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Messages - Kelenius

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1
Spoiler
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This seems... a bit excessive of a price tag for a Monitor, even if it has 3 S-mods and is famous. Not even legendary.

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Thank you for the report! I think you might've posted the wrong screenshot? I'm not seeing pirate activity on it and the numbers do add up right in these - (30+8+8+) * 0.7 = 37.1

I mean the second screenshot. I put it in a separate spoiler now to make it clearer.

3
I've had the massive pirate attack (at 600 points), that I fought off. The pirates then disappear from the factors, but still show up as a threat.

I went to get Kanta's protection to check what happens, and getting it seemingly makes the pirates reappear as a factor, and disappear from threats.

But the numbers after getting protection don't add up ((30+8+8+7+4) * 0.7 = 37.9).

I'm aware that Kanta's protection doesn't protect from the pirate bases, but the base already exists and seemingly doesn't affect me until I get protection.

I'm not sure what's intended here, but the interaction seems weird at the moment.

Before getting protection:

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After getting protection:

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Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 02:52:46 AM »
So, ECM rating cuts enemy range by half of the rating, and if you have EW skill, then ECM rating over the cap reduces enemy ECM cap, also by half of the rating over the cap. It seems that you could just halve everything that gives ECM bonuses and drop "by half" part of the skill description? So rather than having 16% ECM that gives you 8% enemy range reduction you'd just have 8% ECM.

Having 0.5% ECM raiting in skills descriptions would've being even more awkward

It seems better than seeing 1% but having to keep in mind that it's really 0.5%.

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Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 02:30:37 AM »
So, ECM rating cuts enemy range by half of the rating, and if you have EW skill, then ECM rating over the cap reduces enemy ECM cap, also by half of the rating over the cap. It seems that you could just halve everything that gives ECM bonuses and drop "by half" part of the skill description? So rather than having 16% ECM that gives you 8% enemy range reduction you'd just have 8% ECM.

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Modding / Re: [0.96a] Hyper diving - 0.0.2
« on: June 01, 2023, 05:53:55 AM »
I'm getting a crash. I was in the system at depth 7, saved and quit, then reloaded. When I approach the target ship, I get NullPointerException: null. When I get back to the gate, I get the same thing, and if I try to travel, the game crashes. This was happening on 0.0.1 and still happens on 0.0.2. Log attached.

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Modding / Re: [0.96a] Hyper diving
« on: May 30, 2023, 11:24:46 AM »
I don't think I'm supposed to be able to find a second

Spoiler
planetkiller
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in a randomly generated system.

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Modding / Re: [0.96a] Relationship Matters
« on: May 30, 2023, 08:31:36 AM »
Due to the large number of Nexerelin players, you probably shouldn't put this behind a spoiler and maybe list it higher in the post.
Fair point.
Quote
Would the conflict make a crash or will the last mod to load have the last laugh?
If my mod is added to a game with Nex, it'll do nothing. Otherwise, hard to predict.

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Modding / Re: [0.96a] Relationship Matters
« on: May 29, 2023, 11:53:11 AM »
New version is out, hegemony's AI expeditions now also get a small slowdown at high relations. Also has some fixes.

I like the idea of factions not trying to nuke competing industries if you have high relations, but the fact remains that you are still in competition. Would it be possible to have periodic small relationship drops whenever you're competing and you're currently high enough to not have expeditions sent against you? That way, maintaining peaceful relations would require doing occasional favors - sort of a 'But what have you done for me recently?' kinda deal.

That could maybe happen with anti-free port expeditions. I don't think it makes sense to send military campaigns with no attempt to hide their origin against someone you have friendly relations just over market competition. Although it would still be configurable, so you could set it up that way if you prefer.

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Modding / Re: [0.96a] Relationship Matters
« on: May 23, 2023, 12:28:37 PM »
Is it possible to reduce the probability of Hegemony dropping in due to used AI cores? This mechanic has its purpose, but it's hard to believe that your best friends will do a large-scale drive-by just because you forgot that they don't like your smart toasters with browning AI.

That's actually something I have planned, though, just like with the free port expeditions, it would be a reduction in frequency, not a complete removal (at least, on default settings).

11
Modding / [0.96a] Relationship Matters
« on: May 23, 2023, 09:40:00 AM »
Do you feel that your positive relationship with a faction has little to no effect on the gameplay?

Do you get annoyed when your best friends send military fleets to bomb your colonies because you're producing too many cabbages?

This mod makes the factions you have good relations with less inclined to send raids after you. Under default settings, for anti-competition expeditions ("market share in exports") raids gradually scale down from 25 to 75 relations, and are never sent at 75 or above, and for anti-free-market expeditions start getting less common after 50 relations, down to 1/2 at 100 relations.

Hegemony's AI expeditions are also slightly slowed down after 50 relationship, down to 3/4 at 100.

All these numbers are configurable in the settings.

Not compatible with Nexerelin.

Installing and uninstalling
Do not install or uninstall the mod while an expedition is ongoing!

Can be safely added to an existing game.

To remove it, first open settings.json and change "enabled" to false. Load your game and save again. After that, the mod can be removed.
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Compatibility
Not compatible with Nexerelin, or any other mod that replaces PunitiveExpeditionManager.

Modded factions should behave the same as vanilla factions (provided they launch expeditions).
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Settings
Setting "enabled" to false disables the mod.
"RelBase" setting is the relation level where the reduction starts, and "RelScaling" is the % reduction in frequency for every relation point beyond.
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Bug Reports & Support / Re: The Typo Thread
« on: May 20, 2023, 12:06:14 PM »
Not really a typo, but I think it doesn't deserve its own thread: in the part of The Usurpers where you're dealing with Haden's subordinate fleet, the strength check for demanding surrender is reversed: he reacts as if your fleet is bigger when it's smaller and vice versa. (sdtuTraitorPatrolDemandSurrenderA and sdtuTraitorPatrolDemandSurrenderB).

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Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 19, 2023, 05:45:49 AM »
I think I ran into a small bug - if you go to Hesperus to go to the shrine, get refused because of low relationship, then return while having the [certain item] in your inventory, you can't talk with Orbis about visiting the shrine, your only conversation option is to give him the [certain item].

14
Still happens in RC10, and seems to happen every time a pirate encounter is triggered this way.

Spoiler
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I went into the system and scavenged a ship that sent out a signal. The pirate started chasing me, then switched to running away, even using emergency burn - but he keeps chasing me, sitting on top of my fleet and not engaging.

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Here's the save file: https://drive.google.com/file/d/1dXWcVIihZDqaWI9US4lo8o8Uu9QRdqlA/view?usp=sharing

It's not a big deal but they probably shouldn't do that.

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