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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Chronia

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Just wanted to say I'm really enjoying the new Strategic AI! It seems to be working well for me, and it's cool to be able to see why the AIs are taking the actions that they are. Thanks for all the hard work on this!

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Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 16, 2024, 09:29:28 AM »
Ran into a bug (at least I assume it was a bug) where I was able to salvage the decorative parts off a mech (I think it was an Aleste?). It occured during a exploration / scavenge event where I found the mech and chose not to recover it and so received it's equipped modules alongside the scrap.

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Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 22, 2022, 10:35:51 AM »
I'm surprised this works so well. I would like to suggest scaling down the suits a little more. While I get the sizing is a way to distinguish their reflective strengths visually in the field of the fight frigate/cruiser sized hard vacuum mech suits doesn't fit. I suppose I could just rescale the .png files to suit my personal tastes. Just figured I'd mention it.

Just to point out, the larger ones ARE destroyers, not individual pilot suits. They have a required crew of 20+ and the descriptions talk about how they're in the torso.

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Academy:
"This structure increases the system-wide officer quality, officer quantity for defence fleets assembled on this planet" 
Does the first part stack if you have 2 in 1 system?

feals like this should be a 1 per system building.
"This structure increases faction officer quality and quantity in this system"
is it posible to balance upkeep based on number of planets owned in system ?

It says it right in the description: "defence fleets assembled on this planet" That means fleets provided by other buildings on the planet. You need multiple academies if you want that bonus on all your fleets by my reading.

I haven't looked at the code, but based on the comma that is two separate clauses:

"This structure increases the system-wide officer quality" (for the entire system, which is what Norath is asking about)

AND

"This structure increases officer quantity for defence fleets assembled on this planet" (for just the planet, as you point out)

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Mods / Re: [0.95.1a] Starpocalypse 2.2.0 - more apocalyptic settings
« on: January 19, 2022, 02:50:01 PM »
Awesome, thanks! I thought that might be the case, I'll shuffle things around on my end in the meantime.

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Mods / Re: [0.95.1a] Starpocalypse 2.2.0 - more apocalyptic settings
« on: January 19, 2022, 02:29:45 PM »
Cross-mod bug report:

Industrial Evolution [2.2.h] contains ../data/starpocalypse/shipDamageSubmarket.csv (and militaryRegulationSubmarket.csv) which contains the block-list of markets:

Quote
submarket
!IndEvo_RepairStorage
!IndEvo_tempStorage
!IndEvo_ReqCenterMarket
!IndEvo_DeconstStorage
!IndEvo_EngStorage
!IndEvo_SharedStore

As far as I can tell these are formatted correctly, but in-game additional dMods are still being applied to them. I first noticed this with the repair yard, which successfully repairs the ship only for it to have a new selection of dMods when you go to pick it up. Maybe it's like those sketchy mechanic shops that cause damage so that they can charge you fix it? ;D

Anyway,  if that .csv is in the right spot for Starpocalypse to pick it up, this seems to be a bug.

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Mods / Re: [0.95.1a] Console Commands v2021.12.25
« on: January 19, 2022, 12:41:39 PM »
I was wondering if there was a way to add stable points in the systems? (for comm relay, sensors, and nav relay)

I realize you're posting in the Console Commands thread (so you're probably looking for a console command), but wanted to point out that this is actually a vanilla feature. You can emergency burn up to the star (as if it were a planet) and there will be an option to add a stable point. You need an alpha core, fuel, and machinery (and a story point if it's a black hole).

Also, if I recall correctly, the "Captain's Log" mod adds a console command for this.

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Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 17, 2022, 12:59:18 PM »
Whoa, how'd you get that squadron thing to show up?

You're replying to the mod developer - that seems to be a screenshot of work in progress that hasn't been released yet.

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Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: January 17, 2022, 12:32:07 PM »
Is it possible to run this mod on the newest game version? Or is there too much tinkering around it and better just wait for an update?

This runs just fine on 0.95.1a - it even says so in thread name! Just install it as usual and you're good to go.

