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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - jeffg10

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1
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: October 24, 2021, 04:02:36 AM »
Blackrock holds the distinguished honor of being one of the only mods I will ALWAYS grab, even if I have to risk the game crashing by jerry-rigging it or making other mods incompatible just to have it, it's just that good, and it will ALWAYS have the top place in my mods folder, and in my heart!

2
I would like to posit that there's been a literal brotherhood of nod mod for cortex command since time in time in memoriam (2012 i think) and it hasn't been striken, taken down or litigated, but that's just my two cents.

3
I'm not sure that it's applicable in this case but a value over the max is not a broken colony, even the player can have a colony 4/2 or a 4/3 colony or some such if the population decreases while still having the same industry, and the game even points this out as intended behavior. I'm not saying it justifies this case as i agree with what was mentioned
in the above posts, but i take issue with the premise of just saying "it's above the max therefore the modder did a bad job" when that feature is working as intended.

4
Modding / Re: [0.9.1a] Hullmod Specialization
« on: February 21, 2020, 02:43:56 PM »
Spoiler
Ideas:

Beam Overcharger - Small size.  Increases energy weapon range & damage by 25%, doubles flux cost.

Police Upgrade - Small size.  Increases burn by 1, tactical speed by 10% and sensor strength by 75.  Doubles signature profile of the ship using it.

Smuggler Upgrade - Small size.  Reduces burn by 2, reduces ship signature by 90%.

Crew Armory - Small size.  Allows ship crew to act as 1/2 strength marines in appropriate situations.

Phasing Crystals - Small size.  10% of beam damage bypasses enemy shields unless they are Hardened.  Range drops by 25% and flux cost goes up 25%.

LF-EM Generator - Medium sized.  Messes with positronic brains, reducing enemy weapon range and speed by 25% each.  Only affects AI controlled ships (Probes, Remnant, and any other ships with zero crew requirement).

EM Masking System - Small size.  Removes ship from in-game calculations of fleet size when determining whether it is possible to simply avoid/flee a battle or not.

Holographic Projector - Small size.  Makes a ship count as double when in-game enemies are deciding whether to shadow, pursue or flee from your fleet.

Sloped Armor - Medium sized.  Increases armor deflection rating by 20% (95% is still the limit, of course).

Nanotech Armor - Medium sized.  Rare blueprint discovery required.  Ship armor heals itself 1 point per second and fully heals 100% at the end of a battle at no supply cost.  Massive power requirements reduce ship burn by 1 and tactical speed by 10%.  Doesn't work on hull (too complicated for nanites to figure out).

Warp Overdriver - Medium sized.  Burn automatically set to 10, regardless of ship size and overriding all other burn penalties.  Supply cost increases 10% and fuel cost increases 25%.

Flux-sink Armor - Very small size.  Maximum flux is increased by ship's armor rating (and goes down as armor is damaged).  Supply cost for CR recover from damage increased by 25%. 

AI Targeting System - Small size.  Rare blueprint discovery required.  All non-missile weapons get +25% leading accuracy, +20% to velocity and +10% to ROF.  This hullmod is considered an AI, however, and thus any ship using the mod will be flagged as illegal by any faction that forbids AI (i.e. everyone except TriTachyon) and immediately attacked when scanned by system authorities.

Short-wave Scrambler - Small size.  Any guided missiles targeting the ship have a base 50% chance to lose guidance when they come within 750m.  Countered by ECCM and doesn't take up weapon slots.  Unguided missiles can still hit, of course, especially if they're fast and you're slow.

Special Systems Booster - Medium sized.  Increases recharge rate of whatever special, ship-specific mod is present (phase skimmer, afterburners, high energy focus, etc) by 100%.  Permanently reduces maximum flux by 500/1000/1500/2000.

Tactical Scanners - Very small, used only in tactical combat.  Triples FOW removal range in a 60 degree cone from the front of the ship.

Bypass Module - Very small, used only in tactical combat.  Capture points now taken in only 1/3rd the normal time.

Fighter Ops Center - Medium sized, doubles OP cost of all fighters but also doubles their range and increases their speed, manueverability and leading accuracy by 10%.

Orca Refinery System - Massive size, converts ten units of ore into ten units of refined metals per day.

