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Messages - Iannar

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1
There is no stat called "Burnspeed".
There is "maximum burn" in logistical data, which is maximum fleet speed in space, and there is "top speed" in combat performance data, which is maximum speed in battle.

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General Discussion / Re: Ships and Weapons data spreadsheet
« on: June 11, 2023, 06:59:30 AM »
Spreadsheet has been updated to version 0.96!

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General Discussion / Re: Ships and Weapons data spreadsheet
« on: November 10, 2022, 08:49:12 AM »
Quote
Your hullmod system is quite nice, but it seems that its global and cant be used by 2 people at once.
Yes, unfortunately this is the price for data cohesion. I could make a downloadable version for private usage but this will quickly develop in to a mess of 10 outdated version being in use by the people. I was advised by some mod creators to not do this that way. Also we are small community and I've never seen two people using this spreadsheet at the same time.

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OFP should be in absolute terms, not %, % leaves odd stuff like the atlas superfreighter getting 100%, which I dont think is useful info to anyone.
OFP is a relative parameter, so it is not useful for ship comparison. Its purpose is to help in the internal optimization of the ship by hullmods.
If you want a direct value, I could make an "overflux" value which could be WFG-FD (OFP is FD/WFG).

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Some conditonal coloring is based on absolute for all ships (like top speed), and not for its ship class, this should be changed
I tried this at first and it was looking weird. You see, our monkey brain likes cohesive colour codding (for our fruit colour examination f.e). So if I mark 80 speed as yellow (medium ripe fruit), 25 as red (eat this fruit!) and 150 as green (wait a bit for that one...), I no longer see 80, 25 and 150. I see yellow, red and green. Our brain thinks much faster with colours and If you change the codding each time f.e: On frigates yellow is 120, on capitals is 40... brain has to learn it each time, and it's tiring.

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I know that your style of sheets doent really support this but a combat/utility split would be nice to reduce clutter on stats I don't care about on each side
Well I think you are just used to your spreadsheet. Also I don't think that would be a good idea for people to search for ship's stats TWICE.

4
General Discussion / Re: Ships and Weapons data spreadsheet
« on: November 09, 2022, 10:07:47 PM »
Could you specify what modded data you have in mind? Do you want me to include your data in to mine? I've already included some mods in second spreadsheet.
Also that linked spreadsheet seems to be your doing and because it is your first post on this forum, you have never share it here before. Good job! ;D

5
General Discussion / Re: Ships and Weapons data spreadsheet
« on: November 08, 2022, 04:30:27 AM »
Hello!

Im happy to announce that spreadsheet has been updated to version 2.0.
Now you can choose from 24 hullmods to modify the data!

6
General Discussion / Re: Issues in Starsector Weapons Research
« on: October 25, 2022, 11:17:29 PM »
Perhaps this spreadsheet will help you with data research. I tried to add there some more flux parameters for better ship comparison.

https://fractalsoftworks.com/forum/index.php?topic=22955.msg347445#msg347445

7
General Discussion / Re: Why is there flux instead of power or something?
« on: October 25, 2022, 07:19:40 AM »
I imagine flux as the measure of ship reactor's quantum stability. I think that it works like electron on atomic shell; it's getting "excited". When more energy is needed engineers push reactor's matter in to more energetic quantum levels. Matter of course don't want be excited and go back to the lowest level, emitting radiation in the process. Flux is % of excited matter in the reactor. If too much of the matter is on higher quantum states engineers lose control and overload happens. Hard flux is generated when too rapid or too high energy spike is needed (kinetic bullet hit a shield f.e.) and matter get excited on metastable level. This prevents simple and quick getting back to the lowest quantum energy state and forceful cooling is recommended.

I was also thinking about reason why bullet weapons need to generate flux and found one - barrel wearing. Each artillery barrel can shoot some finite times without losing its accuracy. The bigger the gun and the higher amplitudes of temperatures (40 K temp. in space around ship) between shoots, the shorter barrel life is. To prevent that, guns have energy fields protecting it during fire shot.

8
General Discussion / Re: One mining can supply 20 colonies?
« on: July 11, 2022, 05:26:08 AM »
I interpret production points as planetary production potential. I don't own factories - I just organize place for them (by removing hazard f.e.) - making it more ore less accessible. The money I earn are just taxes paid by  privet business that is selling products on global market based on planet's potential (population size + modifiers)  and accessibility (space transport is a huge deal).
We can imagine that no one would like to build his factory on some distant world, even if it has great potential. Also no one would like to build factory on some small colony with only 1000 people on it.

