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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Topics - JaronK

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Suggestions / Destabilization/Decivilization change
« on: January 03, 2022, 10:16:34 AM »
Currently,  by the time you get a warning that a planet or station is destabilizing, recovery is almost impossible.   That really shouldn't be the case.  Instead, the message should give you an alert about something you can do to save it, if you want to (with a chance that the faction will do so as well).  For example, if Quaras is destabilizing, you should get an alert that it needs emergency shipments of supplies/fuel or something, and pirates will send some trade convoys.  If none get through, it will decivilize.  If some get through, it might or might not.  If you as the player bring in a large load of goods, they should restabilize.

Bug Reports & Support / Autofire stops working
« on: November 28, 2021, 04:43:39 PM »
I think this is the first time I saw this in the current version. 

Mid battle, my XIV Onslaught just stopped firing all autofire weapons.  Toggling autofire on and off did nothing.  I could still fire the weapons manually without trouble.  This meant point defense was worthless.

Eventually, I fixed it by setting the ship to autopilot (to attack an enemy) at which point it started firing without problems, then turning off autopilot and re-engaging autofire for weapons the autopilot had turned off.  At that point it worked normally.

I saw this a few times in the last patch too.  It seems very rare, and only happens during long battles.  The ship just... turns off guns.

I am running pure vanilla, no mods, normal battle sizes.

Suggestions / Select by resources type in planet screen
« on: November 21, 2021, 01:41:39 AM »
This is a simple quality of life suggestion:  in the planet's screen, if you click on a resource type (such as volatiles), the list will sort in order of most common (plentiful) to least (none).  This would make it a lot easier to find that plentiful volatiles gas giant you saw earlier, or find the best ultrarich rare ore planets, or similar.

Suggestions / Administrator Skills
« on: November 09, 2021, 12:42:33 AM »
In the last patch, Alex removed skills for administrators, saying that three options weren't that interesting anyway.  But I feel like going around exploring and trying to find the absolute best administrators (some of whom could be found in areas with ruins, in cryopods) would be really great, if they had interesting skills.  So I propose the following administrator skills.  Each admin could have 0-6 such skills, making it really lucky when you find the right one.  And the point of these skills is that each admin would be good for different purposes, instead of being just generally useful.  Where [Resource] is written, there exists one skill for every possible resource.

1:  [Resource] acquisition specialist: +1 production of the appropriate resource, if the industry exists and the resource is present (applies to found resources)
2: Production specialist: [Resource]:  +1 production of the resource, if the industry is present (applies to produced resources)
3: Cold weather adaptation/Hot weather adaptation:  Reduces the penalty for hot/cold by 25%
4:  [Resource] Haggler: Increases profits from trading that resource by 10%.  May have this skill multiple times.
5:  Public Relations Master: Increases accessibility by 10%.  May have this skill multiple times.
6:  Safety Procedures: Toxic/No Atmosphere/Extreme Weather.  Reduces the penalty for the appropriate planetary trait by 25%
7:  Environmentalist:  Each cycle, has a 5% chance of removing the Polluted condition from a planet
8:  Militant: Increases the size of fleets generated by 10%.  May have this skill multiple times.
9:  Charismatic Leader: Increases stability by 1.  May have this skill multiple times.
10:  Teflon Reputation:  Grants 25% of black market income, without a free port
11:  Growth Initiatives:  Increases population growth rate by 5%.  May have this skill multiple times.
12:  Advertiser: Increases the bonus from Commerce by 5%.  May have this skill multiple times.
13:  [Resource] Efficiency: Reduces the requirements of one resource on all planetary industries by 1.
14:  Construction Specialist: Reduces the cost of building new industries and structures on the planet by 10%.  May have this skill multiple times.

Bug Reports & Support / Mac: Inappropriate behavior on sleep
« on: November 01, 2021, 10:43:41 AM »
This was reproducible repeatedly:

On a mac, just have the game running.  Close the laptop to put it to sleep.  Later, open the laptop. 

