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Messages - Matheld

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1
Having now been able to fully play around with the Reverse Engineering building, that is, to reverse engineer XIV (vanilla and modded) to be able to build them myself and add them to my patrol fleets, since I'm doing an Ironshell commission run.. There's just the one little issue.

Far as I am aware, you cannot reverse engineer strikecraft or weapons. So even if I manage to get most of the XIV ships (Be that vanilla or modded) I cannot outfit them with strikecraft and weapons that are for the most part, added by mods (Ironshell mostly for XIV stuff, but Tahal Starworks, BigBeans, etc, Basically any mod that also adds unique and special weapons/strikecraft) Which don't generally have any blueprints available to find or buy off the Prism Starport.. as far as I've figured out in my current 15+ year long game.

So uh.. Yeah, would be cool if we could reverse engineer weapons and strikecraft as well as the ship hulls.

In other news though: I've been able to reverse engineer a bunch of the Explorarium ships and most of the XIV ship types so.. I love this building.

2
Mods / Re: [0.96a] ScalarTech Solutions 0.9.1
« on: April 03, 2024, 07:36:58 AM »
Not quite a "solution" for this mod in particular. But Industrial Evolution has a building that lets you reverse engineer ships into a blueprint you can learn.

3
Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?

Devcivs happen when a planet is unstable for a long period of time. This mostly happen either after invasions (which you've turned off) if you can't get a handle on the situation.
Or if the enemy keeps raiding and tac/sat bombing the planets.

So it's a bit of a weird one, instead of trying to invade the planets and stations of pirates and their enemies. They will just go and bomb the *** out of them. And since Pirates are hated by everyone, and are very decentralised with everyone at war with them.. relief fleets to stop devics from happening rarely make it there.

4
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 29, 2024, 09:18:41 AM »
I would like to file a complaint regarding TASC x AOTD.

I constructed a hypershunt using Perihelion Project, and yet I can't build hypershunt-related structures on the planet where I did the Perihelion Project. Furthermore, when I interact with the hypershunt, all I'm given is "the hypershunt appears to be functional". Heck, I can't even access the hypershunt as a colony in my colony selection interface.

All this effort finding a cluster of stars around a blue giant, each with habitable planets, just for nothing...

Uhm.. isn't the Perihelion project so you can construct a Hypershunt so you can use the Hypershunt taps in your population building for the extra industry slot? So that you don't have to go find a naturally spawning one and find a suitable place within 10ly.
As Crimsteel said, AOTD makes hypershunts a structure you need to colonize and spend time and resources restoring a bit at a time before it unlocks an industry/building you put the hypershunt in.  TASC spawns a "restored" hypershunt that can't really be interacted with (as a functional hypershunt needs no further interaction in vanilla) and therefore ends up being inert/worthless.

Aaah! I must be very out of the loop then.. Then again it's been ages since I ever reached a point of using a hypershunt without starting a new save..

5
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 28, 2024, 07:39:15 PM »
Is there anyway to allow building a hypershunt on other star types? If not I'm halfway tempted to just change the star in my system to a blue one using console lol.

Remember it just has to be a blue giant within 10ly of your colonies. Might mean you have to put a temporary colony in said system to build it but.. you know, can always abandon it afterwards.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 27, 2024, 06:51:20 PM »
I would like to file a complaint regarding TASC x AOTD.

I constructed a hypershunt using Perihelion Project, and yet I can't build hypershunt-related structures on the planet where I did the Perihelion Project. Furthermore, when I interact with the hypershunt, all I'm given is "the hypershunt appears to be functional". Heck, I can't even access the hypershunt as a colony in my colony selection interface.

All this effort finding a cluster of stars around a blue giant, each with habitable planets, just for nothing...

Uhm.. isn't the Perihelion project so you can construct a Hypershunt so you can use the Hypershunt taps in your population building for the extra industry slot? So that you don't have to go find a naturally spawning one and find a suitable place within 10ly.

7
Mods / Re: [0.97a] Ashes of The Domain
« on: March 26, 2024, 03:26:48 PM »
Because neither version has that hull spec. That's from before 2.0 when you could add cryosleepers to your fleet (and reverse engineer and build them *cough*).

Yeah but I used 2.0.1 when I started up that save. So why would it cause a CTD now after I tried to update from 2.0.1 to 2.0.2? And then still cause a crash even when I reverted back to 2.0.1?

8
Mods / Re: [0.97a] Ashes of The Domain
« on: March 26, 2024, 09:38:53 AM »
I updated Cryosleeper to 2.0.2 from 2.0.1 and ran into this error on loading my current save.

Spoiler
95922 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
java.lang.RuntimeException: Ship hull spec [aotd_ark_sleeper] not found!
   at com.fs.starfarer.loading.do.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:502)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.verifyFactionData(CoreLifecyclePluginImpl.java:496)
   at com.fs.starfarer.api.impl.campaign.CoreLifecyclePluginImpl.onGameLoad(CoreLifecyclePluginImpl.java:473)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
   at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Deleting the mods, all three of them, and replacing them with fresh downloads didn't solve the issue.
Going back to 2.0.1 for cryosleeper didn't work either.

9
General Discussion / Re: Mobile Colonies
« on: March 24, 2024, 09:25:48 AM »
Legends of Arkgnesis has a moving colony ship, Random Assortmen of Things has these Exoships that jump from system to system although they aren't proper colonies.

