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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - SpaceDrake

Pages: [1] 2 3 ... 34
1
Blog Posts / Re: Planet Search Overhaul
« on: July 13, 2024, 01:48:11 PM »
1) Could we get the option to set the distances on the planets screen to be from somewhere other than where I am?

For both RP and management reasons, I really like to find a cluster of ideal or near-ideal worlds within a few lightyears of each other, ideally 5-7lys or less. This often means that I have several explored colony candidates that are missing a feature or two, while I explore the areas around them. I then end up travelling to each system a few times just tocheck distances between everything, which costs a lot of fuel and supplies. Thus being able to have the distances from a pinned candidate world would be icing on the metaphorical cake.

Hmm, I'd thought about it when working on this and it felt like it would make things too cumbersome for what it brings to the table. I'll keep it in mind, though!

Along these lines - it might also be nice to have a column or something for distance from the core and/or basic accessibility rating. That's starting to be a lot of rows, but it's another important piece of information and right now, you'd have to go to the core yourself to get a rough measure of it.

2
Blog Posts / Re: Planet Search Overhaul
« on: July 13, 2024, 11:36:32 AM »
Does that also mean that old bug with Solar Mirror not showing in planet list was finally fixed and now can be seen in the search?

At the very least, it can now be tracked!

The fifth and sixth screenshots seem to show the bug as not fixed yet, but the list can still detect the Solar Mirror state and you can track it that way using the filter.

3
Blog Posts / Re: New music for Galatia Academy
« on: July 13, 2024, 10:02:30 AM »
The main feedback I'd have, although it'd ultimately be more work, is that I feel like Galatia itself and Provost Baird should have different themes. Complimentary themes, mind you, but when you're meeting with Baird, it's typically a quite different experience than getting some odd jobs from Sebestyen or jawing away with some of the other folks who come to call Galatia home.

The extant theme works well for the latter, but for the former... I'm not quite sure it will work as well.

Still, this is really neat to see and I'm glad the game's soundscape is expanding!

4
Blog Posts / Re: Planet Search Overhaul
« on: July 13, 2024, 09:58:56 AM »
These are all very needful things I've been wanting for a bit (especially the ability to see Solar Arrays on this screen), so I can't wait. It's good to see older parts of the interface like this getting TLC!

But man. I can hear the agony of not being able to talk about Current Cool Stuff in this post. :V Just getting more and more hype for whatever .98 turns out to be.

5
Mods / Re: [0.97a] Random Assortment of Things
« on: May 20, 2024, 05:42:37 AM »
You did get it right on the Discord, which might have contributed to the confusion.

6
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 19, 2024, 12:20:23 AM »
Yeah, the main challenge is getting Sera's personal relation to 30; it's best to take the higher-end missions she offers for that, and if you're coming in from the Valkazard start or something, that can take A Minute, even if you're outright flogging away at her jobs (and it doesn't help that unlocking her missions requires turning in the 'Zard, which you might be leaning on up to that point). Although she's already a loaded contact, I've wondered a bit if she should also have Trade/Industry added to her mission list, as some of those missions offer fairly juicy (and not terribly difficult/time consuming) ways to build contact rep.

But as it stands, just make sure to do higher-end bounties or consider taking privateering/system bounties if she brings them up, as well as higher-end exploration/recovery missions or smuggling jobs when she offers them. Those are good ways to goose your personal relation value with her up to the 30-or-higher value required.

7
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 18, 2024, 02:29:07 PM »
I turned in the Valkhazard to Sera when I was already at 100 rep with her and never got any of the unlocks for it, is there another way to force them, or another trigger?

It can take a long *** time for the [redacted] to unlock after you turn in the Valkazard. In addition to any armaa_gaveSeraphValk shenanigans that might be happening (though it does appear to be configured correctly), you need to have a relationship with Sera (or Arma, but I think it only counts her) that is higher than 30, and it rolls a random coin flip every time her missions and whatnot reset to see if the event triggers (so monthly or so):

Code
armaa_vxGift,PickGreeting,"$id == armaa_seraph
!$givenCustomVXCustom score: 1000
$armaa_gaveSeraphValk score: 1000
$rel >= 0.30
RollProbability 0.5

If you want to get the [sekrit] quicker, you could adjust the $rel downward and/or adjust the RollProbability upward. This all starts on line 1414 of rules.csv in text mode.

8
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 13, 2024, 06:27:10 PM »
Well someone thinks it looks neat:

https://twitter.com/amosolov/status/1790158108259758397

(Oh god, I hope you don't feel a ton of pressure or anything, shoi :x )

9
Mods / Re: [0.97a] Arma Armatura v3.0.6 BETA [4/3/24]
« on: May 12, 2024, 06:31:57 PM »
Hey, hey shoi.

https://www.reddit.com/r/starsector/comments/1cprb1k/toto_were_not_in_space_anymore/

Whatcha doin' there, friend? Whatcha doin', bud?

