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Messages - Khaos

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1
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: February 01, 2023, 05:58:13 AM »
You can update the mod by yourself by going into the main mode folder, and opening the 'mod_info' file.
You just need to update this line to the current version of your game - "gameVersion":"0.95a-RC8"
As long as the structure of the folders does not change, and the portraits are stored in the same location this mod should not need any change except displaying the current version in the mod_info file.

2
General Discussion / Re: Level cap to 20?
« on: September 29, 2022, 10:04:28 PM »
I play with 20 in my current game, but honestly, it is not a requirement. With all the customization and modding we can add to the game, I am starting to feel that we are more than alright at level 15. If anything, I believe that Combat skills are inferior to the others, as anything that gives bonuses for the whole fleet or groups of ships/categories/officers are bringing in overwhelming value compared to them.

Even if inferior is not an acceptable term, maybe they are in another conceptual universe, and could have a different scale based on how much have you participate actively in your battles; for example I could see a system where you gain your combat XP from battles where you are controlling your ship (aka. you are not on autopilot) and you are able to level up in the same system like your officers, having originally 5 levels at max, and also gaining the extra level with Officer Training skill, and can unlock further two levels by a combinations of reaching further combat XP (just like how your XP counter is still rolling after you reach max level to procedurally reward you more Story Points) and specific other triggers; 1 for maybe finishing the story, 1 for reaching max level, 1 for maxing out your full capacity of officers on max levels; have a pool of those triggers. Reach 1 of those triggers, along with another full level's worth of combat XP, and you can add aother skill. Reach another 2 of those, and you gain your final combat skill, becoming a unique level 8 captain.

And yeah, that means I would bring down the max character level to 10 that you can spend on the 3 skill groups that are not for Combat, and would merge the combat skills from the science and industry trees into the combat skill pool, but I would make levels need more XP, and progressively need more and more XP for any additional full levels.

3
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 29, 2022, 09:40:42 PM »
The Legion ships are... I dunno there. At a guess set some non-0 values for the "XIV_LEGION_NON_SALVAGEBLE_MIN" and MAX.

The "XIV_LEGION_NON_SALVAGEBLE_MIN" and "MAX" settings are independent of rare ships encountered in randomly generated derelict ships. It is literally a category of its own. It does not influence rare ship drops in your game; it adds X number of XIV Legions to your sector upon generating the game.

4
Discussions / Re: Starsector Community Map (post in the thread first!)
« on: September 08, 2022, 07:53:57 AM »
Am I the first Hungarian? :o

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 07, 2022, 11:13:19 AM »
Frankly, the Eradicator is undercosted DP-wise. The Defiance is slated for a makeover in the near future, though, so I'll take a closer look then anyhow. No idea what you mean with PCL.

Proximity Charge Launcher. Defiance, as it currently is, feels like you damn near built it to be the PCL mothership. I can show you footage :)

I can agree that Eradicator is a very universally deployable ship (still not OP category) and I might even agree that the variants with ammo feeders could cost more, but then it could maybe have 24 DP cost, while Defiance are more limited in uses, and could still be at the 20 DP mark.

Can I know what kind of a makeover are you looking at? I mean, if you are going to change weapon platforms on it, you are eliminating something very special (to me at least) and I would be very nervous to know what it might become, or why do you think it needs to change...

6
Suggestions / Re: List of minor improvements for major increase in quality
« on: September 07, 2022, 11:08:37 AM »
Reading most of the points in this thread, I seem to miss the one or two crucial points that makes Starsector the enjoyable, hardcore, replayable game it is.

One of them is that there is a certain lack of balance. I strongly disagree that ships should be balanced to the T. There should be a lot of weaker ones, some good ones, and then some OP ones. It models how realistic group mechanisms work.
Similarly, the little aggravating things, like getting knocked around in an asteroid field, are injections of real issues that kick in most of the time. Just as the bickering of the factions, getting harrassed by the powerful while you are not, or getting mobbed on while you are the top dog, all of the experiences I have had in the game are giving back very similar, familiar, lifelike feelings to the gameplay, which brings in a level of rewarding feelings for simply playing and interacting in the game, that would be neigh impossible if you would be pillowed by hoards of QOL features.

This obviously does not mean that every QOL is bad. This is to say most are actually unnecessary, and can harm the game's response to the player's efforts, which are usually a lot more in depth, and virtually unmeasurable, such as 'feeling accomplished'.
I hope there will be little to no changes in most of the game's state QOL, and especially balance-wise.

But that might be only my extreme stance on this...

7
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.5
« on: September 07, 2022, 10:11:19 AM »
Feedback time;

My favourite is the Defiance-class, both looks-wise and what it can be built into. I have to ask, have you intended it to be a PCL ship, or it is just an unintended -albeit awesome- outcome? :)
My only pain is that it costs 24 deployment points, when its usefulness and stats are both putting it exactly at the Eradicator's level, at 20 points...

