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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 - WhisperDSP

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1
General Discussion / Re: is second-in-command pursuit an anti-mechanic?
« on: February 04, 2024, 03:48:16 PM »
With the caveat that I’ve not yet checked out version 0.97 etc…

Decision tree to answer the question re is it worth killing the last fragments of a fleet (say, a kite that’s retreated and a dram held in reserve):

Question:
* Do I need the fuel bad enough that it makes up for the supplies to deploy?

No:
* Let them go

Yes:
* Send in three captained brawlers on auto-resolve (maxxed captains with elite skills)
** The dram gets away

How in Holy Ludd’s Name did they get away from my captains? Time to hire more competent captains.

*starts throwing captains out the airlock*

More seriously. In certain cases, the auto-resolve needs to be re-looked-at. With overwhelmingly crushing firepower and speed, I still wonder how the above manages to happen - both of the opponent ships in the example should have been erased from space, especially the dram.

Irritating in a “I am the scourge of space, there must be no survivors” playthrough. We are forced to play in nit-picking detail every single minor skirmish, going in from the sides, etc. Having to catch up with escapees and waste time with two more auto-resolve/second-in-command attacks (because they slipped away from the first one) is very odd.

2
Blog Posts / Re: Skill Tweaks
« on: February 04, 2024, 09:59:48 AM »
Real quick, just FYI - you can set $officerSkillPicksPerLevel in the officer's person memory now to override this value, which makes it easier. But even before, you could provide your own implementation of OfficerLevelupPlugin. The vanilla one - OfficerLevelupPluginImpl - is where the 4/6 values are used.
Thanks Alex, though as I said I dumped the whole idea. I didn’t fancy doing the wide-ranging changes to implement 20-25 new elite skills.

Apologies for dragging this off-track into modding-talk, that was not intended.

3
Blog Posts / Re: Skill Tweaks
« on: February 04, 2024, 01:05:44 AM »
Looking at all the elite skill tweaks, this reminds me of back in 0.95.1a-RC6. I came up with a bunch of elite effects for every single skill which didn’t already have an elite option.

I started the process of implementing Elite Officer Training: +1 skill option when choosing an officer’s new skill. Something I wanted because it’s often extremely difficult to get the exact set of skill choices - really annoying having to fire/hire/train in an endless loop. Instead, the player is an elite teacher/instructor, capable of bringing out the greatest effort in those he/she mentors.

Finding: The dialogue is hard-coded to 4 (or 6, for mentored officers). Not a game-variable that could be altered or added to.

Hard-coded = rewriting parts of the game. For every elite skill. For every new version of the game.

*drops mod-idea into recycle bin*

Now, I’m not demanding changes that would allow that sort of thing to be done easy as pie.  ::) I am curious about if something like that mod concept will slowly be implemented.

4
Blog Posts / Re: You Merely Adopted Rules.csv, I Was Born Into It
« on: February 03, 2024, 11:00:23 PM »
Excellent, something to dig deep into. Many thanks!

5
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: January 20, 2024, 06:48:41 PM »
Updated to version 2.0 of Whisper's Techmining Alterations.

There are several changes with this version, I suggest that you complete your game before upgrading.

If you *really want to upgrade* then I suggest the following process:

i/ Save a new copy of your game
ii/ Deconstruct all TechMining on all of your planets
iii/ Upgrade (keep a copy of the old version of WTA)
iv/ Play the new copy and reconstruct TechMining on your planets
v/ If there are issues, revert to an earlier save and the older version of WTA

Changes made:

i/ The value of the drops has been reduced in the "settings.json" file:

Code
  # the base credit value of ordinary drops (multiplied by ruins size and colony size)
  "wta_ruinsvalue_basic" : 4000, <<< was 5000
  "wta_ruinsvalue_goods" : 3000, <<< was 4000
  "wta_ruinsvalue_other" : 2000, <<< was 3000
ii/ Blueprints and modspecs can be found even if the character already knows them. I realized that just because a character knows a blueprint or modspec, doesn't mean that it cannot be found again when doing a deep-dive into the ruins - the concept of there being only one ever in the entire sector makes no sense. Now you can find duplicates - happy selling!

iii/ Sometimes you just don't have an Alpha AI core to throw onto your techmining structure. Never fear, Beta and Gamma AI cores will work also - though not as well as an Alpha AI core, of course:

* Alpha AI Core - 25% bonus
* Beta AI Core - 15% bonus
* Gamma AI Core - 5% bonus

iv/ The bonuses given by an Alpha/Beta/Gamma AI core can be configured in the "settings.json" file:

Code
  # the Tech-mining finds bonuses for Alpha, Beta and Gamma cores
  "wta_alphacore_finds_bonus": 0.25f,
  "wta_betacore_finds_bonus": 0.15f,
  "wta_gammacore_finds_bonus": 0.05f,
v/ The finds increase bonuses given by Beta/Gamma AI cores will be displayed correctly in the TechMining structure's tooltip.

6
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: January 20, 2024, 06:40:54 PM »
Reckon this will work added to an existing 0.96 save?

