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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 - code99

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1
Yeah it was Hostile Intercept. I've disabled the autopause feature and its fine now

Thank you

2
I've installed a bunch of mods for the game and i remember one of them pausing the game when detecting a fleet or something similar. I thought that would pause the game only when anyone was interested in pursuing me or something similar.

Anyway, now its very annoying. Almost every fleet i encounter pauses my game.

I cant remember what mod does this. Anyone knows? I have a pretty big list of mods and i've went through them but i cant find it

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 16, 2021, 02:15:17 AM »
Well, the good news is I'm doing a fairly extensive update of the skill system - keeping the aspects that I think worked well, and adjusting the rest. I'm pretty excited about it, actually, since I think/hope this'll really make the whole thing click.

Oh thank god. That is indeed good news.

I hate the the new skill system. I agree with AdmiralRem, i feel limited by it and i shouldnt have to take a skill i may not want just to reach a skill i do want.

Looking forward to the rework!

4
Boy cant want to play with this once you update it :)

I recently just got back to Starsector after a 1-2 year hiatus and downloaded a bunch of mods to play with and im loving it.

I've been reading on this thread and so far i like what i saw, cant wait to try this out!


5
Hey does this mod change player owned planets in any way?

I dont like how they work in vanilla and was wondering if thsi changes things in any way. Also couldnt find a detailed feature list, i apologize if it exists.

6
General Discussion / Can you stop exporting certain goods?
« on: December 07, 2018, 05:00:07 AM »
Long story short, Im wondering if you can disable exports on goods.

For example, I might want to make supplies but I dont want my colony to sell them but instead to stockpile them for me to do as I see fit. Can you do that?
Im asking because I might have missed something when I looked into this.

This would be a great addition imo if its not in the game already.

7
General Discussion / Re: Are command-able fleets planned?
« on: December 06, 2018, 09:19:54 PM »
I dont know what the plans are but it would surprise me if this wasnt planned already.

Would be cool to be able to have this feature.

8
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: December 06, 2018, 09:15:43 PM »
The upcoming change to add in reputation loss, however, will probably get me to stop using colonies at all. Treadmill mechanics, where you lose ground unless you actively work against them, aren't something I enjoy. Fortunately there's enough other gameplay in this sandbox that I find wonderful and fun to engage in; the exploration aspect, especially.



I have to agree with this. I will probably stop using colonies as well. (i will try them out when 0.9.1 comes but if i understand how they will work from the discussions here then I most likely wont like it).
Sorry but I just dont feel like grinding reputation my whole game. Im looking into modding this whole colony/punitive mechanics to something else but with my limited knowledge in java, it will take me a bit of time.

Like you said tho, there is always exploration which I love in this game. I do that 90% of my time in starsector.

9
Mods / Re: [0.9a] Version Checker v1.8b (released 2018-12-01)
« on: December 01, 2018, 07:08:19 AM »
Version 1.8b is up, get it here (mirror).

This fixes an issue caused by Bitbucket disabling support for old TLS versions this morning.

Many thanks!

10
General Discussion / Re: Yet another 0.9 impressions and feedback post
« on: December 01, 2018, 06:51:34 AM »

3) Blueprints: Easily the thing that consumed most of my time during the playthrough. Initially, I haven't had the salvage skill so I got pretty much nothing in half the sector. Only rare things were Doom, Tempest
    and Locust launcher. It got to the point where my size 8 colony didn't have a single capital ship because I couldn't find one for the life of me. So I put 2 points in salvage, and whaddya know Astral and Tachyon lance in
    the same system. After that never found another blueprint in 2 hours. Now, I understand it's all rng and we can't get every single piece of tech. But there needs to be a guaranteed blueprint in systems with a lot of
    planets to avoid flying around for an hour over 15 systems and not finding a damn thing (even with salvage 2). Either that or get rid of duplicates because I have 10 Luddic packs and 9 Missile packs.

Idk, i must have been lucky because in my past 2 playthroughs I have found most of what I needed (capital ship blueprints such as paragon, pristine nanoforges, synchrotrons etc) without investing into salvaging skill.
Then again, I mostly do exploration because its what I like so I do it a lot. Yes, pristine nanoforges, synchrorons and some capital ship blueprints are rare and I feel thats ok. The pace at which you gain these items should be low imo.

