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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - jeffg10

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Modding / Re: More and Larger Asteroids + Debris Fields in Combat
« on: September 23, 2022, 02:46:13 AM »
Excited about this mod! I definitely think that more space battle hazards are a great idea. You could add destroyed or very low CR remnant to battles (left over from the AI wars) randomly or pirate ships floating around as debris, or even check what factions are in a system and randomly add their ships (whole or as chunks) as debris to those battles. I saw someone mentioning that they didn't know how to always make ships stay in one piece and to be honest I don't think you need to. The hulk of a once mighty battleship drifting across the battlefield or the now derelict frame of a station could make great cover or a top-tier annoyance for those trying to get a good shot.

Mods / Re: [0.95.1a] Realistic Combat 1.19.0
« on: September 12, 2022, 10:14:59 PM »
I have a problem with certain guns, I know that the mod fixes the fire rate of the weapon base on the damage, but some of the fire rates are way too damn slow, I was using an onslaught, and the thermal pulse laser fired a beam like every three 3 seconds everything else is great but dear god can I get a bit more brrrr with my guns. is there a way to fix it without changing anything else? I just need a bit more brrr with a specific weapon. but I love how it takes a while for some guns to reload makes you have to play a bit more smartly.

Sounds like you're using an old version of the mod, update to the latest version, I had this issue when i was using 1.13.0

Mods / Re: [0.95a] AI-Retrofits
« on: September 10, 2022, 05:46:13 PM »
I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.
this is something i forgot you could do, and failed to account for.
I will find an way to make it so the ability is added when you find the hullmod in the next update. for now, the robot forge hullmod is useless until you get the AI-Retrofits skill, I'm sorry to say.
i will fix this in the next update, but its an big one so it will take time.

So, how do you get the ability other than that then?
Edit: I did also try getting the automated ship skill, and it did not give me the ability. 

Mods / Re: [0.95a] AI-Retrofits
« on: September 10, 2022, 12:29:35 AM »
I don't appear to have the ability needed to use the factory hull mod even after finding the hull mod and applying it to some ships.

Mods / Re: [0.95.1a] Arkships V0.4
« on: August 12, 2022, 03:03:53 AM »
I think it would be cool if you added compartments that related to industrial evolution integration if possible (like repair/salvage yards and exc), maybe as unlockable things that you find rather than have off the bat?

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!

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.

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.

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

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)
Would you mind if i adopted / adapted some of these for my own mod too if i where to create one Nep?

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)

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

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

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!

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

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

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