Starsector suddenly doesn't respond to the mouse properly, as though the mouse were locked in one position and can't move.  You cannot save your game without quicksave, because you can't select that option, and you also can't play without mouse steering.  The only choice is to quit the game and reload from the last save.

Suggestions / Selling to Surveyors
« on: October 30, 2021, 02:19:37 PM »
We see survey fleets out there exploring, yet there's very little interaction with said fleets.  It would be great if we could trade with them.  They'd likely buy common salvage cheap (metals, for example) but buy and sell fuel and supplies at higher prices.  It would still be worth it when we're heavily overloaded out in the black, and it would make a lot of sense for them to be out there.

Similarly, distant waystations could be set up out there that are still in operation. Find one and you can trade with it, even if it does little more than just some basic trading (with overpriced fuel and supplies).

Suggestions / Skill Overhaul: Experience Types
« on: October 18, 2021, 03:03:23 PM »
Currently, there's a lot of skill upgrades that may not apply to you, which you need to take to get to another, unrelated skill (like having to take derlict contingent to get to a second colony skill).  So here's a way to change things around.

Instead of one experience track, you have a few, and the experience you get is sorted into categories: exploration, combat, command, and governance.  Get each of these doing relevant things, and you can choose skills based on those categories.

Gain Exp- Finding new systems, finding things in those systems, salvaging fancy items, surveying planets, etc
Skills- Covers salvage, efficient travel, burn speed, sensors, surveying, etc

Gain Exp- Destroying enemy ships with your ship, surviving battles without losing your ship, etc
Skills- Combat skills for your personal ship

Gain Exp- Giving orders in combat, having your other ships defeat enemies, surviving battles without losing ships, etc
Skills- Officer improvements, fleetwide combat skills

Gain Exp- Founding colonies, hiring administrators, surveying valuable planets, building industries, arranging trade deals
Skills- Anything to improve colonies

This also allows for more granularity, as you've got four skill trees to play with instead of just one.  You no longer have a character level, you just have a level in each tree.  You can now have things like skills that just boost one industry, or even part of one industry (like +1 mining, or +1 mining organics) without that being too much of an issue (and that also means you can have far more specific administrators that are ideal for certain planets but not others).  You don't have to choose between "my ship is cool" and "my fleet does well", it's just a question of how you focus your playstyle.

Suggestions / See com ranges on maps
« on: October 17, 2021, 03:38:04 AM »
When I'm doing deep space exploration, it's really handy to know where I've activated com relays so I can go check for new bounties.  It would be great to be able to see this on the map... just colored circles showing the range of nearby coms.  If that's too much, then having a tab where I can show all active relays would work fine.

General Discussion / No Hullmods Available?
« on: October 02, 2021, 11:11:52 AM »
So, I used to play in the .8 series of this game, and just updated.  But for some reason, I can't seem to use hullmods.  Earlier I was able to install a few on some of my ships, but now whenever I go to the refit screen it just says "no hullmods available".  I know I've found quite a number of them as loot.  What am I missing here?

Suggestions / Colony Terraforming Overhaul
« on: November 02, 2020, 02:06:50 AM »
So, I love the colony part of the game... but then it sort of peters out.  And I've been playing Terraforming Mars a whole bunch, which makes me really want to see more happen here.  So here's an idea.

Each planet has a the following categories, with each category having a numerical (but hidden from the player) value:

Atmospheric Toxicity (Negative stuff in the atmosphere to life, but may increase odds of transplutonics and such)
Atmospheric Livability (Positive stuff like nitrogen and oxygen)

The various types of planets are generated based on these ratings (for example, Cryovolcanic worlds are what you get with high toxicity, low livability, low heat, high radiation, high water).  But then you can build projects on these worlds (which take up building slots) that change the ratings around... a radiated world might allow for building of an ionic magnetizer that lowers radiation and might turn the world barren, while an arid world might build a solar shade (reducing heat) and a water import facility (increasing water levels) until it becomes terran.

