Pristine Nanoforge increased from +15% to +25%.
Save-game compatible.
Basically it means instead if converting Metal more efficient, it converts/more at once it faster?

Still nice, got 50k metal lying around

3
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 06, 2020, 08:50:45 AM »
Code
runcode Iterator allEntitiesInSystem = Global.getSector().getPlayerFleet().getStarSystem().getAllEntities().iterator();
        while(allEntitiesInSystem.hasNext())
        {
            SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
            if(entity.hasTag("boggled_astral_gate"))
            {
                entity.setName("WRITE NEW NAME HERE");
            }
        }
Paste that into the console and it will rename the astral gate in the system your fleet is currently in. Be sure to back up your save before doing this.

Works Fine! Thank you

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 06, 2020, 07:44:32 AM »
Having a Star System Named Delta Peridoable Whatever, and another Delta Paranoid Whatgives and then trying to jump to the right system with the ability happend to me far too often. I'd rather rename them the same as my (biggest) Colony that exist in the System. (outside Core Worlds ofc)

Is there a way to rename Gates? Renaming the Station doesn't change the Gate Name.

No, you can't rename gates without using console commands. Why do you want to rename a gate?

Which Console Command would it be?

5
I was going through the the Structures of this Mod again, looking which things I barely use and why:

The Relays: Never needed them much; and my High Commands do have Alpha Cores; the bug may be funny but "a bit" gamebreaking.

Embassy: Never rly had relationship problems, but I do them for fun with Beta Cores once I got Spare Room. Only downside if that the AI never uses them (for example for Nex Alliances) I set it up for them if I want to, but I never rly checked if it worked.

Academy: Normally only got one, if ever, or use preexisting ones. Most underused Structure by me.


Suggestion Academy: Each one increases Officer Quality and Quantity of Fleets by 1% (2% with Alpha Core) up to a maximum of 10% (+1% for every Alpha Core, max 20% if possible).

Another one for Restoration Docks: Send repaired Ships (0 D-Mods) automatically to Players Gathering Point, if it exist.

6
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 06, 2020, 06:15:13 AM »
Is there a way to rename Gates? Renaming the Station doesn't change the Gate Name.

7
snip

IndEvo is supposed to supplement vanilla, not replace it.

1) I will not allow tier 3 admins - regardless of how many people ask :)
T3 Admins make alpha cores obsolete, which is not desirable. You'll have to live with the danger if you want those bonuses.

2) The next version has a changed algorithm so you will always get all skills within 2 admins - if you are unlucky the first time, you'll get the skills you want the second time.
3) Nope - would make looking for officers/admins obsolete.

Well, back to savegame editing it is then :P

Alpha Cores would not become obsolete, unless Admin Caps are "unlocked". There is no danger from using AI Admins in mid-late modded  game anymore, just grind for Alpha Cores

I never rly had to look for Officers; most of mine had everything they shoud have, except for maybe 1-2 Skills
If the training for Admins resulted in the false Skills, then that Admin needed to seek a new Faction for a Job

8
Quote
* NPC agents can instigate rebellions

aw yis

Wondering if Rebellions would be cheaper than troops and arments costs for Invasions; then again Rebellions don't cause instant wars with another faction

9
Suggestions:
  • Academies with an Alpha Core can make Tier 3 Admins, but it needs longer, maybe 6 months training time
  • Allow the player to choose which skill they can gain, when sending Tier 0/1 Admins to train
  • Change Skill Training: Change an Admin, or more importantly Officer Skill to another one (shorter training time?)

As a side note: Better Colonies changes a few things regarding Admins: there are more Tiers and some Admins only got 1 LvL in some Skills. Those Admins cannot be chosen for training. This can be prevented by manually tinkering with Better Colonies Config and only allowing "vanilla" Admins to spawn.

10
Mods / Re: [0.9.1a] Version Checker v2.0b (released 2020-08-28)
« on: September 05, 2020, 01:46:05 PM »
i am getting allot of failed to load stuff.
36 of my 48 mods get this error

https://gfycat.com/FancyHandsomeAnt

It's not this Mods fault; Bitbucket (another Website) changed a few things, making Mods that rely on that site for Version Checking fail; those respective mods need to change it and migrate to another site

11
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.5)
« on: September 01, 2020, 07:37:12 AM »
Is there a commands or other ways to expand Cramped Stations, especially for NPC Markets? They don't seem to do it.

I currently don't know how to make an NPC Market expand its Station, when enabled for the whole Sector, except transferring the market to myself, starting Expand Station, then transfer the Market back.

12
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-08-28)
« on: September 01, 2020, 07:34:11 AM »
is there a Parameter for addIndustry, which let adds the Industry with a remaining Building Time? Some modded Buildings disappear after there are finished and trigger an effect, but the effect won't trigger if the Industry is just added.

13
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« on: August 30, 2020, 11:14:43 AM »
when you play as the mayasuran navy in nexerellin faction why cant you directly control the worlds that you take for the mayasuran navy if youre the de facto leader of the homeworld? doesnt make any sense and kills it for me, i have to create my own faction to take control of the worlds and then *** off the mayasuran navy.

Technically you only get Governorship, which means the planet (and its in-faction import/exports) still belongs to Mayasura. Which also makes the Faction still exist even though they don't have a market left.

If you want all the things you conquer for yourself use console commands to transfer the market to you.

14
Bug Reports & Support (modded) / Re: SSLHandshakeException?
« on: August 27, 2020, 07:42:58 AM »
got it too. there may also be a problem with bitbucket again, as all mods using it cannot check to update too.

15
Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: August 26, 2020, 04:16:31 PM »
Suggestion:

Add an option to create colony for a faction (you are commissioned to) and gain instant Governorship over it, or a special ceding colony option and gaining instant Governorship over it.
That way, "my" colony can benefit from that other factions in-faction imports and Ship Quality. Useful for early game colonies. Currently I can only simulate it by ceding the Colony (per command if I have to) then buying it back (usually with credits cheated in to balance the spending).

Alternatively: remove the Cost of buying Governorship for freshly (player)founded colonies to 0


Furthermore, Population on Governorship Colonies do not unlock additional Admins

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