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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Topics - FreonRu

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General Discussion / Several topics for discussion
« on: July 12, 2022, 09:58:31 AM »
Good day.
Let me suggest a few topics for discussion, it might be interesting.

1 Every time I make another run in the game I face a dilemma - to develop the skills for the captain to fight on the ship or to develop the skills to manage the fleet. It is unrealistic to develop both, skill points are not enough. But I also noticed that the captain can still entrust part of the duties to his subordinates - for example, ships are well piloted by lieutenants who develop the necessary skills, planets are well managed by administrators. But there are still not enough subordinates, the captain cannot be everywhere at once (except for the scenario when you play a lone wolf who does not need anyone, even the planet). So the idea is the following - the captain still manages the fleet, but can he entrust the fulfillment of several of his duties to his subordinates? For example - a navigator - who will plot a course and calculate (to develop skills for him, for example, navigation / sensors), or for example - an engineer - who will monitor the state of the fleet (develop his field repair skills, gathering, etc.), or else - a senior assistant - who will be responsible for the personnel (number of officers and their skills).
2 How about an elite skill for the neutrino detector? So that there are no false positives when using it. It would be cool, even an elite skill point is not a pity for this.
3 I really hope that there will be more secret places where you can only get to the transwarp jump. This looks interesting. Because when traveling in hyperspace, it will be possible to look at such hidden places.

2
General Discussion / Luddic cell
« on: June 25, 2022, 10:35:48 AM »
Good day. Please help.
Is there any building / structure that removes terrorist cells on planets? I did not find this in vanilla, but maybe at least in some modification? For example, the headquarters of the "fight against internal threats" / "interplanetary police" / "order of arbitrators" ... Terrorist cells really enrage.

3
General Discussion / Economy (production)
« on: February 21, 2022, 06:37:23 AM »
Good day.

Colleagues, please tell me how the economy (production) works in the game. For example - there is mining on the planet and it produces 5 rare ore and 10 ordinary ore, at the same time there is ore smelting on the planet and it requires 4 rare ore and 8 ordinary ore, but on the profit of the colony it is displayed as if all the ore is being sold .

4
General Discussion / AI cores
« on: February 18, 2022, 06:25:56 AM »
Kindly tell me how to get rid of hegemony checks for the presence of AI cores? Maybe there is some kind of building, task or opportunity to hide the use of AI cores?

The only method I know of is to bribe the hegemony commission for history points, which are not always available. You don't want to become enemies with them. Not using core AI is like not using interesting game mechanics.

Or how to determine that no more than a certain number of AI cores can be used for a colony before the suspicion of hegemony arises?

Thank you in advance

5
Suggestions / Telepylus station
« on: February 18, 2022, 06:20:24 AM »
Good day.
Please make someone a modification or an integral part of the modification - restoration of the telepylus station in the Penelope system.

6
Suggestions / Special types of ships
« on: May 03, 2021, 11:18:21 AM »
Good day. Sorry for using google translate.

There are ships of various types in the game: tankers carrying megatons of antimatter, cargo ships, landing ships, transport ships, even ships specializing in additional loot - salvage granty.

But what about the following special ships:

1 Ship-radar whose main purpose is to increase the effect of the radius of detection of the fleet, even if it cannot hold a lot of cargo / fuel / personnel, etc., but significantly increases the range of the radar. It will not be a pity to keep such a ship in the fleet. Let it have a power-on mode and consume additional supply.

2 Smelter ship / ship - field intustria. When researching systems in mining stations, on planets, as well as in shipwrecks, basic resources come across - ore / organic matter. How about a ship that will process these resources into final products on the way? Let it be an artifact before the collapse and you also need to look for it, or there will be several such ships - for example, there is a ship for each base resource.

3 Repair ship. How about a ship that, due to the consumption of additional resources, will accelerate the repair of the fleet? For example, he will use iron sheets that remain after each battle - this can be justified as using iron sheets as repairs to the hull plating or armor plates.

4 The ship is an ore or volatile miner. When you are in an asteroid / nebula field and if you have such a ship, basic resources will be mined. This is another very good way to make money early in the game, or to play the role of an honest miner in the late game, as an option.

7
General Discussion / Good world seeds for 0.95a
« on: May 03, 2021, 06:56:59 AM »
Good day. I apologize in advance for using the google translator.

Who can share the world seed for version 0.95a with a system that is located near the center of the map, has a star gate, stable points and at least four planets? Presence in the vicinity of a coronal hypershunt is desirable, but using a mod Modified Industry Requirements is not required.

It would be just a gift of fate if there was a pre-collapse military base from the mod Unknown Skies on one of the planets.

I tried many generations myself, but each time it turns out that the system in which you can find both the star gate and the planet suitable for life (at least one) is far from the center of the map and it is simply inconvenient to set up your base there.

Thanks in advance

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