This allows for some fun to gameplay: you can search and find research outposts that give you the tech to modify worlds, then spend your hard earned cash (and maybe use some nanoforges) to build up these projects and thus slowly make your worlds livable.

Suggestions / Global events
« on: April 07, 2020, 09:04:49 AM »
A lot of the world of StarSector is pretty static, but I was playing Master of Orion 2 today and started thinking about global changes.  Things that would temporarily warp the world of hyperspace, making things a bit more chaotic.   Each would be rare, but serious.  The goal would be to make hyperspace travel a little more dynamic.  Here's a few interesting options:

1)  Hyperspace gale: shifts around the existing hyperspace storms and deep hyperspace areas, permanently, over the course of a few days.  Hyperspace travel during this period is difficult as it all counts as deep or storm, but when it passes new lanes have been opened up and others have closed.  Essentially, this recreates the hyperspace map, temporarily layering the old storms and deep space over the new one (and creating storms where deep stacks) until the old fades away.

2)  Jump gate flux: one system's jump gates all become unusable for a few months (this might explain the tutorial).  Only using the navigation skill can get you out, though you can get in through gravity wells.  This results in the worlds inside having serious trade issues for a while, often degrading them heavily, and trade in and out is very profitable if you can do it during that time.  Trading reduces the odds of the colony entirely decivilizing... or you can make things worse, of course.  A quest, perhaps requiring certain skills, might fix this, or it can clear up over time (but there are serious shortages for a while after).

3)  Darkstorms:  Similar to hyperspace storms but colored dramatically differently, these appear rarely but are very dangerous.  They flow across the map before vanishing, but if you hit one ships can be destroyed or gain D-mods, and they accelerate you in wildly different directions, even launching you significantly around the map.  Perhaps a stormfront passing through might always raise the level of hyperspace in the area... clear becomes deep, deep becomes storm, storm becomes darkstorm.  Very dangerous to be caught in.

4)  Hyperspace void: Similar to a Darkstorm, but stationary and draws ships toward it.  Like a giant black hole in space, these fade into existence, then fade back out.  While active, any ship caught in them will be ejected from hyperspace into real space... and if they're not near a star, it's going to be a VERY long trip to get anywhere else, at least until the void disperses (but even then, without the  navigation skill, you can't get back to hyperspace without a jump point).  If one appears over a colony, it's like an even worse version of jump gate flux, as no ships can get in or out for a long time.  On the bright side they're easy to see when traveling if you're paying attention.

5)  Wormholes:  Appearing rarely, these last for a short time.  Jumping into one shoots you out at the other end, which may be in a completely different area of the map.  Some are two way, but some are one way.  Using skills may let you know what it is before you go in and how long it will last.  A two way wormhole can create very easy exploration for a time.  Some skills may show wormholes that others can't see.

6)  Hyperspace currents:  These last quite a while, though might rarely shift.  They create a direction of travel for the area, pushing ships in that direction.  You can follow them in the right direction to save on fuel and time, though pushing against them makes for slow going indeed.

7)  Ghost ships:  Echoes of ships that are no longer there, these look like existing fleets, but may be missing parts (such as having too many trails for the number of ships) or may look wrong in other ways (all duplications of the same ship, flying through hyperspace at normal speed, etc).  Attempting to engage them has strange effects, from having them disappear to being launched away like you just hit a hyperspace storm.  Some might even allow interaction normally, yet vanish later.  And sometimes you may see something impossible, like an active XIV battlegroup on approach...

General Discussion / Cryosleeper Luck
« on: March 18, 2020, 11:19:53 PM »
Just have to brag here.  I just found the cryosleeper (after getting two pristine nanoforges from the mothership) in a system with a water world, to desert worlds, a tundra world, and an arid world with ultrarich ore.  It's positively insane.  Of course, it took me forever to find the damn thing because I wasn't searching in the right area, but holy gods this place is insane.

