Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Voracioush

Pages: [1]
1
No current story for those, they were just added in a patch.  May get some later explanation or not, we'll see in the future.

For now have fun!  The game's great and there's lots to explore, blow up, and pirate.

2
General Discussion / Re: Campaign Terrain/Movement Feedback
« on: January 24, 2022, 09:34:12 AM »
I think all the things you notated as being annoying add flavor to Starsector and make it interesting.  Especially for new players.  I also use Ruthless sector and hyperspace is great now while before it was just boring AFKing until I get somewhere.

I suggest getting to the end of the quest line for some ease of traveling.  I don't start new games without the quest line finished anymore, but that's because I have made tons of characters.

If anything I think that exploration and hyperspace should have more events like finding floating ghost ships or material/crew/marine checks to get rare loot or a sun goes supernova or finding some abandoned stations and in the same system an asteroid or moon crashes into a planet and you can harvest the ore and put it on the station.  But I'm probably getting sidetracked.

3
General Discussion / Re: My quit moment
« on: December 16, 2021, 07:06:06 AM »
You’re using ships which are slow and no longer the best against high shield extremely mobile ships. 

Use some odyssey or faster caps with good mobile cruisers or one slow cap to act as a fleet anchor to fight around.

Fast ships can also be used to separate the enemy fleet and let you concentrate on a couple at a time. 

You’re getting frustrated because you keep trying the same thing over and over without changing it up.

Remnants in general are hard as *** now and even a big fleet is sometimes not possible to kill without losses.

4
Suggestions / Re: New Tech Mining / Outpost Approach
« on: October 21, 2021, 07:18:24 AM »
Making tech mining a structure is one csv edit away (starsector-core\data\campaign\industries.csv).

Replace this:
Code
techmining,Tech-Mining,30,45,,2,,,"techmining, industry, industrial",,graphics/icons/industry/techmining.png,com.fs.starfarer.api.impl.campaign.econ.impl.TechMining,"Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to know where to look for a good haul of baubles. The oldest techminers are a strange lot, clutching luck-charms and refusing to work without their rituals.",400,MEDIUM

With this:
Code
techmining,Tech-Mining,30,45,,2,,,"techmining, structure, industrial",,graphics/icons/industry/techmining.png,com.fs.starfarer.api.impl.campaign.econ.impl.TechMining,"Techmining is the motley art of recovering valuable artifacts from Domain ruins. Requires special tools to deal with unique hazards and expert judgement to know where to look for a good haul of baubles. The oldest techminers are a strange lot, clutching luck-charms and refusing to work without their rituals.",400,MEDIUM

Wow that's awesome thanks! 

I still would like the idea to use tech mining to make remote outposts for exploration.

5
Suggestions / Re: New Tech Mining / Outpost Approach
« on: October 12, 2021, 06:37:44 AM »
If you have ruins in your system you found yeah you might build a tech mining industry once you have a money making industry, heavy industry and a command setup (which takes a while) which are needed to not lose your colony. 

But 99% of the rest of the ruins in the sector on planets are never mined because its just not worth the effort.  But if you could make outposts which would help with exploration, and mine at the same time I think it would make expansion more fun and give you more access to finding cores, industry items, and blueprints.

6
Suggestions / New Tech Mining / Outpost Approach
« on: October 10, 2021, 08:18:20 PM »
Below are a couple of issues I'm proposing a solution for:
1. Tech mining industry isn't widely used, an industry slot is valuable, and the rewards aren't great.
2. To use tech mining you need to found a colony, build a spaceport, and potentially defend it.
3. There isn't much incentive for expanding outside of 1-2 systems that have the resources you need or founding colonies far away from the core due to the accessibility penalty.

Potential Solution:

An outpost option is added in addition to "colonize" option for planets with ruins.  This option requires $100k, 100 personnel, 200 supplies, 50 machinery to setup. 

It sets up a an "outpost" with essentially the same GUI as a colony which costs around $1000 per month (dependent upon ruin type, and hazard rating) to sustain, has a "landing pad" instead of a spaceport, and only has the tech mining building on it.  Tech mining can also be built on regular colonies but is no longer an industry.

This will let players essentially build outposts around the sector and expand.  You can dock your ship at the colony but you cannot outfit your ship differently than you would normally in space (without a penalty).  The outpost has no tradeable goods except for that which the tech mining industry creates which you can pick up.  You can also store a limited amount of items on the planet so you can use it as a jumping off point while exploring. 

For $75,000 you can create a spaceport (for outfitting, getting crew), and for $150,000 you can create a waystation.  All other buildings are not offered.  You can also upgrade it later to a regular colony by adding 1000 personnel, 100 supplies, and 100 machinery.

These tech outposts do not count as a colonized planet, are not attacked by factions or pirates.  Potentially a radiant event with a low chance may have a sabotage, mining accident, rogue AI event, etc and your outpost blows up/evacuates.  The chance is lowered or removed with the spaceport/waystation.

Other faction's tech outposts can also potentially be found and raided/destroyed.  For Nex, an outpost can be colonized with no penalty as long as there are no other planets in that system that are colonized/claimed by a faction.

Thoughts? 


7
Suggestions / Re: Quality of Life Suggestions
« on: May 12, 2021, 06:32:19 PM »
The neutrino detector's issue, imo, isn't false positives (which can be found relatively easily as they don't change in direction or amplitude unlike real signals) but is instead that the cases where you want to use it (mining station in a ring around a giant, for instance) are cases where its bad signal:noise ratio makes even finding a positive signal extremely hard. Every easy to find signal is already visible on the map (planets, for example) and I feel like some tweaking might be nice.