9
General Discussion / Re: DP vs OP chart
« on: June 04, 2022, 01:40:56 AM »
Hello!

In my ships and weapons spreadsheet I tried to add some new flux related parameters to show how ships are capable of using their flux offensively. For standardization purposes I armed ships with average OP and flux non PD weapons (I know that value from my spreadsheet :) ) and used missiles in all hybryd mounts.
https://fractalsoftworks.com/forum/index.php?topic=22955.msg347445#msg347445

I hope it will help in this discussion.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 29, 2022, 04:53:18 AM »
...I can invest time and money to not have to.
And I'm just asking for that money part. It could be a simple credit pay, building built or upgraded, resource spent, item installed, terraforming point spent... anything that will make the player feel rewarded. If that money part could also fix some nasty things like +9 food +5 organic Jungle very hot planet, it would be great.
Farmland improvement could be barred behind Genelabs, while Organics/Volatiles improvement should maybe require a new "Resource Pressurizer" structure. That kind of thing.
I like that idea. As for time as resource, I remember old versions of mod where terraforming time was much, much longer and it was also a balance factor.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 29, 2022, 03:17:15 AM »
I really don't.
The UI could use work, but the actual terraforming system in the current version is great! (I presume the requirements and limitations are based on vanilla planet generation?

Oh, so you are fine with resource improvement method being basically a free console command with 200 days delay?

12
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 28, 2022, 10:21:28 PM »
we players don't always like simple and plastic things.

I think very few people are willing to read a wall of text on a tooltip...
Yep that's me!  ;) But I'm little surprised about your way of thinking. Starsector is very complex game in terms of ship building, fleet composition and combat. People are still debating about these things a lot on this forum. There are a lot of questions coming from confused new players as well. It's a niche game for patient, wanting to learn something players, not some mobile and relaxing clicker. Well, that could be reason why this game isn't very popular... Making planetary management a little more complex won't hurt. I hope you will take some "golden mean" from our little discussion here and make this mod even better.

13
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 28, 2022, 03:53:29 PM »

This is an interesting idea and could probably be implemented from a coding standpoint, but I'm not sure it would create a good gameplay experience. Players would be confused and frustrated that their planet can no longer be improved because they ran out of abstract terraforming points, instead of more tangible and realistic limitations based on factors like temperature or the type of planet.

So I'd like to weigh in on my opinion with terraforming. I've lost track how many times it's been changed to date but, I don't particular mind the new system. It's thought provoking in it's own way. That's good, what's a little bizarre to be is the flip from the colony buildings that either suppressed or removed a certain affliction(IE The Terraforming platform for mild and removing extreme weather) for the menu to another item in the interactive menu for planets(With as many mods as me I've actually hit Zero hotkey for options.). Personally I'd like to keep the new math's and strategizing different worlds for different jobs. Though, I would like to see a return of the terraforming platform(With the new limitations in mind IE No mild on jungle or Tundra worlds). I think implementing it in a modifier suppression way instead of just out right removing the problem is cool(Except maybe extreme weather). Like if you have a colony on toxic world, you need an atmosphere processor to keep the toxins away(Could work for pollution or hostile biosphere). I honestly wouldn't mind if completely terraforming a planet was locked behind the Gene labs, I mean when you get a colony it's pretty much game as soon after planet types are little more than an inconvenience. I'd settle the sun if it produced enough volatiles. Hell, I'd terraform it to boot.

You have a valid point - the terraforming menu feels sort of like a console command, while building structures such as the Terraforming Platform and seeing them improve conditions is more rewarding. The terraforming menu does have some advantages over buildings though, like being very straightforward and easy for newer players to grasp.

Something I'm considering is linking the subsections of the terraforming menu to specific buildings, and having the project options pop up when the player clicks on the building. For example, if the player clicks on the Atmosphere Processor building, instead of the menu options regarding installing items or AI cores, the various projects will pop up instead. This may not be feasible from a coding standpoint so I'll have to look into it more.
If you are talking about confusion - I was already confused with its current model at the beginning, so don't worry about that. Good explanation is everything you need, we players don't always like simple and plastic things. Planetary management in Starsector is simplistic enough. Compare it to Stellaris f.e.
If you are worried about frustration from lack of points than let's combine it with ArkaneKannon idea and let terraforming buildings: genlab, atmospheric processor, terraforming platform add points. Ba! It could be the only way to add them. If you're running off buildings that add points, make terraforming platform upgradable - pay to terraform rule.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 27, 2022, 09:17:59 PM »
Regarding your proposed changes, I can see a few potential issues:

1. You write that the focus for Terran is farming - but since it starts with volatiles and therefore can't slot Soil Nanites, it's actually inferior for farming relative to Jungle and Arid despite their lower max farming values!

2. If the player suppresses the Hot or Cold condition, I think they'll have the expectation that they should be able to turn that planet into a Terran world. Stopping that wouldn't make sense from a lore standpoint. Also, I think all procedurally generated Arid/Desert planets are hot - allowing the player to create Arid/Desert worlds that are cold seems to be incongruent with how the vanilla system works, even if it makes sense from a realism standpoint.

3. The divergence in max values between planet types is less than the current system (even for farming, if you assume the player has access to Soil Nanites). If anything, this will make the planet types less distinct and more interchangeable.

1. I consider soil nanites as form of rare compensation for worse conditions - not a default bonus. I played many games without even finding one. But for compensation there has to be reason for it. I was able to create a jungle food +9 paradise (food +2 from bountiful farmland, another +2 from reflectors, and +2 from soil nanites, +1 from governor, +1 from alpha core, +1 from story point improvement) from barren extremely hot planet. It was hurting my eyes! I hate soil nanites.