I love this mod pack the best out of ship packs, especially the balance kept around vanilla, and that you have ships for every factions. GG! Will always use it!

8
Mods / Re: [0.95.1a] Adjusted Sector
« on: September 07, 2022, 06:33:56 AM »
For anyone that needs a functioning large map; I have a setting that I found to be a good middle ground between not being too wide (like the vanilla map) and being able to have a good fit for the core worlds; and it is large, amply large for a lot of factions, and near endless power struggle gameplay.

   "sectorWidth":240000,
   "sectorHeight":180000,
   "AdjustedSectorConstellationCount":300,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":100,
   "sectorConstellationRemnantMax":150,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":0,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":100,
   "sectorConstellationRuinsMax":150,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":10,
   "sectorCoronalTaps":10,

   "minNonCoreGatesInSectorMod":50,
   "maxNonCoreGatesInSectorMod":100,

9
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 01:05:30 PM »
Looks like you're doing good for yourself, around 900k/mo. ? :P

Really helpful video, i think one of my mistakes was thinking to take advantage of everything a planet had to offer. specialising more etc. seems to be the way.

what mod are you using that lets you que buildings ? and what are that hourglass icon on the map.. guessing they indicate you have que'd buildings in system.

NB: impressive large map, i had to settle since i am using a i7 3770 and a 960 4gb rig :D

900K and change :)

If you think about it, a planet will only be able to host 4 industries for you, so setting it up and trying to reach for multiple things are never a good idea. Just think about supply chains; you want to do as little shipping as possibly, so you are best doing the same supply chains in the same location, and any instances you are unable to do that should be the only cases when you are thinking about putting industries onto another planet or station;
Farming (1 unit) - which goes well with Organics mining and Light industry (2 units) leaves you with 1 free unit to fill - which goes best with Commerce on a habitable planet to fill the 4 unit slots
Ore mining, Smelting, Heavy industry (3 units) - you can fill it with Military HQ (hot/extreme heat) or Fuel production (if no atmosphere, and you have the Special Item for it)
Volatiles mining and Fuel production (2 units) are a good one to use on an esxtraction station with 5 max size and having the Special Item, but only if you don't have a no atmosphere planet, otherwise you are wasting too much potential output - you can fill that with a military HQ and you ashould be good

You can queue buildings in Vanilla, you just need the money, and need to have any other requirments on the planet; just click on the build menu again and again to queue them up. Basically once you colonize you can only build ground units until the spaceport is built, but after that you can queue up the 1st industry, ground defence, patrol HQ, starbase, waystation, and planetary shield. (I additionally queue up the Tech Mining as well, but that I can do because I have changed it in the game settings to NOT count as an industry.)

10
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 12:50:43 PM »
Penelope system is a close to core system with many planets, i picked the one with highest modifier, which was a mining planet.
I spend story points on pop, port and waystation. And access is 138% which aint that high tbh, tho i only let a few cycles pass for the test.
The credits are decent though sitting at around 180k/mo. I aint sure if it will be left alone, and i dont wanna test that far, as its to tedious to hold shift even with x6 speed (max my PC can handle without melting).

Not sure what the test proves, but i dont think the access % is that huge of a deciding factor as to where to colonize. I did build/do all i could to lower hazard rating, which started at 225% and i cut that down to 100%.
Granted "this" colony will have sucked a lot of credits before hitting this stage. I honestly didnt keep count on the credits used, so when it will "truly" be profitable, i aint sure.

So what did i learn.. i think the system layout matters more than placement, and to a high degree what other planets/resources are there in the system. Think ill try a run where i pick suck system, and specialize each colony as much as possible. So only mine the highest resource one etc. Not sure how it will go, it might be just as huge of a time/credit sink as my previous attempts.

test colony:
https://imgur.com/a/m40yUkL
NB: letting the game run while i ran around the house for a bit, lowers the net value to 140k/mo. but that might vary depending on "insert random stuff here".

edit2:
^^ random stuff.. are when there is a lack of resources for the various industry/structures. Fully decked out with alpha cores and no shortage of resources it reaches about 330k/mo. Free Port enabled. Notice that about 60k is taken for local storage to cover shortages.

You can set the [Shift] key to work as an on/off button instead of the push to speedup, so you dont need to constantly push it; its in the control settings.

You can make nearly anything work, and yeah, accesibility is not the key to success; you can note that none of my planets have accessibility upgrades. Stability and output of the best industry of the planet are vastly more important. And of course, Special Items to put your industries into hyperdrive. They are the core reasons to go adventuring into the unknown :)

11
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 12:27:25 PM »
Hmm interesting, you have some screen shots of system/planets and colonies i could see? :)

I quit my last playthought, was annoying me to much haha. So in the process of learning not to repeat the same mistake again, rather not spend 30+ hours game time yet again.

