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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 - Farya

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Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 20, 2022, 01:24:59 AM »
Might you possibly allow Roider HQ to use Cryoarithmetic Engine just like Military Base can?

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 11, 2022, 10:59:39 AM »
Roider ships are really becoming more unique and interesting. That's really cool. They are less of indie+ now with all these techmined designs now. Though it's still really strange that roiders don't have a designated survey ship of sorts.

Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.4.4
« on: September 11, 2022, 06:25:54 AM »
Are these wings some kind of enlarged hangars to quickly deploy lots of fighters? Would be sad if that one won't have Reserve Deployment as system. And new Cowboy would be a "side-grade" of Nolasher made out of Wayfarer right?

Would it be possible to add an edict for a more gentle removal of the decivilized debuff? Like, I dunno, something slower and like "requires lots of food and heavy machinery for a social housing program" for those of us who don't particularly want their faction to commit genocide.
It does not really have to involve genocide. However people are potentially forcefully displaced from their unaccounted settlements into the major cities. Decivilised population is not all about Mad Max/Fallout raiders. There are also just people living in remote areas, unaccounted and not paying taxes.

Infernal Machine is it's own start with Underworld

Comm relay information is not really reliable even for your own colonies if you check them out remotely sometimes. And commissioning faction benefit was added relatively recently.

Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.

It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.

Mods / Re: [0.95.1a] Better Colonies 1.73
« on: July 28, 2022, 09:57:43 AM »
So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
You get angry luddites by having too much pather interest (above 7) in any way. Remove some special items or consider moving the more offending industries elsewhere. IIRC Polluted condition also makes it easier to offend luddites who live at your colony.

Sorry if I annoyed or offended you in any way. I was simply curious if that was some leftover or incomplete feature.

Okay, so Chamois was cut because it was just a Salvage Rig+, while tanker was removed because it was just a high tech Dram with nothing interesting about it. But why do Export variants still exist then? They are not more frequent than stock variants (except Tereshkova, but it has it's own questions) and they are also worser than stock variants (which are not too hard to purchase to begin with).
So what's the point in having them then?
Meanwhile refitted variants are actually interesting sidegrades which have their uses even when you can easily afford newer iterations. Baikal (Brone) is also a great sidegrade with good logistic hullmod and better armor coming in with caveat you have to accept or deal with. I actually wonder if Tereshkova could get the same treatment - with Export variant being instead a salvage sidegrade that has several upgrades but also something that makes it worser than stock variant in some aspects. Right now it's arguably overall better in every way and does not even look different visually like other export variants do. So maybe go another way and make it the only variant? There are Shalaika and Zelenograd for surveys, while Chamois was understandably removed.

Mods / Re: [0.95.1a] Better Colonies 1.72
« on: July 22, 2022, 03:34:30 AM »
Seems like Ignore option does not work for bar event with luddic priest offering to build a shrine on your planet. You have to actually go through the whole event and accept or dismiss it every time you enter the bar.

Is it intentional that Marie-Galante lacks Habitable conditions like any other Jungle planet does?

Mods / Re: [0.95.1a] Better Colonies 1.71
« on: July 21, 2022, 02:49:07 PM »
Changelog 1.71:

  • Fixed the console command bug.
  • Fixed some inconsistencies regarding ownership of markets when the Luddic Shrine is planted.
  • Fixed bug with officers being taught Industry Planning.
  • Luddic Subpopulation renamed to Luddic Shrine.
  • Jangala, Mazalot, Tartessus, Hesperus, Gilead, Chalcedon, Epiphany start with this Luddic Shrine condition.
  • Pollution condition will remove the pather intrigue reduction provided by Luddic Shrine.

  • Tech-Mining now hosts a tooltip indicating the EXACT amount of ruins there are left and for next month. This effect can be superseded by other mods.
  • Visiting the bars of your habitable planets will invite a Luddic missionary asking you to pledge the teachings of Ludd on your world. ;)
  • Visiting the bars of planets containing cryorevivals will allow you to recruit a sleeper officer (guaranteed 3 elite skills) every 180 days with their levels scaling on your colony size.
  • You may expend a story point to upgrade a freelancing admin to have Industry Planning provided you have it yourself as well.
  • altMouseMoveToMassTransfer is enabled by default. Allowing you to hold alt and hover your mouse to quickly move items across storages.
  • BCChangeIndustrySize is enabled by default, allowing the industry cap of population 9 and 10 to be increased by +1 leading to a total of 5 (You would still need to modify maxColonySize.)
  • BCCryosanctum is disabled by default, but enabling it to be true in the setting.json will let you construct Cryosanctums.
  • AddAdminBC [optionalTier] [optionalFaction] [optionalName], if Console Commands is enabled, lets you add admins.

Save-game compatible, might need to rebuild tech-mining or might not need to if you have other tech-mining mods.
So, how exactly that new mechanic works, especially money from pilligrims? I can see that going beyond 7 pather interest or having Free Port angers the pious folks, but what are other conditions?

@Farya: You don't happen to mean this:
Gambare. Now I need not only WhichShip but something similar for other features as well it seems.

Why is it version checker is telling me that there is a "v0.9.8a" version when the latest available is v0.9.7c?
Anyone have an idea?

A bit late of a reply, but if you check straight into the downloads of King_Alfonzo's Bitbucket, you will see there is a 0.9.8a version, released on 18/12/2021. It is a 0.95.1a version.

Where to download that 0.9.8a? Everywhere there is only v0.9.7c.
Check the root of his bitbucket. Here.

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