4) Hyperspace storms: Such irony that the change was intented to make hyperspace more interactive and not so boring and it turned out the most obnoxious thing ever because there are so frickin many of them.
    In the end you're either gonna plow through like a maniac and say bye bye to supplies, or go around and again lose supplies because detours are so damn long. Only thing that's good is speeds over 20 not costing fuel
    but fuel is only a resource in the early game so meh.

This. Storms are sooo frkn annoying. The thing is, I dont want storms to be removed, instead, reduce their frequency and also make the massive clouds/nebulaes around the map smaller or make paths through them. Some clouds (imma call em clouds from now on) are just way too massive. I tried to go around one at one point and I think i used up WAY more supplies and fuel than by going through it. Instead of making hyperspace more fun/interactive, all the storms do at this point is make it really annoying.

I mostly just go trough them and call it a day. I bring more supplies than I need normally just so i can ignore this feature.



11
Mods / Re: [0.9a] Version Checker v1.8 (released 2018-11-16)
« on: November 30, 2018, 11:50:29 PM »
Idk if this is a problem on my end (i dont think so?) but starting today i get these error messages for all mods :

https://imgur.com/Bc1B2Wz

12
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 30, 2018, 03:19:19 AM »
If you're trying to play with the big boys
They're not very big if a months old size 3 world in the arse-end of nowhere can take ~30% of the market share of anything just by existing.

I don't know about anyone else, but one of the primary reasons I want a colony at all is to produce supplies and fuel that I can use in a convenient location that does not require that I travel back into the core. And just doing that alone is enough trigger this nonsense.

Hell, the very first world I colonised got roflstomped just for having active tech mining.


^This

I find this whole expedition thing quite nonsensical. I dont want colonies to be free money with 0 risk for the player but surely a better system can be thought up instead of these annoying punitive expeditions that make no sense from any point of view (especially economical points of view ... magic is used i guess)

13
EDIT: Ill post this in a thread of its own if its considered more than "misc modding questions"

So, I want to tweak  the expeditions the AI sends at you once you start producing something until Alex can (hopefully) tweak/rework how they work but I need a bit of help since im not all to familiar with Java.
My first question would be, can we just edit the files in starfarer.api.zip and call it a day? Will the game read the new values as is?

Ideally I would like to increase the market share trigger. I mean, if they start sending fleets at you when you got 33% market share, i would increase to 50% for example, so that they wont send any fleets because of your market share if you are bellow that.
I dont want to disable the expeditions entirely, just reduce in frequency and how fast they come (as in how they are triggered)

By looking at the code

Code
	public static int MAX_CONCURRENT = 2;

// if more factions send non-territorial expeditions, longer timeout
public static float TARGET_NUMBER_FOR_FREQUENCY = 5f;

public static int FACTION_MUST_BE_IN_TOP_X_PRODUCERS = 3;
public static float PLAYER_FRACTION_TO_NOTICE = 0.33f;
public static final float MAX_THRESHOLD = 1000f;

MAX_CONCURRENT = 2  -  would mean that they can send multiple fleets at you (max 2)
TARGET_NUMBER_FOR_FREQUENCY = 5f;  -  This im not sure how it factors in ... obviously has to do with the longer timeout mentioned above

FACTION_MUST_BE_IN_TOP_X_PRODUCERS = 3;  -  This one seems to be a requirement for AI expeditions to happen, you must be in top 3 producers for the expeditions to start coming at you. So, if I change this value to 1 would mean they would only attack me if I am THE top producer?
PLAYER_FRACTION_TO_NOTICE = 0.33f;  -  This is the market share they notice you? I dont think so since I saw people getting raided for only 2% market share (i assume 0.33 means 33%)
MAX_THRESHOLD = 1000f;  -  Dont know what this does

Is there some other value i missed?
Do the expeditions trigger for colony size too?

14
Discussions / Re: Anyone else having issues with this forum?
« on: November 29, 2018, 10:00:21 PM »
It's a hotlinking issue, I think. Don't use HTTPS here and images will load.

Thank you, that worked!

15
Modding / Re: Can we mod player owned colonies?
« on: November 29, 2018, 08:15:43 AM »
For raids and punitive expeditions: Extract starfarer_api.zip if you haven't already, and look in com/fs/starfarer/api/impl/campaign/intel.
You can also look around in the API for other relevant things, e.g. com/fs/starfarer/api/impl/campaign/econ/impl for industries.

(explanation of how to apply changes to these not included)

Thanks a bunch! This is what i needed ... i didnt think in looking in that zip ...

Huh, i think I should've posted it in the "misc modding questions [...]" thread ... oh well, didnt see it when i posted this.

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