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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - NikoTheGuyDude

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1
Mods / Re: [0.97a-RC11] What we left behind 3.10.0
« on: October 05, 2024, 09:25:44 PM »
I have been playing with this mod for a while now, and i enjoy all the different stuff to find, but the nanoforges really clutter the "important" intel tab. i don suppose there is a way to parse which ones are on the players colonies and only display those?

No, but there is an option to condense all intel into oen tab.

2
Suggestions / Civil unrest of player faction
« on: October 04, 2024, 09:49:26 PM »
I think this would be a great solution for the whole "How can the player set all this up so quickly?". The answer is - they can't. All the other factions had to go through so much trial and tribulation to get where they are, and even then, they're reduced in strength. Sure, the player is extremely competent, but an empire is an amalgam of people - not all of which are you.

Once the player's colonies reach a certain strength, events should start occuring. Things like a corrupt official in a bar, or military fleets going missing as embezzlement of funds takes place. Just general, small problems. This could even use it's own major event bar, separate from colony crises (much like tri-tach).

Im not sure what the actual meat of the unrest would be (aside from these smattered events), but I think a good "end" would be solidifying your empire's identity and prosperity, finally getting a handle on things, and installing dependable leaders (maybe it would require you to get a buncha trusted officers/AI cores to rule your empire with you). Whether through violence (fighting off a military coup) or diplomacy (striking a deal, or maneuvering around the dissenting factions).
Additionally, I think the "military coup" is a very interesting thing. If you neglect the civil unrest for long enough, your military planets will turn against you - forcing you to retake them.

Frankly, I think this could be the "end game" of colony gameplay. Make it through the growing pains and establish your empire for cycles to come.

3
Is there any way to prevent a specific wing from being deployed? First thing that comes to mind is disabling a launch bay, but the wing deploys regardless.

4
Mods / Re: [0.97a-RC11] More Combat Terrain Effects 1.8.0
« on: October 04, 2024, 11:56:38 AM »
New update, now with effects based on campaign objectives and indevo minefields!

5
Suggestions / Re: API request thread (please read OP before posting!)
« on: October 04, 2024, 11:52:22 AM »
Please make orbitalstation stationFleet and stationEntity public. It makes manipulating orbital stations a lot easier.

Or at least add a getter.

6
Mods / Re: [0.97a-RC11] Station Augments 1.0.3a
« on: October 04, 2024, 10:01:51 AM »
Im assuming the station has no augments installed currently?

7
Mods / Re: [0.97a-RC11] Station Augments 1.0.3a
« on: October 04, 2024, 09:55:47 AM »
Granted and true, updated to the latest version and I can now augment other stations. But it seems that the update also consumed the augment points used for my vanilla station economy augment. And destroying/rebuilding the station won't return those.

I really dont know why this would happen. I guess I could push an update to try and fix it.

8
Mods / Re: [0.97a-RC11] Station Augments 1.0.3a
« on: October 03, 2024, 05:14:14 PM »
Also getting a nullpoint error, but no crash when trying to use the mod with a diable avionics station.
Are you going to add stations from other mods to the list or is it going to stay vanilla/Tasc for now?

This should have been fixed in the latest version.

9
Suggestions / Re: API request thread (please read OP before posting!)
« on: September 30, 2024, 10:21:54 AM »
Please make orbitalstation stationFleet and stationEntity public. It makes manipulating orbital stations a lot easier.

10
Mods / Re: [0.97a-RC11] What we left behind 3.10.0
« on: September 30, 2024, 06:18:59 AM »
Tried the new Satellites. The missiles are MUCH better than the Dakka. Just did not expect the one launched in mass to do a 180 in my butt after dodging them.

Also, can you find the magnetar through exploration, or do you have to start a quest to have access to it ?

Exploration OR a quest.

11
Mods / Re: [0.97a-RC11] What we left behind 3.10.0
« on: September 29, 2024, 07:42:22 PM »
snip

I could probably adjust the parry timing. It's a bit too restrictive.

Getting above a planet is a skill issue, just position your fleet over it. Dont use autoorbit. Just move your fleet.
Though youre right, you should be able to autoorbit things you hack. Thats been fixed.
As has not knowing when the next pulse is. You now get a timer telling you the next one in the terrain name.
Ive also added the corona resist tag to the research station, since I kinda forgot to but I honestly really did mean to.

Unfortunately, the pulse is actually vanilla code, so its kinda annoying to change how it works, since I dont know how it does anything.

12
Mods / Re: [0.97a-RC11] Station Augments 1.0.3
« on: September 28, 2024, 07:35:59 AM »
Fixed

13
Mods / Re: [0.97a-RC11] What we left behind 3.10.0
« on: September 28, 2024, 07:18:55 AM »
What we left behind (Previously known as more planetary conditions)


3.10.0
NOT SAVE COMPATIBLE IF YOU HAVE A OVERGROWN NANOFORGE ITEM - DELETE IT AND READD IT TO UPDATE


There is an overgrown nanoforge in the sector, but nobody owns it (yet). Is that compatible?
If not, how do you delete & re-add it?

Only the item breaks saves

14
Mods / Re: [0.97a-RC11] What we left behind 3.10.0
« on: September 27, 2024, 08:53:41 PM »
The de-annoyification is complete. As well as a host of other changes.

15
Mods / Re: [0.97a-RC11] Station Augments 1.0.2
« on: September 27, 2024, 10:26:18 AM »
A relatively minor issue but it seems like the mod doesn't support the Remnant stations from TASC, and when you try it'll print NullPointerException:null into the colony text box.

Known bug. Will be fixed later.

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