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Messages - Hashmander

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Heh, I'm glad to hear you ran out of fuel! (sorry)
Did you manage to save any of your ships? Mind telling me the story of what happened?


I had to scuttle all my tankers, and a cruiser, and siphon all through my supplies to get just enough fuel to dock at a system next door. 10/10 would do it again. Mind this is a save where I didn't have hyperdrive or max topography yet.

On another save, I found out that the topography item is extremely useful to get to far systems so I end up not selling it now. My only problem right now with this + nexerelin is that other factions end up colonizing the systems I want since it takes so much longer to figure out the logistics and scout systems for colonization. My scout-to-fuel ratio is like 4 systems before I have to go back to the core worlds. Before this mod, I would have been able to scout 15+ systems instead.

Perhaps another suggestion is to give more bonuses to exploration ships like the Apogee so they can survive out there for longer. Maybe the hullmod adds another protected fuel tier where it halves the drive anomaly rate? I find that there's still not enough incentive to use pure exploration ships like those.

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Thanks for the feedback! I agree. I almost removed the fuel price reduction before releasing this, but I didn't want to make such a big change without a lot of playtesting. And I don't think that would be enough anyway, since salvage provides so much fuel and the new nav abilities make it possible to travel so efficiently. I'll remove some of the leeway at some point, but it might take a while to get right. I'm probably a bit paranoid about making it too difficult to explore during the early game...

I might have given feedback a bit too soon. It is a lot harder to go out there once you start getting a bigger fleet and I did end up running out of fuel a couple of times because I didn't account for the anomaly lol. Now I do really have to buy disposable tankers to make it to the farthest systems. If anything, for an even more hardcore config I would halve the price reduction on fuel.

As for slipstreams, I love the idea for reverse polarity and more randomized streams, otherwise I agree, it's too easy to get around once you get some topography going.


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I'm using both this and ruthless sector to make hyperspace a lot more dangerous and it does make a world of difference! I would say fuel economy is still too forgiving with all the ways you can get fuel now + slipstreams being available. You really need to make very wrong decisions to end up without fuel. Have you thought about adding a bit of randomness to slipstreams (e.g risk of consuming extra fuel) or something similar?

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Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: March 23, 2022, 01:39:03 AM »
This is nice to hear and I think a sensible approach.
Well, for anyone that wants to play with Blackrock in 0.95.1a I'll put the link to my patched version here:
https://drive.google.com/file/d/1vGXPTcAC1sFiwphizRN9TE-8hNU7h1wK/view?usp=sharing
It basically plays and functions the same as in 0.9.1a, just that it now works for 0.95.1a
I gave it its own, somewhat arbitrary version number, so that should cause no trouble.
It also needs GraphicsLib, MagicLib and LazyLib just like before.

I'm also maintaining a copy that I ported and posted to the Discord earlier today. https://www.mediafire.com/file/t2vbuxqfsugygsw/Blackrock_Drive_Yards.zip/file Just a straight update from the most recent version. In the unexpected event anything breaks, lemme know.

Super nice to hear that there's a working version out there now! Just noticed that both these are missing a fix to a known bug where some BDRY weapons don't spawn in markets.

In \mods\Blackrock Drive Yards\data\world\factions\blackrock_driveyards.faction you need to add the brdy_wep_bp tag:

Code
"knownWeapons":{
"tags":["brdy_com_bp", "brdy_mil_bp", "brdy_rare", "brdy_wep_bp"],
"weapons":[
],

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Amazing mod. There seems to be a problem with blackrock hullmods though; can't seem to load the optional BRDY hullmods after you take them off a ship.

Edit: the problem seems to be with the mod's hull_mods.csv file. Change unlocked to TRUE for the assault and targeting suite and they become available

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