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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 - SenSayed

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Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.2]
« on: July 26, 2021, 10:06:19 AM »
Yes, but also no. My point of view is to be quality-dependent rather "two d-mods and one s-mod" or "DP dependable quality of fleet". I already tweaked config file and pretty happy with results. It is suggestion about revamping mechanism of s-mods. Revamped s-mods comes from story points and it would be cool to see it revamped almost entirely s-mods mechanics as whole new system. And for me, story points is thing that add something optional. But with this mod i'd locked into s-modding everything, so i could keep equality between fleets. As s-mods come from story points it logically (personal to me) that mercs and other militaries would buy them rather than do magic

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Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.2]
« on: July 26, 2021, 04:59:43 AM »
Also second idea is to make able make s-mods with credits. For example, lets say that there is base cost of ship, ordnance points it costs and multiplier to cost of s-mod. So it be like restoring hull for hefty amounts of credits but s-modding instead. I think if it ever come to existing version then it'll be able to collect some playtesting. Idea here is that s-mod made with story points is completely free and that's analogy of bar event with delivery contract (you can earn more if you spend story point and get additional xp). so lets say that paragon costs around 1mil. then 1mil devided by multiplier and magically it becomes base cost of s-mod (lets say that it will be 200k). and then ordanance points multiplied by nubmer which determined by size of hull. lets say that for capitals it would be 5k for each ordnance points of hull s-modding. So s-modding hardened shield on paragon would be 200k + 35*5k= 375k per s-modding. Also good idea to make special modifications get discounts on base cost, so denominator will be higher

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Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.2]
« on: July 26, 2021, 03:58:09 AM »
Also, lets say that over all "pool" of s-mods per imaginary detachment is 15. there is detachments with 15 s-mods: hegemony and tach, luddite (which about we will talk later). So hegemony has level 7 with quantity of 5 officers and they sit in onslaughts and legions. So 5 ships will get around 2 s-mods while unofficered ships will not get their s-mod or get a little (idea here is to make most combat-capable ships most efficient). Then goes Tach with 3 officers and 4 level averege. Then, logically, dooms and paragons would get around 3 and others ships in fleet would distribute around 1-2 s-mod per ship (excluding civilian ships)(idea here is to make all ships best of the best)(edited: yes, there will be little more than 15 s-mods as there would be much larger quality with pristine nanoforge). And there is luddite which is inconsistent as their d-mods in averege is two. So s-mods would actually be not 15 but 12, because 2 of 5 possible d-mods in fleet already (or 40% less quality than 100% and then 20% less s-mods)(idea here is to NOT compensate d-mods with equally s-mods so nanoforges will play a giant role. for instance pristine nanoforges will have proper implementations as quality over 100% will matter). Also you will be able to change ratio of s-mods/quality in config files and vanilla settings would be like now.

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Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.2]
« on: July 26, 2021, 02:53:32 AM »
Markets with shipmaking industry benefits all planets equally, including planet itself. Other things that could manipulate quality is instability or/and destroyed heavy industry and orbital works. As in-game lore  "low-tier" material equiped into export and small patrols (if player started colony without heavy industry, there will debuff to quality -25% and called crossfactions imports). As i think, s-mod should be the quality measure other than "simply s-mod all you can". My point of view is that officered ships has to be more s-modded than others so you can accumulate large s-mods on important ships quickly (hegemony's officered ships would be great case because of "officer quality doctrine"). And Tach fleet that lack officer skills and nubmer of ships has to overcome officered hegemony onslaught to make "superquality" ships (as it seems like quality over quantity).

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Modding / Re: [0.95a-RC15] Trophy s-mods [0.4.2]
« on: July 26, 2021, 01:42:09 AM »
Hello! Very great mod. I have a good idea to mod. Lets say that market N has 145% quality and opposite market, the M, has 50% quality. Then s-mod calclulator will determine how often s-mod will occur based on quality. So, for 145% it would be (145-100)/2= 22% of additional s-mod. And for market M, whic has less than 100, it would be (100-50)/2=25% less s-mods based on quality. Then "quality doctrine" would play equal role to "officer doctrine". It makes sense as Tach fleets maxed out quality have to be "better but smaller in quantity" than luddite fleets, which is "many d-modded shuttles", is literally d-modded trashcans

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Mods / Re: [0.95a] Tahlan Shipworks 0.6a
« on: June 06, 2021, 05:59:11 AM »
Hello! Ship's sprites super great (in particular castella my favourite)! But im curious is there a option to turn off kassander engineering ( to make sector look like more lore friendly)? I had been searching thru config files and more but may be im blind. and yes, i tried turn off kassander planet.

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Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.2)
« on: May 25, 2021, 11:33:26 PM »
Hello! There is bug. So if you turn on terraforming projects (projects that allow you terraform to anothers planet types) and will try to terraform your planet into jungle then planet will become paradise world. No other terraforming types do that so i think it a bug.

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Mods / Re: [0.95a] Arma Armatura 1.4.5d (4/16/2021)
« on: May 02, 2021, 07:41:25 AM »
Hello! Going to straight forward to ask you for fix. So when altagrave(c) (command) activates "field" and meanwhile altagrave(ex) (remnant type hull) is being inside that field then his shotgun become harmless even after leaving karma field! Shotgun fires literally one bullet. Disclaimer: sometimes it fixes right away or dont even self-fix.(the way you do this, i think, is going inside that field again)

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