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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 - JDCollie

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Just wanted to chime in again and say how much I love this mod. Absolutely a must have for me. :)

(Note that a synergy slot already loses some capability by no longer accepting down-sized weapons.)
That's more of an advantage than not, especially with Autofit.
I disagree. It loses a lot of flexibility for slight ease of use improvement for a quality of life feature.

Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: May 12, 2021, 09:55:16 PM »
Can confirm that the mod "works" with .95 
I haven't personally noticed any issues with auto-retreat, my ships seems to pull back when they are supposed to.

Mods / Re: [0.95a] Stellar Networks - handy intel boards
« on: April 20, 2021, 10:51:44 PM »
This should be vanilla functionality. Stellar Networks is up there with Leading Pip and Lightshow in the "mods I automatically add to any playthrough".
Phenomenal mod.

Mods / Re: [0.95a] Combat Alarm Sounds mod v1.4
« on: April 15, 2021, 11:36:13 PM »
In case anyone was interested, I made a replacement for the low hull warning that sounds very similar to the collision klaxxon from The Empire Strikes Back. I think it sounds pretty awesome.

Here's the soundcloud source if you want to hear it (and yes, it is creative commons license with adaptation and redistribution permitted.)

General Discussion / Re: Trending in media?
« on: September 06, 2019, 06:05:26 PM »
Thank you! The last month and a bit have really been something.

You guys deserve it! I've been with Starsector since April, 2012, and have been continually impressed by what you guys have done the entire time.

Is there a way to prevent the guaranteed rating loss when fighting single ships? If I'm chasing the one frigate that retreated I lose rating even if I take 0 damage. I know autoresolve doesn't affect rating but then I have to deploy multiple ships to get the same success rate.
Have the ship you send be half the deployment cost of the single ship you are fighting. Even if you take damage you'll still have a good rating.

Out of curiosity, does Legends care about total hull damage in making the battle performance calculations, or final hull damage?

General Discussion / Re: No point in colonizing?
« on: August 30, 2019, 03:26:56 AM »
But it is not balanced well at all. You either start a colony with low resources, and get ROFLstomped into high losses for a long time, or you know to get a mil or two of credits before settling, and ROFLstomp any invading fleet with ease. There is very little in between, where you could have an interesting time building a colony. The current system is either frustrating (to a new player), or easily exploitable (to a veteran).
The system certainly needs some refining, and could do with an in-game tutorial. It would also be nice to have a longer term way of preventing faction attacks, similar to how you can disrupt pather cells for a year at a time.

General Discussion / Re: Some Stuffalo About Buffalo
« on: August 21, 2019, 08:18:30 PM »
I don't think I'm convinced, but you've piqued my interest enough for me to give this a try. I'm thinking a pirate start where I spend a great deal of time raiding in-system (so that fuel is less relevant) might be the place for this strategy. . .

Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.1v
« on: August 19, 2019, 11:10:59 AM »
Ooooh, I was hoping someone would make something like this!

As others have mentioned, I think a few buildings should be permanent. Balance wise, being able to convert every vaguely colonizeable planet in the sector to a garden world would very quickly break the game.

Perhaps this mod could interact with a certain quest related red industry you can acquire in vanilla in order to remove the "meteorite impacts" hazard?

First off, I love this idea!  Second off, don't worry about "balance"; think of this as a way to test out mechanics that Alex might well want to put into the game.

Things I'd like to see:

Atmospheric Processors:  Temporary.  Huge machines convert no-atmosphere / bad atmosphere (Toxic, Polluted, Radiated) to a neutral state.  Should take 1 year and 5 million Credits to build.

Soil Creation:  Temporary.  Nanotech devices gradually build a layer of viable top-soil, allowing a planet to be farmed.  Improves farming by +1 or sets to 0 if less than 0.  Requires a planet with a breathable atmosphere, 1 year and 5 million Credits.

Planetary Intelligence Agency:  Permanent.  Eliminates Path incursions and greatly improves resistance vs. Pirate raids.  3 months, 1 million Credits to set up, costs 25K+ thereafter (whatever's roughly balanced for a Size 5 Colony, essentially- by Size 7, it shouldn't be a big cost).

Gravity Control:  Permanent.  Installs grav devices throughout the Colony, removing the penalties from Gravity.  6 months, 5 million Credits, but 10K (i.e., cheap) to maintain thereafter, as it uses up an Industry slot.

Tectonic Stabilization:  Temporary.  Using hypervelocity kinetic strikes, the tectonic plates of the planet are carefully shattered in a controlled way, greatly reducing earthquakes and other problems.  Removes "unstable" penalties.  1 Million Credits, 2 months to build.  (should be pretty cheap, this isn't terribly common).

Biocide:  Temporary.  Masers and massive sunlight reflectors are used to burn away harmful flora and fauna, along with the use of nanotech biocides, to make the planet 100% compatible with human-friendly lifeforms.  Removes "biohazard" penalty.  2 million Credits, 3 months.

Oort Cloud Bombardment:  Temporary.  Drones are sent to the Oort Cloud to collect water ice chunks and drop them on the planet, greatly improving the amount of surface water on the planet.  5 million Credits, 6 months.  Removes "arid" penalty, or if the planet is normal / Terran, can convert to a Water World!

