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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 - JUDGE! slowpersun

Pages: [1] 2 3 ... 41
1
Suggestions / Re: Weapons obtainment improvements
« on: January 08, 2022, 12:03:40 AM »
There's a mod for that.
What mod increases weapon availability?

Stellar Networks doesn't increase availability, it just makes stuff easier to find.  So more available.

2
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 07, 2022, 11:32:49 PM »
Pristine Nanoforges and Synchotron Cores are extremely rare yes, in my current playthrough I am drowning in Corrupted Nanoforges and certain Vanilla rares seem to elude me as well; but a Pristine Nano and a Synchotron? Can't find them for the life of me.

At least you can raid for pristine nano and synch core, so that isn't a huge deal.  But I like giving a corrupted nano to pirates if I don't need it, makes game much more interesting... so somewhat annoying when I can't find one.

I did got the location of a Pristine Nano through the 'Paper Book' bar event, haven't gotten the option for a synchotron yet. Perhaps someone should make a mod in order to be able to 'direct' the future instances of the 'paper book' event into particular endeavors.

I am a little unclear whether the Historian just searches game files for rare item locations every time, or actually generates the location at least some of the time.  Clearly the hyper shunt taps don't move though.

3
Suggestions / Re: Weapons obtainment improvements
« on: January 07, 2022, 11:24:25 PM »
There's a mod for that.

4
General Discussion / Re: Your favorite mod ship
« on: January 07, 2022, 05:51:21 PM »
Mechs from ArmaA mod.  Everything is second fiddle once you start piloting Gundams!

5
General Discussion / Re: Thoughts on the latest skill changes
« on: January 07, 2022, 05:45:43 PM »
I'm am actually curious if people would be happier if players were forced to pick exactly 5 personal skills, and exactly 10 non-personal skills from the existing skill trees?  That matches the power level of what is currently possible, and would also have players no longer being able to decide between the two types of skills.  Although perhaps I'm misunderstanding what people are asking for in these kinds of alternate skill setups?

That sounds kinda antithetical to the concept of a sandbox game.  You start limiting player choices, they revolt... might as well add another skill tree and raise level limit to 20.

6
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: January 07, 2022, 05:43:12 PM »
I must be slow or something. I can't figure this mod out, as much as I have tried.
I am running around picking up items, but I can't seem to use any of them. Can anyone help? So far I have
1 Empty Forge Template
1 Pebble-Class Forge Template
2 VPC Luxury Goods
1 Hypershunt Tap
1 Synchrotron Core
2 Autonomous Mantle Bore
2 Relay Hypertransmitter
1 Plasma Dynamo
1 Dealmaker Holosuite
2 Atmospheric Minerlaizer
1 Atmospheric  Sublimator
1 Stellar Reflector Core
1 Tectonic Attenuator
1 Transformer Brainprint
1 Irradicator Core

Some of these are Vanilla, you just plug those into the proper industry.  For the terraforming items added by mod, you have to build the proper terraforming building, then install the correct item into the correct terraforming building.  Without proper terraforming item, the terraforming building stalls at 50%, which basically cancels out benefits due to cost for running building (reduces hazard effect by 50%, but still costs $$ and maybe resources to run).  Once entire process is run, just deletes the hazard (and sometimes changes planet, getting rid of all hazards on an ice planet makes it a water planet).

It's actually a relatively elegant system, since it builds on just regular vanilla stuff and is practically a utility mod (unlike other terraforming mod, which adds a bunch of stuff so basically impossible to remove from a save).  I actually prefer this mod for that exact reason, although I basically haven't ever encountered a situation where I actually needed to attempt to remove the mod.  Still not an actual utility mod, but close.

Only major issue is that this mod further inflates the game's rare item pool, so it basically becomes impossible to find nanoforges anymore (gotta raid for 'em!).  Hopefully Kentington fixes that whenever they wake back up from their slumber...

7
Ground Support hullmods also let you deploy more troops at once.

I think the math is simpler than that (although I could be wrong, dunno if mod also changes this for invasion).  As far as I can tell, it just increases effectiveness of marines up to whatever ceiling is hit (either # of marines or # of ships with hull mod).  So 1000 marines with 5 Valkyries = 1500 marines, while with 5 Phantoms = 2000 marines.  But if it also affects literal deployment amount in mod, that should prolly be more clearly noted somewhere.

