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Topics - WhisperDSP

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1
During testing of my TechMining mod, I had a couple of Hegemony Inspection Fleets. I bribed them off with some credits and a story point each time.

I noticed this though:



These fella's stayed in orbit around my colony for literal game months. They attacked Pirates who decided to raid the system.

This isn't the first time that I've noticed this, once occurred in a previous game - after blowing up the first Hegemony Inspection fleet, the survivors ran away and then came back when it was time for the second Hegemony Inspection fleet.

Process to produce this:

* colonize and use a multitude of Alpha AI Cores
* wait (5x or 10x speed is an advantage)
* bribe or blow up the first fleet (my latest was bribe)
* wait
* when the second fleet is on it's way - bribe - after the inspection is complete, this fleet will show up (or perhaps remain)

2
Modding / [0.95.1a-RC6] Whisper's Techmining Alterations
« on: March 05, 2023, 01:08:29 AM »
From what I can see Alex has not made changes to TechMining in the new (0.96.x) release. This should still be relevant for both 0.95.x and 0.96.x versions.

Whisper's Techmining Alterations
(version 2.0)


Now up on NexusMods

Characteristics:

* Techmining is a structure, not infrastructure (since it doesn't benefit the faction/planet directly)
* A ruins degradation (excavating?) percentage
* Add seamlessly to existing techmining in an existing game (make a save first - if you want to uninstall you will need to revert to this save)
* Initial chance to immediately receive a special item
* Progress bar towards a guaranteed item (unless the ruins degrade too far)
* High first-finds value
* Decent ongoing finds value
* All finds based upon the Ruins size (1-4, Scattered-Vast) and Colony size (3-6)
** A Ruins 1 * Colony 3 gives 3x the average basic ruins value
** A Ruins 4 * Colony 6 gives 24x the average basic ruins value
** Add +25% for an Alpha AI Core, +15% for a Beta AI Core, +5% for a Gamma AI Core
** Add +25% for spending Story Points
* Unusual planets (gas giants, inimical, irradiated, jungle, toxic) and worthwhile ore conditions (any organic, any volatile, decent ore/rare ore) give extra drops
* Decivilized/Saturation-Bombed base-game planets do not give Special Items, just a bunch more of domestic stuff
* AI-controlled planets do not give the AI anything

Example image showing the % decay/excavation and progress towards the next Special Item:


Example images for first find with Ruins 4 (Vast) * Colony 3 (with a setting so that it doesn't give the player metals):



"Wait, what? It doesn't give the player metals?"

Correct, that is one of the configurable options.

Configurable Options:

The settings.json file is highly configurable to the player's taste. I have set what I consider to be a reasonable set of returns, tweak to your heart's content.

(Note: Breaking your game by doing any of this is on your head.)

The "mods/WhisperTechminingAlteration/data/config/settings.json" file (all of these may be changed "on the fly"):
Code
{
  ##############################################################
  # Settings for Whisper's Techmining Alteration
  # Tweak at your own risk
  ##############################################################

  # the monthly rate at which ruins decay by size of ruins
  "wta_ruins_decayrate_scattered": 0.97,
  "wta_ruins_decayrate_widespread": 0.98,
  "wta_ruins_decayrate_expansive": 0.99,
  "wta_ruins_decayrate_vast": 0.995,
 
  # the cutoff point (%) below which no more special items are found
  "wta_ruins_speciallimit_scattered": 0.9,
  "wta_ruins_speciallimit_widespread": 0.85,
  "wta_ruins_speciallimit_expansive": 0.8,
  "wta_ruins_speciallimit_vast": 0.75,
 
  # whether to drop metals at all (default true)
  "wta_drop_metals": true,
 
  # the base credit value of ordinary drops (multiplied by ruins size and colony size)
  "wta_ruinsvalue_basic" : 4000,
  "wta_ruinsvalue_goods" : 3000,
  "wta_ruinsvalue_other" : 2000,
 
  # the first-find multiplier
  "wta_firstfind_bonus" : 10,
 
  # whether spending special points has the ruins *not* decay (default false, if set to true will always stay at 99.99% decay rate)
  "wta_specialpoints_nodecay": false,
 
  # whether the player wants to ruins to *not* decay (default false, if set to true will always stay at 99.99% decay rate)
  "wta_ruins_nodecay": false,
 
  # whether to write to logfile (default false)
  "wta_logging": false,
 
  # the Tech-mining finds bonuses for Alpha, Beta and Gamma cores
  "wta_alphacore_finds_bonus": 0.25f,
  "wta_betacore_finds_bonus": 0.15f,
  "wta_gammacore_finds_bonus": 0.05f,
}

FAQ / Special Notes:

Q: Just a weeee bit over the top for a big ruins and large colony?
A: I fully-expect players to hold off on a Vast Ruins planet, grow a Size 6 Colony, then go all-in with a Techmining structure + Alpha AI Core + Story Points. They deserve the massive returns that they're going to get. Enjoy.