Heard of the first one, and are using the second one.
Second one doesn't allow you to have a mobile colony unfortunately. But if the first one does.. maybe I should take a peek at it.
It doesn't, and has other problems besides. The arkship from arkgneisis is more like a moving system than a moving colony and is the faction's super special base. I guess you could try invading it but iirc it just instantly decivilizes if you do (and the same happens if they succesfully invade other factions).

Sadness

10
General Discussion / Re: Mobile Colonies
« on: March 24, 2024, 08:35:42 AM »
Legends of Arkgnesis has a moving colony ship, Random Assortmen of Things has these Exoships that jump from system to system although they aren't proper colonies.

Heard of the first one, and are using the second one.
Second one doesn't allow you to have a mobile colony unfortunately. But if the first one does.. maybe I should take a peek at it.

11
General Discussion / Mobile Colonies
« on: March 23, 2024, 07:13:29 PM »
The topic has come up before, several times in fact.

But something I would like to see, most likely as a mod, would be.. A mobile colony. Something like the Mothership from Homeworld. Or High Charity from Halo.

Rather than it be an actual ship in your fleet. I'm thinking it would work similar to how the [DOMAIN RESTRICTED] works. Where you can designate a destination, probably at a significant resource cost, and it will somewhat slowly move itself over there, escorted by whatever fleets your faction can muster, and then park itself in orbit around a planet or into a stable location. And once it gets there, you can interact with it like any other station you can find in the game already.

Income and resources depends on what you got built industry wise, and what's in the star system to gather. With probably no income or resource output when it's in motion.

Hell, being able to install industries into your capital ships would be a cool thing too, you'd probably have to strip out most things that would make it effective at pretty much anything else though.. Maybe you'd have to like.. place the ships in orbit or in a stable location (With enough ships to guard them from attacks?) for them to be able to actually harvest resources and produce things. But you could still take them into your fleet and lug them around when you aren't using them to produce things; or maybe tell them to move towards a location, like how the detachment feature of IndEvo works..

12
Mods / Re: [0.97a] Ashes of The Domain
« on: March 21, 2024, 08:38:38 AM »
I have a question regarding the research expeditions: Do you have to beat them to pre-collapse sites lest they take all the useful stuff instead of the player?  Or can I take my time and not lose out on anything by letting them complete their expeditions?

They will clean out pre-collapse sites, leaving you with nothing.

I've ran into a few planets occasionally where the flavour text said "Someone already beat you to this site".

13
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.7)
« on: March 19, 2024, 01:52:15 PM »
Domed cities just cutting 95% of planetary defenses Is it right and suppose to work like that ?


Yes, Domed Cities is supposed to reduce ground defenses by 95%.
Isn't there even flavour text explaining why? Pretty sure i read that.

It does say "Grouping your entire population and industry into a few fragile domes makes the colony almost defenceless." in the flavour text yeah.

On another note. I remember a discussion I had once in this thread about being able to Terraform Volcanic planets who only has the Hot condition. I just found one of those planets again (they are exceptionally rare it seems...) and it made me think about the topic again.

Spoiler
[close]

14
@Matheld: Thanks once again for the feedback! I think you've got some good ideas. -snip-

I am cursed with plenty of ideas I want to put to use.. but lacking the actual skills to put those ideas to proper use. So I'm happy to hear you like the ideas I throw around :D

I imagine it'd be like the option that already exist. Of being able to pull the input from the colony storage and put the output into the colony storage. But an option to automate it with the option to pull from colony resource storage? (provided it's profitable to do that..) Since unless you play with like.. RAT, or IndEvo. You probably won't have regular refilling pools of resources. Be that through the RAT Settlements (of which you can only have 1), or the IndEvo Courier services or the commodity forge/VLC fabricator.

Or even just remove some operations as you develop your colony. Since building a mining industry would probably go ontop of the ore deposits that exist via the planetary operations
I did consider doing something like that, -snip-

That is a fair reasoning! Automating the process would pretty much solve the "issue" (if we can call it that);
Otherwise I could imagine there also being yet another option to like.. Flag it for Industrialisation (provided you actually build the needed industry) and make it clear that this WILL remove the resource from the list.
Such as like when you use your ships engines to melt ice to get to supplies. Or use your ships lasers to carve up ship wrecks. Or attack slavers to free crew. Which all permanently remove the resource from being used again.

15
Glad to hear you've been able to put the operations to good use! One time I somehow brought ten fewer organics than I was supposed to for a commodity delivery to my colony at the edge of the abyss, so I had to do an op to go get them   ::)

Oh I love them really, makes planets so much more interesting and worth investigating.

Something else I've been thinking about is planetary operations on planet you own as a colony. As it is right now it's you know, fine. And I figure that the planetary conditions decide what kinds of operations you can find on the planet already.


But it would be cool if it were expanded upon, say when you colonise a planet with a fair few planetary operations (such as roaming scavengers, left over industries, hireable marines, etc) if they had an impact on additional bonuses, negatives and other conditions that would make each planet kind of unique in a way.

Whether that be as "simple" as some planetary operations being conducted automatically. An example: if you can hire marines/crew for food. Maybe if you build a farm on that planet. You will also get either a marine/crew resource (or more population growth from crew resource(though I guess the decivilised condition already does this)) or automatically have marines/crew be put into your storage in exchange for less food output or whatever

Or even just remove some operations as you develop your colony. Since building a mining industry would probably go ontop of the ore deposits that exist via the planetary operations (even here you could then also give a bonus, such as lower upkeep (since it's easier to mine) or extra resource output, etc)

There's a lot of things that could be done here, I feel. And maybe you already have plans yourself. Or maybe you don't feel like doing it, which is also fine. The mod is great as is, but I figured I'd give my suggestion anyway :)

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