8
You forgot Tactical Retreat.

9
General Discussion / Re: Need some advice
« on: January 07, 2022, 05:24:08 PM »
Which one in particular? I feel like I'm getting comfortable enough with the game now to start diving into mods.
Nexerelin : https://fractalsoftworks.com/forum/index.php?topic=9175.0

Yes, Nex is life!  But seriously, prolly shouldn't jump into Nex until you have had a decent time in vanilla, it changes so much it's practically a different game with Nex... sometimes leads to funny results when peeps complain or drop bug reports for stuff that is actually from Nex.

10
General Discussion / Re: Hyperion Specials Tactics
« on: January 07, 2022, 05:21:32 PM »
For that situation, we have the odyssey. Ramming into thing all the time!

Yes, indeed.  Ramming stuff with it is just too much fun!  Plus, can lead to interesting results when you maneuver around back of enemy ship line (or to side) and start plinking stuff all over the place.  I've found that using Odyssey to ram into ship debris can also be used to create debris screens, sometimes leads to interesting AI behavior by opposing forces...

11
General Discussion / Re: Thoughts on the latest skill changes
« on: January 07, 2022, 05:17:54 PM »
I've never been happy with the player being forced to pick between personal combat skills and everything else. Every player is a ship captain and the heart of the gameplay is controlling a ship in combat, so every player is going to want to develop for it. This is only more true now in the era of officers, where a player that doesn't put at least some focus on combat skills is going to be routinely facing up against opponents with concrete mechanical advantages over them.

Well, the alternative is that whatever skills/bonuses that player picks could also have a weaker bonus applied to fleet officers.  You know, since the player is training/in charge of the officers.  I mean, officers would still get their own skill sets, but this would basically result in most fleet-wide bonuses being less useful and officers more useful since they would get basically a double stack of skills...

But doing so would basically require redoing at least half of the leadership tree (which actually might work out quite well if player colony skills were to be added back into the leadership tree instead of some additional colony skill tree being added).  But again, would be a huge rework of the skill system, that just went through at least 2 recent big reworks... maybe better to just let it sit for a while, marinate.

12
Suggestions / Re: allow player to overbuild industries and incur penalty
« on: January 07, 2022, 05:12:57 PM »
Well... If we can build as much as we want, the logical thing would be to bind production units to population size. So you can have a colony that makes everything but very little of them, or a dedicated colony that makes a huge amount of 1 thing.

An inverse relationship like that might actually be a more interesting implementation of the colony production system.  So factions (player included) are basically required to ship raw resources to point of refining/manufacture.  Also would make single system with multiple planets more valuable than multi-system supply chains.  But this of course begs the more important question...:

When is the game gonna add space plagues and quarantines?

FYI, the word quarantine originates with shipping.  Normally just something to win bar trivia with, but significantly more relevant these days!