Q: Yeah but that's way too much!
A: Tone your copy down in the settings.json then. Is why I exposed all those settings.

Q: Okay, but why a no metals option?
A: Because by the time of colonizing, in my view the player cannot be bothered carting 10k metals to market to get (if they're lucky) 30 credits per. A whopping great total of 300k credits at best...pfui. That kinda low-grade stuff goes onto the open market and helps pay the workers in the Techmining structure.

Q: So why drop metals by default?
A: Because that's the default of the existing Techmining. Player's can change it if they want.

Q: So how many special items can be retrieved...?
A: In theory: infinite. (If the ruins are set to not decay.)
In practice: 2-3 for Scattered Ruins, up to 10-12 for Vast Ruins. It's a little bit random and AI Core/Story Points will increase the progress towards finding the item(s).

Note: The base-game drops are increased and will also include Special Items, so sometimes 2 items will drop at the same time. One was progressively searched out, the other was randomly found.

Credits / Inspiration:

Better Colonies
Slightly Better Tech Mining
Alex's post on having a progress-bar towards finding Special Items
Thoughts by BigBrainEnergy and Megas (and probably others - it was a while back)
Mod help from Alex
Mod help from RuddyGreat
Mod help/permissions from Wyvern

3
Suggestions / (Minor Bug) Salvaging credits from [REDACTED] CPU cores
« on: February 27, 2023, 02:26:16 AM »
I'm not sure why this happens, given that [REDACTED] would have zero use for credits in the first place. There shouldn't be any in their CPU cores to recover.

4
General Discussion / Why the sliding-scale mechanic on prices?
« on: February 27, 2023, 01:11:28 AM »
I find this mechanic confusingly irrational.

Example - supplies:

1 unit = 222cr each to buy
300 units = 226cr each to buy

So because the player is buying more, he's being charged more.

Similarly for selling. Example - heavy machinery:

1 unit = 223cr each to sell
195 units = 191cr each to sell

This sort of sliding-scale applies even at colonies when they have an excess or shortage. Take half their excess? The price per goes up. Fulfill half the shortage? The price per goes down.

At work, when we buy fuel the price is (eg) $2 per liter. It doesn't matter if we're buying 10k or 50k or 100k liters, the price is the price. It doesn't automagically go up to $2.50 per liter. We simply get how much we want at that price.

When we sell food the price is (eg) $5 per kg. It doesn't matter if we're selling 10 tons, 50 tons, 100 tons, the price is the price. It doesn't automagically go down to $4.25 per kg. The buyer simply buys how much he wants at that price.

Please, do not say "supply and demand". That's what excess and shortage are.

Literally right now in my game I'm looking at fuel: Sindria has 3600 available at "21cr each", and Kanta's Den has a shortage of 2000 at "58cr each". I'm not going to get those prices, despite:

1/ Sindria literally making billions of units of fuel - so that 3600 is about 1-millionth of the total aka a drop in the ocean

2/ Kanta's Den literally desperate to fill their drained reserves

I don't understand the mentality behind this at all.

5
General Discussion / Looking for feedback on Techmining returns
« on: February 12, 2023, 04:51:08 AM »
Since I'm writing the mod, it would be good for feedback on what I've gotten so far - it's pretty-much tested and working logically.

-edit-

I was knackered when writing first, using this for picture-reference.












Several ingame pics showing tooltip tweak and the extra progress-bar line. Note that Epiphany has no progress bar because I decivilized the planet, similar when I sat-bombed Chalcedon for testing.

Spoiler







[close]

(If I seem a little disjointed, it's about 2am - time to sleep.)

6
General Discussion / Does the Planetary Shield mitigate meteor strikes?
« on: February 06, 2023, 10:11:22 AM »
Wiki doesn’t mention it. Seems like it should though.

7
Example: I have an extra Soil Nanites.

I sell to the biggest (or second-biggest) producer of food on the open market. They immediately put it into production, an extra +2 (aka 100x) as much food is now being grown.

What happens to the market?
* Does the total market size (credits) go up?
* Does the value of food drop?
* Is there more surplus food at that colony?
* Do other factions target them with punitive expeditions?
* A combination of all plus other things?

Does it make the Pathers suddenly take a greater interest in said colony? What if it’s a Pather colony?

Are more pirates attracted to said system?

