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Modding / Re: What mod causes to autopause the game when detecting new fleets?
« on: July 26, 2023, 02:40:33 AM »
Yeah it was Hostile Intercept. I've disabled the autopause feature and its fine now
Thank you
Thank you
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
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.
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.
Version 1.8b is up, get it here (mirror).
This fixes an issue caused by Bitbucket disabling support for old TLS versions this morning.
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.
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.
If you're trying to play with the big boysThey'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.
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;
It's a hotlinking issue, I think. Don't use HTTPS here and images will load.
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)