Last game the sleeper was in a nebula with nothing of value, so this is excellent.

Suggestions / Incorrect Scale in System Map
« on: March 18, 2020, 11:46:25 AM »
In the system map, the scale of the map shows a distance in light years that matches the sector map.  But that would have stars that are multiple light years across.  Instead, a different scale should be used in that screen.

Suggestions / Colony Improvement Thoughts
« on: March 13, 2020, 05:30:25 PM »
Going through my second playthrough now.  The colony phase is in many ways my favorite, as I get to have fun exploring and looking for the best planets, an develop a new, better nation.  Here's some things that would be fun.

1)  For the Cryoship, I've had it appear in horrifically bad locations... edge of the map with nothing better than a Class 2 planet.  That sort of sucks.  At the same time, I like the idea that moving it ain't easy.  With that said, imagine if you could add it to your fleet as a ship, but one that can't be deployed, and has insanely high fuel and maintenance costs (enough that you'd likely need a Prometheus dedicated to it for movement), as well as a base burn rate of 0 (meaning you need Ox tugs just to get it going).  However, if you "store" it at a given planet, then all planets in that system can build revival facilities and use them.  Removing it from storage makes those revival facilities useless.  You can also spend a bunch of supplies to put it in stable orbit somewhere, in case you need to take multiple attempts to get it close enough to use.  This makes it an interesting undertaking trying to get it to worlds where you want it.  It also means you can leave it somewhere until that area is population 10, then move it again, as yet another undertaking.

2)  Solar shield and mirrors already exist in game, and could be fun to play with.  I'm imagining being able to steal them (which would instantly result in a faction drop to -100) and place them in another system, using a huge amount of cargo space to do it (so you'd need an Atlas).  Perhaps you could also build them, at huge cost (in the millions), but doing so would require an orbital works and a perfect nanoforge, plus a lot of time, explaining why other nations don't do this.  Perhaps you need to do some mission to find domain information on how to do this.  Stealing a shade or mirror shouldn't be as easy as hacking an array though, it should take time and the system fleets should be able to engage you when you try.

But what would they do?  For each shade you put up, there's a chance to reduce the temperature by one step (extreme heat to hot, hot to no modifier, no modifier to mild) and a chance for arid worlds to become terran.  For each each mirror, the temperature goes up by one step, and there's a chance for tundra worlds to become terran.  It's not a guarantee though, so it might take quite a number for it to grant the desired result.  You also might turn an irradiated world barren with shades, though that seems to not have much point.

3)  Some ability to export water from a water planet to a desert planet and make it arid.  I'm imagining a this might require building industries on both worlds, one for getting the water offworld, one for bringing it in... but eventually the desert world would convert to arid, or even jungle.

Anyway, it's a basic idea, allowing you to spend a lot of money and effort to make better worlds and actually finish the terraforming that the domain started.

Suggestions / More interesting research stations
« on: November 26, 2019, 10:07:12 PM »
Imagine, if you will, that research stations (and perhaps some derelicts near gates) had improved versions of plans for ships.  These would give you a small bonus to a certain ship... +5% to a stat, randomly, for one ship type only.  Perhaps Kites with +5% top speed, or Atlases with +5% armor.  You could also get a hullmod on the ship built in at the cost of half the usual OP.  You need a pristine nanoforge to make these ships, and of course you need a colony with an orbital works.  There's a screen where you can select which of these you use for any given ship, and building them like that makes the ship a variant for your faction, like the Hegemony variant frigates for the Hegemony.

The result would be that if you get particularly lucky, your fleet makeup might change.  Perhaps you were using Atlases, but if you get two expanded cargo mods on Colossus and a +5% cargo for the same, perhaps you switch over.  Perhaps in this game you start using the Conquest a lot more ever since you lucky rolled +5% armor, +5% flux draining, and cheap armored weapon mounts.  It might increase replayability, and it would certainly make those research stations more interesting.

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