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Messages - Probe1

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Interesting ships but the faction is enough reason to not use the mod.

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Mods / Re: [0.96a] Space Truckin' v1.4a
« on: October 15, 2023, 11:29:26 PM »
I really like this mod! After playing with it for some time to make it even better, I have a few suggestions/questions.

Getting money is too easy.


Are you suggesting like more pirates or to make things more dangerous? Add the underworld mod and it will make things very dangerous for deliveries, even in the core worlds!

More than anything else, I think that's what drove me to post constructive criticism.  I get shaken down by the Cabal **AND** the constables from Grytpype and Moriarty Defence Authority.  I can have a mercenary show up, demand a 100,000 bribe, and only be a little bothered by this.  Like, damn they fleeced me for half of what I just made in a single trip.  Darn. 

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Mods / Re: [0.96a] Space Truckin' v1.4a
« on: October 14, 2023, 11:44:57 PM »
This is a fantastic mod.  It fills in the non-combat aspect of the game.  I LOVE the design and idea.

.. but as others have said before me, the balance is way too generous.  I'm less than a year in and have a decent fleet and tons of money.  The high payouts should be brought down and the advancement to larger contracts should take longer. 
On that note - I have no idea where to find my current space trucker level.  Please add a string after completing a mission that says your current level and how much you gained in plain language. 

My final criticism is something else you've heard a lot.  Parcels aren't presented very straightforward.  From the onset it costs way more to ship parcels than it does freight and it just looks like a bad deal.  It may not be but it looks so confusing that my first reaction was that I didn't understand and came to the forums to learn more.  This is a crazy idea but it feels like parcels should be the first thing you unlock with low payouts and freight should come after with much higher payouts.  That said, I understand what parcels are for and why they're good.  It goes back to my experience that the mod throws too much cash in the players bank for the risks. 

The risk in the mod is fine - I don't want another INTENSE HIGH OCTANE COMBAT mod we have plenty.  I want a cool trading mod and this is just that.  But the payouts just too good.

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Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 10:09:13 AM »
I love your blogs and updates.  Thank you for everything.

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: July 08, 2022, 08:21:42 PM »
I love the mod so much but I'd kill for a config toggle to enable the domain archeology industry but disable buildings requiring domain artifacts.  I love the idea of making super rare items in the ultra late game.  I just don't want to pay such a steep price in upkeep from artifacts.

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Thank  you for your diligent and explanatory commenting in the code.  It is extremely appreciated.

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Modding / Re: Modding the Tariff Rate
« on: April 05, 2017, 08:35:35 AM »
Nexerelin doesn't use the .faction tariff values; maybe I ought to make it do so.

In Nexerelin/exerelin_config.json there's a baseTariff variable and a freeMarketTariffMult (for markets with the Free Port condition). There's no way to set tariffs for a specific faction unfortunately.
Thank you very much for the immediate response Histidine.  I first looked at exerelin_config.json which led me to google this thread after inserting
Code
	public static boolean followersTariff = 0f
into Followers faction.  As you said, neither subtype attempt has been carried on into the game.  I'll play around with the code some more today and see if I can't figure out java.

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Modding / Re: Modding the Tariff Rate
« on: April 05, 2017, 07:22:09 AM »
Hey Alex is this still handled the same way?  I appreciate that the threads 3 years old but its still the same topic of inquiry.  

I added in the recommended lines from Hegemony.faction into player_npc.faction from the Nexerelin mod http://fractalsoftworks.com/forum/index.php?topic=9175.0 .  Lines 24-26.  

https://pastebin.com/JW0zDGUS

It didn't have an effect in game and I'm still being charged 15% on Tariffs by my own faction  ::)  .  It doesn't require a new save does it? (Edit: Tested, new save did not help)

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Blog Posts / Re: Orbital Stations in Combat
« on: October 20, 2016, 11:23:17 AM »
As stimulating and hype building as this blog was, it takes so long to get ideas into released content that I forget about this game for months at a time.  I'll come back, as I did just now, and see 1-2 really enticing blogs.

But no content.  So I disappear again.

Good luck with the game as always!

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Mods / Re: [0.7.1a] Starsector+ 3.0.0
« on: December 12, 2015, 04:31:39 AM »
Why is everything for sale [Custom] rather than [Standard]?  Where is Custom defined in the code?  I'm having a lot of trouble getting into modding for SS+ because I can't find how the variant is defined.

Specifically, I radically altered the stats of the Ox for education.  Then slowly disabled mods on by one until I found the one in question that was overriding vanilla behavior.  But I can't find any file relating to Ox in \variants or \hull .  The custom system is overriding vanilla, but I don't see where and could use a hand.

Edit I've found it myself.  I can't figure out why you needed to redefine the vanilla ships but onto the next project.

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General Discussion / Re: Commission (Alleged Hostilities)
« on: December 10, 2015, 01:41:08 PM »
Updating from Nex version d from version c removed the bug.

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Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 10, 2015, 08:01:39 AM »
With Hegemony start I get periodic messages telling me I'm hostile with "the wanted" and "bounty hunters", then lose rep with Hegemony.  

That's pretty weird.  Only running SS+ and Nexerlin 0.7c.  Corvus mode.

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