13
I've made contacts, but I'm always so busy that I don't always get back to where they reside.  And when I do they never have anything for me.  I really wish I could set up a bunch of trade contacts and then bounce between them for missions and contracts to do.
That's actually a legitimate issue currently, super odd that there aren't interstellar phones in a future with interstellar communications for market data... but there's a mod for that!
I was surprised there are no mechanics for surrender and ransom.
So is basically everyone else, but general consensus is that game doesn't really want to give a player an excuse to skip battles, since steep learning curve and a big part of game.  Seriously, not hating on newbs or anything, but curve is waaay steeper than most realize; however, also much more fulfilling once you stop being Sisyphus and finally get that boulder up the hill!  I mean, mastering the curve requires both figuring out piloting, weapon layout, CR mastery and skill interaction just for player's ship, PLUS also learning how the orders system works for rest of your fleet (here's a hint:  CP will regenerate slowly, but player actually gets a window to issue orders per CP use.  So pause game and issue a bunch of orders at once).
Wish there was a way to make salvaging and refurbishing ships a viable business.  They just don't sell for enough to make up for the supply cost of recovering them and flying them back somewhere to sell them.
Can't, too easily exploited for $$ by average player.  What is interesting is that cost of D-mod ships also had weird cost issues when buying (I guess a ship with a single D-mod is same cost as 4 D-mods).
It would be cool to have a cruiser-sized salvage rig that had a chance to remove d-mods when salavaging ships.  Or it could be interesting to be able to cannibalize ships of the same hull type to assemble "rebuilt" versions that got rid of the other d-mods and replaced them with a dedicated "rebuilt" d-mod of some type.
Agreed, kinda weird that biggest salvage ship is only a destroyer class.  Balance mostly likely achieved by having terrible speed, so would require some Ox tugs in fleet (since S-modding in augmented burn drive prolly not worth it for big salvage rig).  Alternatively, game could split hull mod so there is a better version that affects ship speed, and less efficient version that doesn't affect ship speed.
It would be nice to have pre-made systems thrown into the mix of randomized systems that contained a mini story quest within them.  Maybe some pre-scripted standalone encounters.  Or just some interesting hand-crafted setpieces to find.
Prolly something added with final polish update, along with all that missing fun lore from just so so many planet ruins
Rather than relying on the black market and avoiding tariffs to make money as a trader/merchant I would rather have more opportunities to take legitimate delivery contracts.  I run into potential smuggling jobs all the time, but I'd like more of the normal trade contracts too.  I did eventually learn to look for invasions and other trade disruptions that create opportunities where demand was high enough in enough different goods at one location to make tariffed trading really profitable.
This used to be much more viable, but 0.95 update shifted basically all the trade contracts into the contact system.  Player used to just be able to fly around and get trade contracts, now they have to land and ask; very tedious...
I had been wanting to play a mostly legit trader/merchant, but the only way to make money in a reasonable time-frame is by trading with pirates and on the black market.  That's fine when I want to play a smuggler or mercenary type career, but I'd like to have the option to be a more upstanding business magnate.  As it stands, I spend a lot of time smashing up pirate bases in the fringes, yet in the core sector they're my biggest customer!  Oh, what a double life I lead!
Game specifically forces player to use black market by setting arbitrarily high trade tariffs.  C'est la vie.
I think tariffs ought to be affected by your faction relationships.  If you have a maxed out positive relationship with a faction the tariffs should drop down to 15%.  Or maybe you should be able to buy "preferred trading partner" certifications for different planets.  Where a one-time fee drops your tariffs at that particular location by 5-10% permanently.
There's a mod for that.  Actually a few mods that do something like it, but only one specifically specializes in doing it.
Asteroid belts and navigation hazards should be harsh in places you've rarely been.  But if you've navigated through a system a hundred times you should eventually be able to cruise through its asteroid belts at full burn with no problem.  You've been through there so many times you know what to watch out for and where the main hazards are.  Maybe you've flown through a particular electromagnetic or radiation hazard enough times that you've come up with tweaks to your shields and engine coils that mitigate the worst of it.
Space hazards are dynamic.  Asteroids aren't locked in place.  But hitting six asteroids in a row late game is super annoying and can really kill CR at inopportune points in game.  Multiple solutions have been suggested, I still stand by mine that extra Ox tugs should reduce asteroid strike chance.  I'm sure someone will mod a fix eventually anyways...
It would be fun to be able to "re-fit" the color scheme or paint job of your ships.  Or at least have a hue/color slider for the details and pin-striping.
More 0.99 polish stuff, lotta sprite recoloring for little payoff.  But someday!

14
General Discussion / Re: How to finish a playthrough ?
« on: January 07, 2022, 01:03:10 PM »
Dunno, by this point most peeps either take over the entire sector or at least sat bomb core into oblivion.  Or start a new run, maybe with a specific mod combo (I keep meaning to try a low-tech miner run with derelict contingent using Nex for mining and new resource compression mod, but having too much fun with current run).  Eventually maybe player will get to explore new seed version of sector with some randomized new factions & sub-factions but with their same character, but that is like some 1.0 2026 level guesstimating...

15
General Discussion / Re: Need some advice
« on: January 07, 2022, 12:53:58 PM »
It is a pity that the AI only stays in the core systems and don't try expanding though.

There's a mod for that too!

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