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Topics - Sapling

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1
General Discussion / Transponder off - Reputation impact
« on: October 24, 2023, 10:13:32 AM »
Hello guys.
As the title says
I would like to know whether having the transponder off will allow me to go guns blazing on other factions without losing any reputation.

Is there any detailed explanation / Can you provide one which mentions the conditions under which the transponder allows me to performs hostile actions without taking a reputation hit?

2
General Discussion / Taking over the sector = money problems
« on: July 07, 2021, 04:51:33 PM »
Hello.
Not sure if anyone has tried this. I saw a thread like this a while ago where someone took over the entire sector and wiped out all the factions.
I did something similar, except, I decided to keep 2 factions only - tri tachyon and the league.

The issue that I noticed is that your exports will drastically decrease the more planets you own. If you own the majority of the planets, then most of the exports will be within your own faction itself, decreasing the amount of "Money" you make.

The problem with this approach is that it is economically inconsistent. If you own most of the sector and your colonies are self sufficient and independent of other factions, then you should be able to produce everything for free.
Taking supplies or weapons from the stock should not take money from your budget.

This becomes especially a problem if you take over the entire sector as there are not going to be any exports, you will barely make any money, if any at all and the whole economy will crash. You will not be able to take supplies or weapons from your stock as you will have no means of making money.

This is an issue that should be explored / rebalanced and my suggestion is trying to emulate the real life economy in this aspect a little bit.
Money is an abstract means of trading with different factions. If there are no factions then trading itself becomes pointless and so will money. The only thing that should matter at this point is your production capabilities.

3
Modding / Issues editing Makeshift equipment skill
« on: July 05, 2021, 08:50:28 AM »
Hello.
I decided to make a very simple mod that changes the supply cost defined in the MakeshiftEquipment skill.
The process seemed relatively simple as the modifiers are public static variables which can be changed from a simple plugin.
However the issue is that there seems to be an inconsistency with the values and I can not figure out for the life of me what is causing it.

What I did:
  • Created a mod within which I made a new plugin .java named BetterSkillsPlugin
  • I have overriden the onApplicationLoad method and changed the static variable MakeshiftEquipment.SUPPLY_USE_REDUCTION_MAX_PERCENT and SUPPLY_USE_REDUCTION_MAX_UNITS from within the method.
     This should not be a problem unless the variables are not being rewritten by something else within the game (From what I have tested, this is NOT the case)
  • I launched the game and tested the changes. To my surprise the only thing that changed is part of the description (Which is why It is inconsistent). You can find it in the screenshot bellow:
Spoiler

[close]

As you can see, the values did change (75% and 200) however it did not affect the calculations.
The calculations make no sense to me because for some reason it is being reduced by 118 units or 33%, which is neither of the values I specified nor the default values specified in the skill. Doesn't matter how I change the values, the calculation still remains the same.
It seems like the logic, or calculation is done in a completely different place and it is not referencing any of the static variables defined in the skill itself. Only the first part of the description for whatever reason seems to be referencing it (Which tbh is kinda dumb from a design stadpoint.).

I also took the code and compiled it in a separate test application to test whether the values are really wrong and they are. Whatever is doing the actual calculation has nothing to do with the methods defined in this class as they are either not being called and therefore are just a dead code in the API, or being rewritten by something else before they get the chance to be displayed.

If you have some information you could give me, or tell me what Am I doing wrong, I would appreciate it.

Thanks.

4
General Discussion / How to unlock gates?
« on: June 07, 2021, 08:35:07 AM »
Hello.
I have been browsing through the wiki as well as the forums and I could not find any specific information.
I know that the last update brought in an option to "Unlock" gates which at least from the spare information I collected allow you to fast travel across the sector.

My question is, how do I go about unlocking the device which allows me to switch on the gates?
There does not seem to be any guide or information about the wiki which quests should I be looking for and where.

Thanks for the info.

5
Suggestions / Colony threats revisit
« on: June 27, 2019, 08:33:45 AM »
Hello.
I have been enjoying the game a lot after the new updates, especially colony building. The current issue is however that there is way too much micro management involved - Defending your colonies, looking for ludic path bases or pirate bases that decrease your stability, defending from expeditions and so on.
While expeditions are not such a big issue after you get high tech blue prints and bigger colonies, pirate bases and ludic path are.
That is why I would like to ask to overhaul these features.