Manufacturing Ring:  Permanent.  Builds a ring of manufacturing facilities orbiting the planet, greatly improving Accessibility and production.  All Industries get +2 production and Accessibility is improved by +2 as well.  10 million Credits and 1 year; costs 100K+ (whatever feels reasonably balanced for Size 7 Colonies; this is an end-game item).

Hyperspace Detectors:  Permanent.  Builds sophisticated new Hyperspace detectors, greatly improving the sensor reach of fleets in this System.  Basically, a planet-based way to build the same sensors usually installed in space.  500K to build, 15K to maintain.

AI Farm:  Permanent.  Uses "tamed" Remnant tech to gradually replicate AIs left in this planet's inventory, for an endless supply over time.  20 million Credits and 1 year to build, 500K to maintain.  3 months for Gamma cores to replicate, 6 months for Betas, 1 year for Alphas.

Military Construction Yards:  Permanent.  Special high-speed manufacturing facilities are built for purely military use.  Accelerates production of military vessels for local fleets by 100%, reduces D-Mods by 2, increases fleet sizes.  5 million Credits and 6 months to build, 200K to maintain. 

Marine Training Facilities:  Permanent.  Trains Marines and other ground forces in large numbers.  1 million Credits and 3 months to build, 100K to maintain.  Builds 100 Marines / month, plus Armaments / Heavy Armaments.  50K to maintain.

Cloning Center:  Permanent.  Clones and artificial-birthing facilities greatly accelerate population growth.  Gives Colony a constant growth-rate of 2% before any other factors are considered (i.e., additive).  Improves growth, but the clones are harder to integrate into society.  10 Million and 6 months to build, costs 25K and -2 Stability to maintain.

Basically, put in tools so that players can:

A.  Gradually fix up their worlds, at a cost in time and Credits.
B.  Use their Credits to build end-game content.
C.  Prepare for the final form of this game, where we're hoping that the Factions are dynamic and also able to make use of these kinds of things.
I'd actually make nearly all of the terraforming structures you suggest here permanent. We all come across those 175% valuable-but-unprofitable planets. Having permanent terraforming would allow us to make use of such worlds (and potentially make them very good) without breaking the game by allowing players to colonize willy nilly.

As a compromise, perhaps have the terraforming structures enter a lower cost "maintenance mode" once the primary change is completed? That way they won't be sucking down credits, but they'll still take a slot.

Modding / Re: [0.9.1a] Missing ships mod
« on: August 19, 2019, 10:52:17 AM »
Welcome to the modding community! Always fun to see someone shore up the mid-line capital fleet.

Perhaps consider reducing the flight decks on the Albatross to five? I'll need to play around with it to see if it is as strong as I suspect, but I mean, the Legion only gets four, and the Astral sacrifices nearly every other capital advantage to have six. Seems a bit overpowered to give a ship ten medium ballistic mounts and six flight decks, especially with how strong carriers are in general in the current meta. I recognize it has crap armor, but crap armor isn't all that relevant if you can simply delete everything before it reaches you.

I hope your burnout is far distant and you bring many more awesome ships to the community :D

Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 16, 2019, 12:47:02 AM »
Can i somehow make blueprints of these ships available to find without adding the faction? All red speed racer fleets of perfect hi-tech ships with a purpose of "Claiming ownership over millions of people's possessions" sound silly, i can't believe in a world with a faction like this. But as an ultra-rare and expensive ship designs from domain era, it could work.
I wouldn't recommend it, but you could in theory, make a new game without Diable Avionics enabled, save, exit, enable Diable, boom, you should have world where none of the faction/world gen stuff from Diable is present, but you might still be able to find their ships and weapons in markets. In theory.

*I take no responsibility for all of the game breaking/save corrupting problems such behavior could potentially create. Use at your own risk.

This mod should be titled: "Ruthless Sector: How I Learned to Stop Savescumming and Love the XP Bonus"

Do you undestand that hull damage system is stupid? It makes ships with bad shields or tactics without using shields unsuitable. And here is always some risk to take some hull damage to make fight faster, but we control it to prevent death. You are mad man, i think.
I disagree. The idea behind the mod is the reputation the ships develop among the people who crew them. Ships that regularly take hull damage and therefore lose crew are going develop reputations of being ill-fated even if they are statistically successful. And anyway ships with bad shields generally have good armor. Ships with bad armor generally have good shields. Ships that have neither are either compensated in another way such as mobility or standoff firepower, or are bad ships. (At least for combat anyway.)  As for tactics, well, a ship that has good shields/armor, but refuses to use them because of the tactics of the captain? Well, I don't think it's unreasonable to think the crew wouldn't be particularly loyal.

Granted, this is all from an immersion perspective. From a gameplay one, look at the formula. So long as the fleet you deploy is roughly equal to the one you face, and your ship inflicts more than it's own deployment cost in hull damage, you will see good combat ratings. I don't mean to be critical, but if ships using your "unshielded tactics" are unable to pull a good rating, then perhaps they actually aren't preforming as solidly as you believe they are?

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