Nomad Refinery System - Massive size, converts ten units of gas into ten units of fuel per day.

Bedouin Autofactory - Massive size, converts five units of organics into five units of supplies per day.

Medical Bay - Medium size, reduces all crew and marines losses by 25% in all situations.

Hospital Module - Massive size, Medium sized, reduces all crew and marines losses by 50% in all situations.

External Cargo Pods - Large size, Increases cargo capacity by 50%, reduces burn by 2.

Cloaking Device - Rare blueprint discovery required.  Small size, reduces sensor range by 20%, burn by 1 and signature by 100% when "going dark" is active.  Does not count towards ship limit when determining if fleet can avoid battle or not (same as holographic mask).  If all ships in a fleet are carrying this while "going dark" is active then ID cannot be determined by enemy patrols (no rep loss for transponder or contraband - dialog is bypassed, skips straight to "leave").

AI Hivemind - Rare blueprint discovery required.  Medium size.  Illegal in the same way as AI Targeting System.  Only affects drone fighters.  For every ship equipped with this in tactical combat, all drone fighters have their range, speed, target leading and damage increased by 5% (up to 100%).

Military Reconfiguration - Negative OP cost.  Ship loses 80% of cargo capacity and gains 1 OP per 10 space sacrificed.  Requires "militarized subsystems" as a prerequisite.  CR recovery cost from combat also increases by 10%.

Luxury Berths - Medium size.  Reduces crew, marine and officer monthly expense by 25%.

Recycling System - Medium size.  Reduces monthly supply cost by 25%.

C-Extender - Small size.  Reduces burn by 2, tactical speed by 10% and fuel costs by 35%.  Incompatible with other burn speed affecting hullmods.

Interceptor Package - Small size.  In tactical combat, speed is increased by 25% and CR decay rate by 50%.  Does not affect maneuverability.

Backup Systems - Small size.  Increases CR recovery speed from combat by 50% and minimum crew by 20%.  Does not effect supply cost (still costs as much as normal, it just happens faster).  Does not effect actual battle damage.  In combat reduces time to get offline systems back online by 10%, similar to "damage control" (but not as good).

Comms Hacker - Small size.  Hacks into enemy comm systems and plays "Flight of the Valkyries" as you engage them, doubling their morale loss whenever that particular ship scores a kill and thus increasing the odds that enemies will flee combat when damaged or outnumbered.  (<-- I know this is just silly but I couldn't resist adding it in there)
[close]
Would you mind if i adopted / adapted some of these for my own mod too if i where to create one Nep?

5
Modding / Re: [0.9.1a] Hullmod Specialization
« on: February 11, 2020, 04:21:03 PM »
Does the missile re-loader reload 1/4 of the max missile capacity or 1/4 of the total missile capacity? eg. does expanded missile racks give you any synergy advantage in this department by doubling how much it reloads at a time (by virtue of doubling the max capacity of the missiles)

6
Modding / [Mod Request] Better Ship Damage
« on: February 03, 2020, 10:34:20 PM »
I have an idea for a possibly very interesting challenge mod, but it would probably be rather technically challenging and need an experienced modder to accomplish it, i'll roughly outline the ideas here:

+Bring back the old vanilla mechanic of weapons being randomly lost when ships are disabled
-- Give a chance to salvage lost weapons with the rest of the salvage after combat
-- Make the chance to lose a weapon increase based on how much damage a particular part of the ship took, the more damage the higher the chance, of course built in weapons can't be lost, but an interesting idea could be giving a chance to make built in weapons that take heavy damage "inoperable" requiring the ship to be restored to fix them, but i'm not sure how possible this is
-- Make hull mods that add extra armor to the ship or weapon mounts decrease the chance to lose weapons
-- Certain D-Mods increase the chance to lose weapons, Possibly even making a new D-mod specifically for this as well