There are many options which would not impact the gameplay in any negative way. For instance, why not give us an ability to invest into a specialized recon squad which would look for possible pirate threats within the colony range, or why not give us an ability to use diplomacy and our good relations with other factions to get information about their whereabouts. Obviously, since they are also the ones giving you the bounties against these bases, they should be also able to explicitly tell you the information you seek or help you look for them.
Or if such a raid happens, give us an ability to track back the ships to their home system, or something to that regard.

Looking around sectors hoping to find a single pirate base that is harming your colony is a chore and a lot of micro management.

6
General Discussion / Current fleet meta?
« on: June 22, 2019, 03:44:05 AM »
Hello.
I am totally into min-maxing, but doing a deep stat analysis of every ship combination is something I do not have time for. I was hoping  that more experienced members would be able to answer this question.
I am basically looking for a simple fleet meta. The most practical fleet per supply and fuel cost and firepower.

Currently I have 2 damage dealers along my flagship, a medusa and a phase destoyer. Then I use 3 carriers, with 3 fighter bays, with one carrier carrying only claws and the other two carrying talons. This seems to be pretty efficient so far.
Additionally I also have a colossus freighter and a phateon tanker, both equiped with extended cargo and crew capacity. Seems to be more efficient than bigger freighters.
When it comes to ship mods and weapons, I usually stick to hardened shields and dedicated targeting core when possible. Extended range can really turn the tide of the battle from my experience.
I always prioritize energy weapons, anti matter blasters as first, IR pulse as second or ion cannons, then if possible I either equip pulse laser or autopulse laser (Which I replace with plasma cannon if possible), or high intensity laser (Combined with tac lasers and graviton beam, but that only works on paragon).
As for missiles, I usually use Annihilator rocket pod, or MRM pods for finishing damage.

As for the flagships, I always try to get medusa first, then either aurora or apogee and then jump to paragon.


7
General Discussion / Battleships weapon group issues
« on: May 12, 2017, 10:52:35 AM »
Whenever I pilot a battleship I have issues controlling weapons designated to a single group.
When I try to shoot, only one of the weapons fire and then quickly switches to another weapon in the same group.
I do not seem to be able to figure this out.
Any suggestions?
Thanks.

8
General Discussion / Most effective fighter setup?
« on: May 07, 2017, 04:46:02 PM »
I usually go with two wasp drone wings, and then concentrate on fighters that have ion cannons and ability to disable shields.
My assumption is that fighters are not strong enough to destroy a bigger ship by themselves, but their superior mobility makes it easy to disable ships.

Any thoughts?

9
Modding / How should the mod folder structure look like?
« on: May 06, 2017, 11:42:57 AM »
If I want to make something simple, and edit... a skill for example, which is located in the api/imp/campaign/skills, how do I load it?
I could not find anything that quickly explains how this works.

I tried making a mods\mymod\data\characters\skills\scripts\ShipDesign.java (Since this is the edited file)
but it does not seem to work.

Any suggestions?

10
General Discussion / How can I command fighers?
« on: May 01, 2017, 06:30:00 AM »
The carrier in my fleet seems to be automatically issuing commands to the fighters.

My question is, is it possible to issue commands to the fighters myself?

11
Modding / Adding passive bonuses to piloted ship.
« on: February 22, 2017, 09:09:01 AM »
Is it currently possible to do that?
I would like to add certain stat boosts to ship i am currently piloting and I want it to work globally (Including in the missions)

12
General Discussion / Steam?
« on: January 20, 2014, 09:04:48 AM »
This game has a lot of potential. It is unique almost in every aspect. The destruction, the combat. Everything is detailed and nicely done. Why shouldn't it go to steam? I am sure with proper marketing it would make a lot more money and sell a lot more units than star bound, or space engineers or what ever.


So why not?

13
Bug Reports & Support / How to put ships in reserve ?
« on: June 09, 2013, 02:28:34 AM »
How can I put ships in reserve so I don't have to use them in battle ?

14
Bug Reports & Support / Cant board ?
« on: June 09, 2013, 12:18:45 AM »
As you can see, I have problems boarding disabled ships. I have like 90 marines in my ship but somehow board dialog or board tab is grayed out and I can't use it. Can you tell me what am I doing wrong ?

15
Bug Reports & Support / How to seperate stacked items ?
« on: June 08, 2013, 01:31:29 PM »
I simply couldn't find out how to separate items. For example there are 210 crew in the shop but I want to buy 10 or 20. How can I do that ?

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