Made a video:


Be ready to pause a lot for the details. In the playthrough I am shooting from I have generated a huge map with Adjusted Sector mod, with mixed age constellations, but there is no Terraforming, nor Unkonwn Skies mods to alter the system generation or the planets inside. I have had nearly the same system layout in my first vanilla playthrough as well.
All the systems I am settling have gas giants with satellite planets, and they also seem to have multiple nice neighboring systems as well, so you can build up a multi-system economic powerhouse, essentially creating another region next to the core.
I am maxing out the number of planets I want to use in the system. Any planets I am not using will still be colonized, usually as second, so I can have some initial-internal trade witout much risk of piracy crippling long distance trades. I settle the habitable planet and/or the hot/extreme heat first to build up the most important income generating and military planet first, and any useless planets that I won't use will be built up next to fill out any industries that will make a good internally working economy. Once I am ready to colonize all useful systems I'll pass down the useless planets to the faction(s) that I am most friendly with. This not just fills the system with more markets, it can have a nice effect for your overall accessibility as you are literally spawning friendly markets for your faction. Obviously Independents are always good to be there; the next faction should be the one you want to be there for your reasons. I have brought around friendlies to leech off their tech, to form lasting coalitions, or to save them once they got close to annhinilation by other factions, etc...
If you have any questions, ask on :)

12
General Discussion / Re: first colony (optimal)
« on: August 10, 2022, 10:52:32 AM »
Not sure if there it was mentioned before, but the best systems I have ever found were always yellow or red star systems, with a gas giant with 3-4 satellites. When that happens, there is nearly always multiple habitable planets among the satellite planets, and all the satellites have low gravity, and the uninhabitables had no atmosphere. Additionally, these systems always had loner planets close to their star with extreme heat. That is literally all you can ask for. If you only have 0/+1 resources on these, it is already good; you will be able to make the habitable planets rake in 200-400k, and the rest of the planets make up to 100k, with the military planets still above zero. I am talking about no AI cores, Industrialist Admins, and 1-2 enhancements per planet, with only the habiltable planets going free port.

13
General Discussion / Re: Show me the credits! (colony showoff)
« on: August 10, 2022, 07:20:16 AM »
I havent engaged anything other than bounties, and still i am hostile to over 50% of the factions after 10 cycles. I find it hard to believe that i actively have to "befriend" factions for them not to hate me! also, that would take time, so my colonies would be even further behind.

Are you commissioned to any faction? They drag you into hostilities with them any time they get into conflict with anyone. Also, did you only engage outlaw bounties that don't give you reputation penalty by fighting them, or have you engaged in system bounties?

If you are mostly bounty-hunting, you can still give yourself fair chances to get on the good side of most factions; just keep in mind the hostile factions and jump at their bounty listings, don't go black marketeering in their planets, and give them some of the gamma cores and prisoners. The goal is simply to get over -50, so you are not hostile to them, and then you can speed up friendliness by trading your spoils whenever they have a need for anything, or using agents if you feel pressed to be in peace...

14
Suggestions / Re: Ground support package could use a buff
« on: August 10, 2022, 07:04:00 AM »
I am kind of sure ground support package is not supposed to be the means for planetary invasions, but rather is there to give you the confidence and chance to do all the low scale operations with minimal amount of marines that you need to station on your fleet indefinitely, and so you can expect minimal amounts of losses per operation. Both ships with the GSP module have around the same, pretty low carrying capacity too.

You can still make it work, just infuse some money into a Stealthy fleet with,say, 10 of the troop support ships, and having some essential skills )luckily most if not all of these are very core to any gameplay anyway) - Tactical Drills, Navigation, Sensors, Bulk Transport. If you have that fleet, you should have somewhere up to 7-8K personnel calacity for your marines and a 1K support power buffing them through the fighting, and a fleet with space for 20 ships to escort you. If you do 2-3 capital supports (militarized, burn speed, and thrusters upgraded to remain as sneaky and fast as possible) or Revenants with thruster upgrades for even more stealth, you have a healthy sized fleet to run, can be comprised mostly of destroyers with some cruisers to flag; those you can still remain sneaky with, and take on most fleets, but duck the larger fleets that would be able to crush you while you are out to take the planets.

15
General Discussion / Re: Show me the credits! (colony showoff)
« on: August 09, 2022, 02:03:47 PM »
My last save, Nexerelin, with no other mods giving additional multipliers or accessibility rates, after extensive exploration in a huge sector, and being generally in peace with factions, I have had a decked out capital of sorts;
https://ibb.co/Vj8dQ93
https://ibb.co/ZfQgy3w

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