Possible Bonus: reincorporating the old vanilla mechanic of needing to board certain ships with marines, again i'll layout some ideas for this but my idea is that this would be only some of the time, not all of the time like it used to be, and that chance increases the larger the ship it is (since presumably a larger ship would have an easier time still having some living crew on it):
-- More Marines = Good, Marines available are based on half the crew capacity of the ship  used to board with
-- Give the option to hard dock or launch from a distance just like old vanilla, launch from a distance is the safer option, but less likely to succeed unless the ship has a ground support package. Hard docking has a chance to disable or destroy ships of the same size or smaller, larger ships would only be disabled (seriously how does a frigate exploding annihilate an entire capital ship?!? that always bugged me)
-- Only ships of the same size or smaller are efficient at boarding the target ship, using a ship bigger than the target accrues a penalty unless the ship has a ground support package

7
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 26, 2020, 12:41:09 PM »
I realize that it's not truly a gas giant, but it's also much closer to such than a lava planet, AND there's president to say that any planet that consists of more atmosphere than actual planet should probably be considered a gas giant anyway considering the fact that, that's essentially what a gas giant is, it still has to have something at the core of it to bind all of that gas together with gravity and keep it from just dispersing into space, a "gas gaint" isn't just entirely a ball of gas.

Venus is NOT "more atmosphere than actual planet", not even close. Venus' atmosphere is no thicker than Earth's would be if the oceans were vapor, and the oceans themselves are not that thick when compared to the actual size of the planet.



Thanks for the info, i guess i wasn't correctly aware of what proportion solid core to gaseous atmosphere venus was

8
Modding / Re: [0.9.1a] Ill-Advised Modifications 1.11.5
« on: January 22, 2020, 09:33:56 PM »
Thanks, i hate it.

take my damn upvotes you monster!

9
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 22, 2020, 09:28:45 PM »
Venus should be a toxic gas giant if we're being realistic (clouds of sulfuric acid) but other than that every thing seems pretty cool and interesting

Venus is NOT a 'gas giant'. While it's atmosphere is much thicker than our own, it is still an egg shell around the rocky planet relatively speaking.  Gas giants are vastly larger than Earth, virtually all of the diameter being gas, very thick atmosphere, and a lot of it. Venus by comparison is a rocky planet very similar in size to Earth. If Venus had a magnetic field, and the density of it[s atmosphere contained as water instead, it would be quite Earth like. Take away Earth's magnetic field, and vaporize the oceans, you'd have Venus.

The only real difference between the real Venus and the descriptors used by Scmp, is that Venus most certainly does have a toxic atmosphere, what with sulfuric acid clouds and all that. I do not believe there is a planetary condition descriptor of "high pressure atmosphere" in the game, but that would be apt if it was. I suppose in theory the high pressure could be to a degree contained within the descriptor 'Extreme Weather', though that might be more apt due to the insanely high winds of the upper atmosphere. In any case, Venus already starts with a 250% hazard, which is about as extreme as anything the game already generates. Rather than pile on every condition that 'could' apply, the few they 'do' apply are more an abstraction of the difficulty a future technology would have in maintaining a colony.

All in all I think Scmp did a fantastic job with the planet types and resources. Sadly there is no in game analogue for the farms of Ganymede (see "The Expanse"), as the real limiting factor for Earth's solar system is that only Earth can have a farm. Terraforming the planets will not make the game retroactively apply a farming option, sadly. It would be interesting though if such a thing might be doable once a planet has been rid of all it's negative conditions, like some sort of tavern encounter option, hiring an agricultural specialist or something.

You pretty much hit the nail on the head. Also, I gave Venus the "Dense Atmosphere" condition, I figured that would represent the high pressure. I thought about adding toxic too, but 300% hazard rating is pretty high so I left it out.

Also I think using Boggled's terraforming, when you terraform to a terran planet you get +2 food production on said planet. I could be wrong, but I seem to remember that happening. I made Mars a desert planet with the still not implemented history/description of the system being that it was partially terraformed before society on Earth collapsed. I figured it'd be fairly easy to terraform and get the second farming planet.

If anything, making this mod has made me wish for much more planet types and conditions to better represent real world equivalents. Variable hazard rating for conditions would amazing, that way we could sort of apply multiple conditions and edit their hazard ratings according to how severe they are.
I realize that it's not truly a gas giant, but it's also much closer to such than a lava planet, AND there's president to say that any planet that consists of more atmosphere than actual planet should probably be considered a gas giant anyway considering the fact that, that's essentially what a gas giant is, it still has to have something at the core of it to bind all of that gas together with gravity and keep it from just dispersing into space, a "gas gaint" isn't just entirely a ball of gas.

