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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 - Hague

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1
It seems that when you leave marines in a detached fleet they lose their experience which, at the moment, will force the player to bring their marines (and ships that can carry them) with them on stealth detachment missions.

One particular use I've found for detachments is to detach my fleet to approach in salvage ships with solar shielding so I can hit up corona facilities with less supply loss. You don't need to bring the cargo ships, just do the salvage and let the pods float out. I do the same thing with minefield planets, just let the pods float out. At least until cargo pods start triggering mods anyway

2
Mods / Re: [0.95.1] Yunru Core +
« on: April 23, 2023, 12:44:14 PM »
Soft incompatibility means that it re-enables Commerce which was explicitly removed by IndEvo. It technically removes a quality that the author of that mod intended for balance but won't cause any hard problems and is thus "soft"

3
I messed around with my free trial. I got one really good result. It might work for an irradiated world with volcanism. I think it turned out real good. I couldn't for the life of me figure out how to get it to generate entirely blue sand. The AI always just insinuated sand, desert, and regolith to be orange-tan and then blended blue into it as part of the skyline.

Spoiler
[close]

4
I've got an idea for your consideration: It would be interesting if active embassies (ones with ambassadors) had policies you could enact between your faction and the one of the ambassador. This could include various things like trade agreements, embargoes, etc. Agreements that benefit or strain the non-player faction can increase or decrease the relationship ceiling of the embassy. One example would be maybe an agreement where you trade access to your Supercomputer bonuses decreasing their benefit to you in exchange for a % of the bonus profit generated or improved relations. Another suggested agreement is IFF protocol immunity where you can make agreements for the player fleet to not generate a relations penalty when they are intercepted by fleets of the embassy's faction with their transponder off. If they are intercepted they are still treated as discovered  for things like smuggling and culpability, this simply gives the player fleet immunity to transponder accidents. Production Cuts - If the player's faction is currently holding more market share of an export they can make an agreement to reduce their market share voluntarily in exchange for improved relations. Could tie into Nexerelin diplomatic profiles and have more (or less) benefits with Monopolist factions.

Though, I suppose you're not itching for new stuff to do at the moment. Maybe this will give you some inspiration for something else? Anyway thank you for reading!

5
Wouldn't capital ships just ya know... cover the entire area in front of them with so much fire that it would detonate the mines?  It's not like ballistic and energy weapons lack for ammunition.

6
Okay, so I was wrong. It's not just ship components. Variable manufactories don't provide output that the Centralization bureau can recognize at all. Swapping to Conflict Package on several colonies in the same system did not provide bonus heavy weapons production or marines while heavy industry and modular fabricators (from Shadowyards) both provide bonuses for their outputs

7
The Centralization Bureau does not appear to work with ship components. I have several colonies with Variable Manufactory industries set up with Ship Component VPCs and there is no effect on the produced output for the colony with the bureau. Is this intended behavior? EDIT: I have an AI core installed and it works with other resources, just not this one.

8
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: April 07, 2022, 06:03:53 PM »
If I colonize an abandoned station within a faction's territory, will they still send punitive expeditions and satbomb it?

I don't think building or recolonizing stations will trigger satbombing, but I haven't tested it on the most recent vanilla patch. Let me know what happens!

Oh, it absolutely does send saturation bombing missions. Fortunately you can avert satbombing with SP or by taking a relationship hit as a friendly.

9
That's really odd, because when you talk to the contact via "Call", your inventory and fleet are emptied. When you terminate the call, everything you gained during the call is put into storage on contact's market, and your inventory and fleet is restored. I'll check with Histidine what can be wrong.

I can't say for sure. It could be that marine experience values aren't being saved properly when they are stored temporarily. It doesn't happen when you do it with other interactions with contacts, like ship theft opportunities, only when it brings up the special trade window similar to the AI core swaps from Core Starsector.

10
It might have more to do with the values applied in commodities.csv. Lobster doesn't have price values of its own so it must inherit it from the demand class. Cloned organs have their own:

Spoiler
Luxury Goods,luxury_goods,luxury_goods,100,500,3,1,,"luxury, expensive",1000,1,graphics/icons/cargo/luxurygoods.png,ui_cargo_luxury,ui_cargo_luxury_drop,1,2.7,200,500,,50000,1,,
Volturnian Lobster,lobster,luxury_goods,,,,1,volturn,"exotic, luxury, expensive",1000,1,graphics/icons/cargo/lobster.png,ui_cargo_volturn_lobster,ui_cargo_volturn_lobster_drop,1.1,2.8,200,500,,,1,,

Cloned Organs,ms_clonedParts,luxury_goods,200,1500,3,1,,medical,1000,1,graphics/shi/icons/cargo/ms_clonedOrgans.png,ui_cargo_organs,ui_cargo_organs_drop,4.1,2.45,200,0.7,,
[close]

11
Suggestions / Re: Decouple Commodity Legality from Demand
« on: March 15, 2022, 08:59:14 PM »


(random fun fact: cloned organs actually use the luxury good demand class, not harvested organs)


I actually knew that already. I've been messing with trying to fix the way the cloned organs worked and changing commodities.csv was the first thing I did. That's when I noticed that cloned organs became illegal when they were associated with the organs demand. Something I haven't tried is making a meta demand category for organs that are legal and then seeing if shared demand items can be made illegal separately or if it's truly tied to demand id. The confusion stemming from the shared names between demand class and item id. Is the demand class a separate thing or is it just creating a demand class from a base item id?


12
Suggestions / Re: Decouple Commodity Legality from Demand
« on: March 14, 2022, 06:14:29 PM »
By participating-in-economy, you mean things that show up in  the colony's resource outputs on the overview? Do you mean to say that no matter how much lobster I send to a planet that has a deficit of luxury goods the lobster can affect the price curve but never solve a luxury goods shortage? So even if cloned organs were made legal selling them could never solve a harvested organs shortage?

This is an aside, but would it be possible to make a script so that cloned organs are like lobster but their value is pegged to the distance from the nearest Medical Clinic? Because that's really what I have in mind here: more sub-categories of goods that can have differing legality placed on them and that exist as opportunities for the player and not necessarily a cog in the greater economy.

13
Mods / Re: [0.95.1a] Tahlan Shipworks 0.7.6 - Flakky Wideboi
« on: March 14, 2022, 05:16:29 PM »
does this mod adds a  mining capital ship ? i remember having one in my game and the flavor text saying it was a retrofit station, but i don't remember what mod added it

That's the Bear from Vayra's Ship Pack.

14
Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.

If that's true then I've at least got a workaround. Thanks.

No problem. Though, I can't guarantee that's exactly your problem. There might be more than one way that marines are getting amnesia

15
I've located a bugged interaction with the Nexerelin Remnant special contact.  Using the Contacts tab to call this special contact and taking offered selections of special weapons from this contact ('blessings of omega') will remove all the experience from marines in your inventory. If you store the marines or contact the special contact directly from its residence at Prism Free Port your marines will keep their experience. I've already reported this in Nex's thread.

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