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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 - _Dividebyzero_

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1
Cycerin, Ive been following your awesome work (music, modding) since the days of Battleships Forever. I just wanted to say that your work has always been an inspiration to me. Take it easy and good luck with life. :)

2
The only other thing I would suggest is adding an option for a speed multiplier in the options.
Would you mind explaining why? Is it hard to control the conversion rate by changing the speed of the fleet sometimes?

Mainly because more time spent harvesting = more supplies lost, but I realize that slowing it down might also make using the mod tedious. I suppose my main reservation against using this mod is that it feels like it adds a new choice with little downside (carry lots of supplies in order to transform into fuel along the way), and I would want it to in principle come with some downside to doing that. That said, the existing options allow the player to change the efficiency which is good enough of a tradeoff I think.

3
I do personally like the idea of tying it to a hullmod. That avoids ergonomic issues (like having to carry items around with you) while also requiring some level of logistical sacrifice. The main issue with this mod is that it makes fuel supply essentially infinite--in the late game when you have several gas guzzlers, it becomes difficult to find enough fuel without specifically going to nachiketa or other fuel-producing colonies.

That being said, the options allow one to reasonably nerf the production without resorting to hullmods. The only other thing I would suggest is adding an option for a speed multiplier in the options.

4
Is there a way to add a recoverable ship to a debris field during system creation?

Yeah - something like this:

ShipRecoverySpecialData data = new ShipRecoverySpecialData(null);
data.addShip("centurion_Assault", ShipCondition.PRISTINE);
Misc.setSalvageSpecial(debrisField, data);

Will try that out, thanks a lot!

5
Is there a way to add a recoverable ship to a debris field during system creation?

6
Trying to add a custom faction to Nex--how is the starting system for a faction determined? Right now I am spawning in hyperspace outside of Hybrasil.

EDIT: I'm dumb, just read the front post.

Should I put these in the Nex folder itself or my mod folder?

7
Suggestions / Empty star systems
« on: July 29, 2019, 06:15:24 PM »
I understand that from a realism point of view, not every star system can be full of goodies. There must be systems full of barren planets, and there must be systems with no planets, because real life does not generate systems just so we can explore them.

However, from a gameplay perspective, it's a little disappointing when I fly into a constellation with 2-3 star systems that have zero planets (I am talking about the systems with nothing but the star and a single fringe jump point). I never visit these systems since they have no chance of a habitable world and almost no chance of habitats, mining stations, etc.

I think it would make sense to force star systems to always generate at least 1 planet, so that there aren't systems that one skips outright due to no reward.

8
Suggestions / More hullmods to "Always include"
« on: July 23, 2019, 09:31:49 PM »
The Autofit feature has the ability to toggle checkboxes which force Reinforced Bulkheads and Blast Doors to be on. A lot of times I find myself struggling to try and fit something like Solar Shielding and Augmented Drive Field on every ship--it would be helpful to have a box like one of those if I am trying to build a fleet of storm-surfing ships or a really fast fleet.

9
How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?

I generated a Derelict Empire sector with mostly stations (and fewer planets) and I noticed that fuel was in shortage on every major spaceport and one had to go into the black market to actually find fuel. I actually loved this--it gave good reasons to want to be a pirate (plundering is fun!) and fuel efficiency becomes more important and forces you to play a little differently. Until one finds a synchrotron core that is. I was thinking about a custom scenario that's sort of like Mad Max--independents everywhere, and initial colonies are scattered around the sector instead of being clustered together. Between them is a huge wasteland of stars and one often turns to violence in order to make ends meet.

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