(also after doing some additional research i see the theory in going with a lava planet, since the cores of such planets would be molten from the pressure, but i still think a gas gaint would be more appropriate for the visual and thematics)

Either way your mod is shaping up very well so far Scmp

10
Modding / Re: [0.9.1a] Sol System (v0.2.2 - 1/21/2020)
« on: January 22, 2020, 10:04:26 AM »
Venus should be a toxic gas giant if we're being realistic (clouds of sulfuric acid) but other than that every thing seems pretty cool and interesting

11
So, basically i took the "Tore Up Plenty" mod and tired to update it to no avail (presumably due to my lack of modding experience) BUT as a last effort i just took the OG file and updated the mod_info.jason and tup.version files to the current version and the mod seems to work properly? is this intended / normal behavior or is it due to the technically simple nature of the mod?

Edit: Missions work, but Campaign still crashes, press F

12
Modding / [Open Request / Idea]: Sell-able Colonies
« on: January 11, 2020, 07:38:36 PM »
I have an idea for an interesting mod, but have no modding experence, so i'm going to leave it open for a potential new or experienced modder to pick up as their own, Details below:

Desired Compatibility:
Nexerelin / Player Station Construction

Mod Idea:
This mod would allow you the ability to buy colonies from other factions for (1 mil credits x the population of the planet)
eg, 3 mil for a population 3 planet, 4 mil for a population 4 planet, exc. (which would mean that even the smallest of colonies would still be 3 mil since colonies start out at size 3)

to keep things open i think it would be best to not require the player be commissioned by the faction, BUT instead require a relatively high standing with the faction, like +50 or +75

---

Bonus Idea: this isn't by any means a needed part of the mod, but an interesting bonus idea for a big modder looking for more of a challenge could be to give the ability to sell colonies too, presumably your commission holding faction would periodically contact you about buying one of your private colonies through the intel screen, for the same price as the above buying price (1 mil  x size, which is fair since a colony definitely takes a lot more than that in total over time to develop) to which you could either:
Accept: The colony changes to their hands and you get the appropriate amount of cha-ching wired to your account
Deny: No mood penalty with the faction, just nothing changes

---

anyway i'm interested to see if anyone decides to pick this up as it's something i've wanted for awhile now, a more peaceful alternative to invading stations with Nexerelin
 
 

13
Mods / Re: [0.9.1a] Player Station Construction (v2.4.0)
« on: January 11, 2020, 02:53:11 PM »
Mods like this are exactly the reason i look at the experimental mods listings, this changes everything (actually is should clarify: i found the link back to this moved post from there, i realize it's in the stable modding area now)

14
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: June 30, 2019, 06:57:42 PM »
In my last game, I cannot seem to find the Vesperon recruiter at all. I saw one very early on, when I did not have enough independent standing. After this, nothing. I used console commands to teleport beween all the independent markets thinking maybe I was unlucky, but there appears to be no recruiter present on any of them.

Is there some way I can check in the save game file where he is, or just activate him by save game editing?
Wish i could do that to! I cant seem to find a recruiter anywhere either!
Agreed, i've played about 3 full playthoughs of the game now and not been able to find the recruiter, I would recommend upping the chance that they are at a player faction planet significantly per month, that way its possible to find him before then, but its really only reasonable to find him after you have an established presence in the sector by having a colony (plus it could make sense lore wise, if this shadowy faction has been around so long why wouldn't they go scout out the new burgeoning faction for useful hands or good talent)
(also, as for Mealstrom's comment, i don't know how possible this is but would could add a hook for if console commands is installed with your mod to activate him that way, but that could be hard and time consuming)

15
If this is a topic for concern it may be worth someone trying to make a mod like modswitch from rimworld, basically some guy made a mod that changed how the mod loader behaved next time the mod loader was loaded with that mod installed, idk if that's something that's possible although if not i could see an alternative in someone helping Alex change how it works, although that may be a bit more in the weeds (sorry i don't have any in depth modding experience myself i'm just throwing around some interesting ideas)

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