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Mods / Re: [0.95.1a] Starpocalypse 2.1.1 - more apocalyptic settings
« on: January 15, 2022, 12:17:30 PM »
I mean, ultimately it's your mod, so I say implement it how you like. Don't let us backseat the mod too hard; we're just trying to give feedback on what'd be cool to see and what felt neat in previous versions, but in the end it ought to be your vision that says what goes.

+1

@jaghaimo, please don't take my feedback as pressure to change your implementation, especially if it's burning you out on the idea itself! I'm just enthusiastic about how much the d-mod + contraband modules changed the tone of my last playthrough and wanted to share my thoughts :)

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Mods / Re: [0.95.1a] Starpocalypse 2.1.1 - more apocalyptic settings
« on: January 14, 2022, 03:58:59 PM »
I think your proposed contraband changes are a slightly confusing user experience. I see how it's functionally very similar to moving the items to the more restricted market, but it is visually confusing and eliminates the in-game distinction between the regular and military market. It's also not identical to moving items in the case where there is no military market (I would expect contraband in that case to be either moved to the black market or just removed entirely).

What I'd expected was that you were going to use the vanilla contraband mechanics to prevent players from selling contraband to the regular market. The way that drugs / AI cores / organs show up with a red background and don't allow the sale (but you can still sell them to the military market as part of a "buyback program").

In my (personal) perfect world, the civilian market would only show me items it's allowed to sell and I would see that red filter on all sales of weapons / military ships to it. Buying a military ship should require that I get it off a military base or the black market.

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Mods / Re: [0.95.1a] Starpocalypse 2.1.1 - more apocalyptic settings
« on: January 12, 2022, 03:50:41 PM »
I don't mind the vanilla black market access mechanics. Depending on how you imagine the actual physical port authority it can make sense to have access to illegal goods even when you've officially registered your transponder to a docking slip. The "suspicion" mechanic and tiny reputation change is a bit of a weak deterrent though.

And on the other hand not having access at all makes sense with the more authoritarian / heavy handed sector that Starpocalypse paints. Or maybe you could just crank up the "suspicion" ramifications like you did with the repercussions of raiding colony items.

Either way I'm excited for your contraband updates (and agree that the contraband updates are a more interesting thing to focus your limited time and effort on)!


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Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 11, 2022, 10:29:17 PM »
Hi everyone, does anyone know where I can find a version of this for 0.9.1a?
Edit: After forum and GitHub searching, I can confidently say that https://github.com/boggled-starsector/boggled_modpack/tree/master/Old/Terraforming%20and%20Station%20Construction the old version of the mod found on GitHub is no longer there. Reason unclear.

Just to point out - the whole purpose of Git is version control. Every single version is there, you just have to go back to the commit for the version you want.

It looks like https://github.com/boggled-starsector/boggled_modpack/tree/6a94dcdc757e357fdb5996449c02a648a3f1c7e0 was the last 0.9.1a version. You can simply download the entire repository (option is in the green "code" button), pull out the "Terraforming and Station Construction" directory and drop it into mods.

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Mods / Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« on: January 07, 2022, 08:28:32 PM »
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.
Huh, I totally missed that one. Good to know. However, it still feels like something that'd fit this mod rather strongly. A mystery ship that, instead of having you find it, finds you instead, and watches you. And you have to go out of your way to figure out how to actually approach it to do anything with it.

So uh, I don't want to spoil any of the sensor ghosts for anyone, so I'll just say that (if the sensor ghosts are available to modders) this should totally be possible to implement and is an awesome idea.

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Mods / Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« on: January 07, 2022, 07:52:35 PM »
However, I have one question. There is a fleet that seems to be stalking me across the entire sector. It occasionally just appears, rushing in from seemingly nowhere, and constantly stays at the very edge of my sensors, never approaching but never leaving either until I leave hyperspace. I'm deathly curious, is it something from this mod, or do I have something else installed that adds such a spooky stalker?

That is a new vanilla feature! Sensor ghosts. Hyperspace is pretty haunted now.

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