(Insert an "eyes popping out of skull" gif right here, oh my god)

10
Colony Crisis is more of an annoyance than benefit wonder anyway to just turn it off

Some of the Crises provide absolutely absurd rewards (especially the Luddic Church one). They are absolutely worth doing.

11
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: May 02, 2024, 12:41:08 PM »
Yep, I saw a Grendel print in my most recent run as well.

12
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« on: April 26, 2024, 07:17:32 PM »
Bounty Board. IBB is generally a closed system.

13
General Discussion / Re: How large was Opis?
« on: April 25, 2024, 09:53:39 PM »
Speaking of The Historian™, another entry added in .97 addresses Opis somewhat directly, while still not putting a number on it; I'm definitely of the camp that Opis was at least a "mid-size 8", and may well have been a "low size 9" at the time of its destruction:

Quote
"Ah, the tragedy of Opis. The sheer scale of loss is incomprehensible to the mind. To this day there are those who fight and kill over the finer points of whose fault it was. I have my position, but that argument over-dominates the story of the Opisean polity itself. Why should those countless dead be defined by their murderer? I find that the beginning of a story is necessary to illuminate the end, don't you agree?"

[They don't] wait for an answer, but begin to lecture. "Opis was a center of population, of art and commerce. Not heavy industry as-such, however - that they exported to Sindria; and agriculture, to Volturn. Out of sight, out of mind. The rulers of the Chartery of Opis grew to see little need in appeasing any but their local patronage networks. Wealth flowed to the center, where influence coagulated; the edges were forgotten."

"Was it once again the sin of the Domain re-enacted on a smaller stage?" [They] raise [their] eyebrows.

So at the very least, a (pretty grounded and realistic about the mechanics of history) historian-scholar describes the scale of Opis' loss as "incomprehensible". This also makes the point that Opis, or rather Askonia under the Chartery, seems to have been an exception to the Domain's rule about allowing power to consolidate in one system:

Quote
"The Human Domain split key industries into separate worlds, although yes, with redundancies - set well apart from one another. If one world which produces hyperdrives tried to leverage their specialization against the Domain, well, what good are they without raw materials? Or AM fuel? Or, indeed, the basic necessities of life and access to markets?"

"How can one rebel when the Domain need only control the local Gate to lay a complete siege? Which one world could possibly stand against the entire Domain?" [They give] a grim smirk. "Now we're stuck here, besieged by the Domain. There's no one to accept our surrender but some dead Gates."

Well, Opis was pretty self-contained, having several habitables, a mining world (unless Cruor's mining is an Andradan development) and a planet well-suited to heavy industry and fuel production. (Though it is curious that agri-business was offloaded to Volturn; that would be the point against the billions, because unless food was being imported from Gilead or something, or there actually was farming on Opis, Volturn wouldn't be enough for the Chartery to achieve autarky when it comes to food.) Food aside, though, Askonia seems like it was established to be pretty self-sufficient; I've wondered, given its location, if it was intended to be the "sector capital" of the Persean Sector. There's also quite a bit of inference that said self-sufficiency and fuel surplus is what let the original Chartery ride out the waves of the early collapse and then the First AI War, and not get particularly involved with the latter - they were strong enough to avoid invasion, and likely supplied needful things to all the combatants. It was only when internal dissent reached a fever pitch that something like the Askonia Crisis could happen.

So I don't have too much trouble believing in a 10^9 Opis (since the Chartery was the kind of macro-polity that could support such a world, seemingly), and its destruction contributing to the deep fatalism we encounter in certain parts of the main scenario-to-date. In the "Find Coureuse" scenario in particular, there's a decent bit of discussion about how everyone thinks the Sector is largely doomed, and I can see the destruction of a 10^9 Opis contributing very heavily to that. Even a 10^8 Opis being asteroided would be an "incomprehensible" loss, though.

I am curious about just how impactful the destruction of Ops was - the game seems to treat it as a localized refugee crisis, with its sector-wide importance being symbolic (an entire nation, gone in an instant!) rather than economic. If its destruction could really have killed billions of people, even through second-order effects, wouldn't that supersede the Collapse itself as the defining event in sector history?

I think you are underestimating the sheer scale of loss resulting from the Collapse proper and the First AI War. Remember, any time you find "Vast Ruins" on a world? That was probably a place that played host to a 10^7+ population... once upon a time.

14
Yeah, the colony crises are unrelated to standing. If anything, having high relations gives you a bit of leeway in dealing with problems in... assertive ways.

15
Do you mean the player-controlled faction when you found a colony?

That's just the "player" faction. You are always your own faction (even when commissioned, you are still the player faction and are attached to an NPC faction in certain senses). The guts of "establishing" your faction is just that you get to control the flag/crest that represents you, the actual name of your group, and a few of the other variables. The player faction always exists because you always exist.

The behavior of the player faction is governed by the player.faction file in starsector-core/data/world/, or any mod that includes a data/world/ path with a player.faction file.

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