I checked, it should work - from what I can see in the release notes Alex hasn't touched the TechMining in 0.96.x (yet).

7
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: June 02, 2023, 06:17:28 PM »
Hey, just wanted to give a heads up that there's a crash bug in the mod.

In the wta_TechMining.java file, you set wta_ruins_speciallimit_extensive and the settings.json calls for wta_ruins_speciallimit_expansive, which was making my game crash.

As a side note, I have no idea why this didn't crash my game until now, because I'd relaunched the game a few times even after building a tech mining structure and actively exploring.
It happened twice before I fixed it, and I have no clue why it started being an issue now when it was fine earlier.

Thanks for that, and yes late to the party. Real-life is busy.

I've put my newer version up on Nexus for download: https://www.nexusmods.com/starsector/mods/93/

Since I've done some fairly extensive changes, it'll probably be a new-game fix - or continue using your fix above.

8
Suggestions / Re: About name_gen_data
« on: March 06, 2023, 02:52:43 AM »
So in my playthrough I was pleasantly surprised to stumble upon a system called "Vlaandom" (which means Flanders, the northern half of Belgium). As I perused into the game's list of names, however, I was surprised to discover that, although there were two other references to Flanders (Vlaanderen and Vlaan-Tone) there was no "Wallonia" in the list of names. Nor is there any reference to Brussels, of course :'(

For anyone wondering why the drama, north and south of Belgium have "difficulties" getting along. And for any of my fellow countrymen (assuming there are any here), I don't mind the reference to Flanders, quite the opposite, but I do mind the reference to Flanders *exclusively*.

Would the devs please consider adding at least one name in reference to Wallonia (and possibly brussels, but that might be more tricky...), so this man can at least enjoy his game without getting reminded of the politics and language struggles that have plagued his country for so long?
this is dumb lmao
This is the second time in a week that I’ve seen you insult other forum members.

The last time I ignored it - I figured that the moderators would kerbstomp your stinking mouth quick-smart. (Yes, stinking - calling other people “mf’ers” puts your mouth, and mentality, firmly in the toilet.)

I’m now gone from this forum - because the moderators are not doing their job.

9
Probably don't want to hit 15k names then, given the base memory settings.

10
How many names are practical to put into the planetary names file? Will the game start to bog down at 1000, 5000, etc?

11
Suggestions / Re: About name_gen_data
« on: March 05, 2023, 12:20:24 PM »
"One Million Planetary Names"
I'll have to pass on that one, sorry ;D (even if I did have the spare time for this, I'm pretty sure there would be some issues with adding that many names).
True enough lol 8)

A thousand would be good. 5-10 thousand possibly the max that the game could handle? It%u2019d be fun to try.

12
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: March 05, 2023, 11:25:29 AM »
Players running Better Colonies and SBTM don%u2019t need this mod at all.

It should work okay with Nexerelin - assuming that I got it coded correctly. (I don%u2019t run that mod so cannot check for myself. Hopefully the author/s haven%u2019t touched the TechMining.)

Changing the structure back to infrastructure (in another mod) would probably break this, since I%u2019m using custom code. If this loads after other mods it should (as I understand it, you pro modders  correct me if I%u2019m wrong) override them/take precedence.

Story point investment%u2026I%u2019m not sure how Alex has coded that. I hadn%u2019t thought of someone tearing it down. For this, Vast Ruins and Size 6 Colony would provide Special Items regularly for about 26 months. With an Alpha+SP the regular items / blueprints / weaponry drops would be good for up to 10 years ingame (decay drops to 26% + 50% bonus). There would still be the occasional Special Item drop in there too.

-edit-

Of course, players can always set the industry costs to 1 point per: https://fractalsoftworks.com/forum/index.php?topic=26018.0

13
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: March 05, 2023, 08:21:56 AM »
Why didn't you like the finished mod?

"id": "yunrutechmining",
    "name": "Slightly Better Tech-Mining",
    "author": "Yunru",
    "version": "2022-09-30",
    "description": "Removes fuel and supplies as loot options from Tech-Mining. Also adds an exhuastion tracker to the tooltip.",
    "gameVersion": "0.95.1a-RC6",
   "jars":["jars/YunruIndustries.jar"]

I want the supplies etc.

14
During testing of my TechMining mod, I had a couple of Hegemony Inspection Fleets. I bribed them off with some credits and a story point each time.

I noticed this though:



These fella's stayed in orbit around my colony for literal game months. They attacked Pirates who decided to raid the system.

This isn't the first time that I've noticed this, once occurred in a previous game - after blowing up the first Hegemony Inspection fleet, the survivors ran away and then came back when it was time for the second Hegemony Inspection fleet.

Process to produce this:

* colonize and use a multitude of Alpha AI Cores
* wait (5x or 10x speed is an advantage)
* bribe or blow up the first fleet (my latest was bribe)
* wait
* when the second fleet is on it's way - bribe - after the inspection is complete, this fleet will show up (or perhaps remain)

15
Modding / Re: [0.95.1a-RC6] Whisper's Techmining Alterations
« on: March 05, 2023, 01:08:47 AM »
Placeholder in case I need it.

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