8
General Discussion / Is there something off with the Zigguraut AI?
« on: January 28, 2023, 12:12:52 AM »
I've been having a poke around with it, to see if I can make it actually useful as a phase ship. I put on the special weapons, the ones from:

Spoiler
* Omega cache
* Tesseract
[close]

Give it kill orders on a couple of Capital ships and it does one or more of the following:

* dances around on it's tippy-toes at the most extreme range, as though it's afraid of getting it's precious hull slightly scraped
* sits picking it's nose in the crossfire of 2-3 ships massed ordinance, while they're giving it absolutely everything that they can dish out
* charges in and gets itself shot to doll-rags, doing it's oblivious "best" to take down the target while the target's buddy shoots it up the tailpipes a few dozen times

Is it that the AI for that ship is really, really bad? Or is it that the AI in general is incapable of dealing with the Omega and Tesseract weapons?

I'd *like* to use the vessel and/or weapons, however if something is busted with them I won't bother keeping. Just sell the whole garbage shebang to the Luddites for target practice or something.

9
Make your own copy and sort. I *think* that I've gotten the essentials down.

Spreadsheet of Weapons

Made it so that I can see easier what the weapon options are.

10
General Discussion / Techmining seems to have rather low returns?
« on: January 21, 2023, 02:22:44 AM »
Size 6 colony, Vast Ruins (left untouched specially for testing a Size 6 colony), 2 Story Point upgrade, Alpha AI core.

I'm running a tiny personal mod which sets the techmining to 0.99 decay rate.

The results seem low. Especially when according to in-game and the Wiki:

* 2 story points gives +25% finds
* Alpha AI core gives +25% finds
* First time rolling for loot in each ruins has dramatically higher chances of finding things (https://starsector.fandom.com/wiki/Tech-Mining)

I have literally gotten more than the first time roll for loot by taking out a sub-[REDACTED] (which I did while I was doing testing):

ItemsMonth 1Month 2Month 3Month 4Month 5Month 6Month 7Month 8Month 9Month 10Month 11Month 12Totals
Metals16915314414515614816511316612781771644
Supplies8472787476828756100705756892
Fuel767177697272685176635043788
Heavy Machinery8671071083593581
Cyclone Reaper Launcher213
Gamma Core22
Proximity Charge Launcher22
Alpha Core11
Cobra LPC11
Dual Flak Cannon11
Gauss Cannon112
Heavy Burst Laser112
Heavy Needler11
Hurricane MIRV11
Ion Beam11
Piranha LPC112
Squall MLRS112
Tachyon Lance11
Hammer Barrage112
Salamander MRM POD112
Hammer-Class Torpedo (single)11
Talon LPC112
Wasp LPC11
Typhoon Reaper Launcher112
Autopulse Laser11
Harpoon MRM (Double)11
Mining Laser112
Perdition LPC11
Phase Lance11
Gladius LPC11
High Intensity Laser11
Breach SRM112
Hephaestus Assault Gun11
Thunder LPC112
Phantom-Class Phase Transport BP11
Mining Blaster11
Tactical Laser11
Broadsword LPC11
Hammer Class Torpedo (Single)11
Longbow LPC11

The reasons that this seem very low to me:

* Vast Ruins come about from the collapse/saturation bombing of a Size 7+ planet (according to the wiki), aka 10+ million people
** Size 8 = 100+ million people
** 10+ (or 100+) million people leave a lotta stuff, even if:
*** it is 200+ years after the fact
*** erosion, decay, other scavenger/looters, etc

* A Size 6 colony has 1+ million people, so making a few assumptions:
** 1% of people doing the tech-mining (so 10k people)
** 50% "employee theft"

I'm fairly sure that it is possible to get more metals/supplies/fuel/heavy machinery from the combats in the tutorial. (Ignoring the AI cores and weapons, since I'm assuming that they'd be level-and situation-dependent.)

Note that I wasn't expecting Slightly Better Tech Mining levels of return for special objects.

Given (arguably) 10k people combing an industrial zone for a month, the return of "ordinary materials" stuff seems low. I was expecting a lot more in the base items than it came up with, plus hoping for maybe 1 special item to be recovered within 1-3 months. (After 3 months I can totally understand nada special items - 'cause it just ain't there.)

Am I missing something fundamentally obvious?

Or is my testing simply the victim of really bad RNG results?

11
General Discussion / Colonization: crunching the numbers (0.95.1a-RC6)
« on: January 17, 2023, 08:58:48 PM »
Newer player here, I’ve been trying to look up the numbers regarding making colonies (ie the credit costs). I’ve not been able to find them and the wiki only has some numbers - not all.

Currently I’m going through a test-game to get the information. Since I’ve joined the forums though - is there some topic that my google-fu has missed which has the information I’m seeking?

Alternatively, would the results be worthwhile for other new players to plan their colonization efforts?

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