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Topics - Lycaeon

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Hello all,

I've encountered an unusual bug in my last run. When I made a donation of 20,000 to the bar historian, I noticed this amount wasn't deducted from my credit balance. To confirm this wasn't a fluke or a mistake on my part, the next time a donation opportunity came up for 50,000, I noted my balance before and after making the donation and it was again the same. This was despite the game noting I had lost both amounts in the dialogue screen when the donations were made. I also did not spend any SP on blueprints/colony items prior to this.

As of now I don't know if this bug is or isn't due to a mod...I never paid attention to my cash total when making donations before. I also noted that credits seemed to be added or removed correctly with other events not related to the bar historian. Nothing unusual showed up in the starsector.log file either.

Any help in this matter would be appreciated. My mod list is as follows:

Additional Character Names,
AI High Energy Focus Tweak,
AoTD Cryosleeper,
Audio Plus,
Better Colonies,
Combat Chatter,
Detailed Combat Results,
Fleet Journal,
Force Auto Resolve,
GraphicsLib,
Hostile Intercept,
Interesting Portraits Pack,
LazyLib,
LunaLib,
MagicLib,
More Player Flags,
More Ship Names,
Nexerelin,
Nomadic Survival,
Officer Extension,
Planetary Shield Access Control,
Realistic Combat,
Ruthless Sector,
Scavenger Trading,
Starpocalypse Revengeance,
Starship Legends,
Stellar Networks,
Terraforming and Station Construction,
Unknown Skies

Of these mods Nomadic Survival by Sundog is the most recent one I've added, and the only one I can think of apart from Nexerelin and Starship Legends that alters the planetside dialogue in any way.

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Bug Reports & Support / Fleet loses CR whenever ships are stored or sold
« on: October 04, 2023, 08:00:59 PM »
Hello, I'm not sure if this is a bug or working as intended but each time I've stored or sold a ship from my fleet the remaining ships all lose a small percentage of CR, forcing me to expend supplies on repairing them.

I've noticed that the supply cost is proportional to what it would normally take to repair the stored ship, for example, if I store a destroyer the fleet loses less CR supply-wise than if I stored a capital ship.

This is something I've only noticed recently and I would appreciate if the behavior was clarified. It doesn't seem to make sense that your remaining ships would lose CR just because you stored or sold a ship from your fleet.

3
Suggestions / Player-Buildable Station Markets
« on: September 14, 2023, 10:03:20 PM »
It should be possible to build player-owned station markets in any system, subject to certain conditions, similar to existing NPC station markets such as Nova Maxios and Tigra City. The base rationale is as follows:
  • Player-owned colonies are already allowed to construct orbital stations that can be upgraded to star fortresses. Constructing a standalone mining colony in a system's asteroid belt, or a siphon station around a gas/ice giant (Thus avoiding the need to colonize the hazardous giant itself), seems like a logical extension.
  • The colonization meta currently favors systems with multiple viable planets due to the advantages of stacking system patrol fleets and defenses. Unfortunately, this means players will often skip systems with only one planet, even if the planet is particularly valuable. Allowing the construction of additional station markets in system with their stacking defenses would do much towards making these systems viable for colonization, thus improving overall gameplay.
  • Pirates and the Luddic Path, as any colonizing player can attest to with annoyance, are able to build stations wherever and whenever they want to harass your colonies. These are full on station markets functionally identical to faction station markets with the only difference being they're destructible. If these resource limited and technologically destitute factions can build independent stations the player sure as heck should be able to as well.
  • There are many abandoned stations in the game. Notable examples include the siphon station in Yma, the abandoned astropolis orbiting Mairaath, and the various mining/research stations scattered throughout the sector. Right now these stations are only useful for storage or salvaging, which from a gameplay perspective is rather uninspiring. It would be much more exciting if the player was allowed to, with sufficient resource investment, reclaim these stations and rebuild them into markets.
Like with any feature, there should be reasonable limitations placed on station construction/reclamation to avoid abuse by players. Examples include:
  • Only one standalone mining station can be built in each system, the rationale being a single mining station is enough to exploit the entire system and additional ones would only interfere. If an NPC faction owns a standalone mining station in system, an additional one cannot be constructed.
  • Standalone mining stations can only be built within a viable asteroid belt, and the quality of ores they provide should be proportionate to the total number and/or size of asteroid belts in the system.
  • No stations can be built near or in an intersecting orbit with a jump-point.
  • Only a single siphon station can be constructed per gas/ice giant, and the construction of one prevents the giant from being colonizable. Likewise, an already colonized giant cannot have a siphon station built.
  • Siphon stations will provide the same amount of volatiles as the giant they're orbiting. They can build the tech-mining industry if the giant has ruins.
  • Mining stations, if allowed to be built orbiting planets, will have the same limitations as siphon stations in addition to being only able to exploit metallic ores and ruins on the planet.
  • Player-owned stations in general should have growth penalties imposed in exchange for always having a 100% hazard rating.
  • Station industries are not allowed to use certain special items such as mantle bores and plasma dynamos as those are intended to be built planetside and be subject to planetary hazards.
  • Similar to player colonies, major factions will attempt to destroy player-owned stations in their systems.
  • Constructing a station costs more than founding a regular colony, and takes time similar to that of an orbital station, the rationale being you're literally building a floating metal planetoid in space instead of colonizing a planet like a reasonable person.
In conclusion, I feel these arguments provide sufficient reason for this feature to be implemented in the game. While this has probably been suggested before, I couldn't find a thread that explored the subject and its reasoning in detail. Most of these concepts were derived from the well-known Terraforming and Station Construction Mod, and so any credit for this idea should go to that mod's author.

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