I find that false positives can take a while to ferret out so I find myself sailing out in the middle of nowhere just to be TOTALLY sure that its not one and I end up halfway across the map.  I completely agree about SNR however.

8
Suggestions / Re: Quality of Life Suggestions
« on: May 08, 2021, 08:54:45 AM »
Thanks for the input SCC

3. I agree completely that I like the new items and that they encourage using other planet types.  My suggestions don't really change that, just some tweaks, did those sound reasonable?

5. I see what you're saying but don't like that they hit you with -5rep and when you do the same it's almost 3x as much.  I would just like some sort of option to hit back equivalently.

13. Early on a heavy industry, military base, or basic industry is more important so it never gets built for me, also agreed on the money comment.

9
Suggestions / Quality of Life Suggestions
« on: May 07, 2021, 09:44:54 PM »
I love this game and have found myself playing a ton.  I bought the game originally in 2013 and seriously started playing last year.  Love the community and all of the love and support Starsector gets.

---------------------------------------------------------

Here's a list of suggestions I've thought of to maybe improve the game a bit:

1. Custom Production sorting: Under custom production the ability to sort by # of total owned of that weapon/fighter/hull so I can make sure I have all the weapons I have blueprints for without cycling through every single one which takes forever.

2. Positive relationship rewards for polities: If cooperative or other positive relationship with a faction you no longer get dinged with reputation if found without IFF on or if you sold/have illegal cargo (under a reasonable limit).  They would still pull you over but then it would do a reputation check and it would say something like.  "Oh sorry sir I didn't realize who you were try to put your IFF on next time.  Have a great day."

3. Special items changes:

   a) Soil nanites not allowing rare ore should be removed; if you find a habitable planet with rare ore you're essentially punished.  I can see volatiles as staying
   b) Mantle bore not allowed on habitable world should be removed.  Make a side effect similar to nanoforge pollution be earthquakes but only for atmosphere planets.
   c) Catalytic core only allowed on no atmosphere should be changed to just not habitable, I should be able to use this on thick or thin atmospheres
   d) Combat drone replicator seems like a nice to have but doesn't really do much if you already have a station and heavy batteries.  I think adding a reduction of the decivilized hazard rating by controlling them with drones would be cool.  Or making it a station item instead and having the station pump out drone fighters that you have blueprints for

Right now these restrictions make no atmosphere worlds the best for generating money when habitable worlds should be more valuable. The only things with max efficiency (other than commerce) you can install on habitables is a farm and light industry.

4. Cryosleeper: Allow a cryosleeper to let a habitable planet population to increase from size 6 to size 7.  It really has no use especially since getting to size 6 doesn't take long.

5. Polity expeditions:  Expeditions into your space without delcaring war can be fun, but not so much the -5rep if you defeat them.  I think that we should be able to do the same to them if they attack us.  Set a goal of disrupting a port or industry and only suffer a -5rep pentalty if completed.  If my rep with a faction is going to spiral at least let me contribute in the tit for tat against those damn Hatfields.

6. Neutrino Detector:  Please get rid of false positives.  I don't like being tricked and spending supplies that I could be exploring with to go out in the middle of nowhere so I just never use it.  When exploring a system I only check planets, around stars, gates, and sometimes asteroid clusters.  If you want me to search out more in systems where I'm not even guaranteed it's not going to be more than a probe, just let it work normally, plus I already have to bring volatiles with me to use it.

7. Supplies used UI:  Can you expand the total supplies and supplies/day to also include supplies/day for repairs and total supplies?  That way I don't have to tab between the fleet screen?  There should be room to put the other two next to it on the UI?

8. Special items and AI cores for planets:  Let me dump them onto the resource stockpile or local storage so that I can install them remotely pretty please.  That way I can pre-plan a planet and not have to babysit it.

9. Waystations:  Waystations should generate a small amount of free supplies/fuel for the player.  Using Industrial revolution mod I always like to build a variable manufactory using the VPC to do it.  Make it small like 20 supplies and fuel per month.  That way it also gives you incentive to visit your faction worlds and feel like you get something more than just credits.

10. Max Rep Reward: In another example of getting something for lots of good reputation, give me a story point if I max out a contact's reputation that I've built up or maybe 2 as a reward.

11.  No storage while exploring:  Make putting excess stored items that you find while exploring either able to stay on the platform/planet you found or make stabilizing them in orbit cheap or cost metal.  99% of the time they get thrown away now and I have little to no incentive to go back and get them.  So much ore, metals, food, and organics vented to space!  Think of all the children on Chico that could have used them.

12. Easy quest making:  This might be a big ask but a way for non-java software people to develop quests.  It would be amazing if in a text file someone could make easy quests generated at X planets to make some quest chains based on delivery of goods, raids, exploration of systems and write dialogue.  I think this would make mod story items explode and really enrich the story in the game and allow more people access to mod this amazing game.

13. Tech Mining Building:  Even with the last bump it's not worth building over another industry, especially early game where every little industry counts and you want to survive.  I just never build them.  Especially when most comments on its rewards are so low with only getting random weapons or maybe an AI or two.  Make it not take an industry slot and I'll always build it, especially early game when I could actually use the items.

10
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: May 03, 2021, 01:02:28 PM »
Thanks for updating this and making it compatible!  Been playing with it and love Homeworld.  Works fine with a bunch of others in .95. 

Only issue I have had is that the faction seem weaker right now compared to others when I fight them (slow, low damage).  I need to run some of their ships and take a good look.

11
I do indeed have bulk transport, wish it was +1 for all civilian ships I suppose.

12
Noticed it on my playthrough trying to put militarized subsystems on an Atlas and Colossus and both did not work even though the tooltip indicates it should get +1.

Pages: [1]