2. Well, I was thinking about that too, but currently Arid type has little reason to exist, because it is outclassed by Jungle and Terran (no one cares about traces of volatiles). I was thinking about making Terran type a bit elite but... I got another idea! Terraforming points!

Each planet will have a pool of f.e. 120 terraforming points to spent. Every action will have a cost. Every planet and resource will have a preferred temperature condition:
Terran - normal, Water - normal, Jungle - hot, Arid - hot, Tundra - cold, Freezing - very cold
Food - normal, Organics - hot, Volatiles - cold

Base cost for resource improvement could be 12 points (12 is nice number; can be divided by 2,3,4,6), but if the action is taken outside of its preferred conditions, to the cost will be added another 12 points for every temperature difference step. Suppressing conditions by solar mirrors/reflectors will halve the penalty.
Example 1: Improving volatiles on hot Arid planet will cost base 12 + penalty for volatiles hot to cold difference + 12*2 = 36, but with reflectors: 12 + 24/2 =24 points.
Example 2: Improving food on hot Terran planet with solar mirrors will cost base 12 + 12/2 penalty for food normal to hot difference + 12/2 penalty for improving not normal Terran = 24 points
Example 3: Improving volatiles on very hot Jungle planet will cost: base 12 + 36 penalty for volatiles very hot to cold difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 60 points
Example 4: Improving organics on very hot Jungle planet will cost: base 12 + 12 penalty for organics very hot to hot difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 36 points
Example 5: Improving food on very hot Jungle planet will cost: base 12 + 24 penalty for food very hot to normal difference + 12 penalty for improving not on the hot Jungle (no suppression can be made) = 48 points
Atmospheric improvements also should have a cost f.e. 12 or 24 points?
Changing planet type - 48 points?
Terraforming points should prevent creating extremely hot/cold monstrosities that i mentioned before. A hope it is doable.

15
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.1)
« on: January 27, 2022, 12:19:46 AM »
Based on this information, it seems like the number of belts is not a good way to calculate ore richness - in part because the Core Worlds are so much richer than procedurally generated systems, and in part because very large belts count the same as small ones, which makes no sense.

I'm going to see if it's possible to calculate richness based on the area/size of belts in-system, instead of the number. If it's feasible, this should even out the discrepancies between the Core Worlds and procedurally generated systems - systems with one or two huge belts would rightfully be richer than ones with lots of tiny belts.

In Magellan Protectorate mod one of the core systems of this faction is basically filled with asteroids and ship wrecks - one gigantic asteroid field. What is "Construct Mining Station" detecting? 4 belts...
One random system where I detected 8 belts was with three gas giants with tiny belts around them and 5 tiny fields.

But I want to write about another topic - planetary resources. After terraforming in to new type, planet gets new basic set of food (F), organics (O) and volatiles (V), which can be improved further.

I will now give points for resource availability: 1=poor/sparse/trace  2=adequate/moderate/common/diffuse  3=abundant/rich farmland  4=plentiful/bountiful farmland

and now the planets:
                                                                                             temperature:
Frozen: basic - V3           improved - V4           ( total 3 -> 4 )   very cold
Tundra: basic - F2 O1 V1 improved - F4 O1 V4  ( total 4 -> 9 )   not hot, not very hot
Arid:     basic - F2 O2      improved - F4 O3 V1  ( total 4 -> 8 )   not cold, not very cold
Jungle:  basic - F2 O2      improved - F4 O4      ( total 4 -> 8 )   hot, very hot
Terran:  basic - F2 O1 V1 improved - F4 O4 V1  ( total 4 -> 9 )   not very hot, not very cold
Water:  basic - F2            improved - F2 O4 V4 ( total 2 ->10 )   not very hot, not very cold

In my opinion some of these planets are too similar to each other. There is also little reward for terraforming into terran type, because food production is good on every planet (why?). With soil nanites terran planet is actually worse than jungle and arid. Tundra (which is basically better terran) and Arid type are too strong in my opinion. I would like to propose some balance changes:
                                                                                              temperature:
Frozen: basic - V3           improved - V4           ( total 3 -> 4 )    very cold (a lot of water, volatiles and not habitable)
Tundra: basic - F1 V2      improved - F2 O1 V3  ( total 3 -> 6 )   not hot, not very hot (best option for very cold planets)
Arid:     basic - F1 O2      improved - F2 O3 V1  ( total 3 -> 6 )   not very cold  (organic option for cold planets, otherwise there is no niche for it)
Jungle:  basic - F2 O2      improved - F3 O4      ( total 4 -> 7 )   hot, very hot   (organic option for normal and hot planets; best one for very hot)
Terran:  basic - F3 O1 V1 improved - F4 O3 V2  ( total 5 -> 9 )    only normal temperature (focus on food production; too strong for hot and cold to be available)
Water:   basic - F2          improved* - F2 O3 V3 ( total 2 -> 8 )   not very hot, not very cold *[ hot variant improved F2 O4 V2, cold variant improved F2 O2 V4] (adaptive - like water)

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