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Messages - Soban

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1
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: May 12, 2023, 05:32:20 PM »
Any update for 0.96?

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 09:55:58 AM »
Finally after 10,000 years, time to conquer earth play starsector 0.96

I love the update content, better the base game is the more the modders have to build off from but I swear to bob Alex if 0.97 now takes +1½-2 years I'm just going to.. Well I dunno make a really desperate blog post but my man its like we're out here dying of thirst in the desert while after 1 year :D

4
Suggestions / Main menu transparency, mark systems and journal
« on: January 05, 2023, 01:23:44 PM »
Few small ideas came to me as I was playing. Listed below.

1: If the main menu is idle for too long then the buttons listed/overview would fade away to nothing and instead we could enjoy the ships flying by with music playing. Thought it might look nice and be a very nice but small touch to the menu to make it more immersive as well.

2: Ability to "Mark" systems somehow. For example if a system has an abandoned battleship or a research station but you can't explore/take them right now with you, so you could somehow mark a system in the starmap with a special symbol of sort to help it stick out from the many other systems on the map.

3: Some sort of a personal journal on the map/elsewhere might be very handy. Recently I came back to a save I had played for a long while and had no idea why I was at the location I started in. Might help if the player could write an entry on what they were doing for their later selves to remember everything from.

5
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: November 25, 2022, 08:54:27 AM »
Trivia: Don't steal, its rude and illegal.

Spoiler

Also Ava comes after you with a pretty tough upgraded fleet if you nick the pristine nanoforge from Chicomoztoc.



She also does this practically instantly after you steal borrow it, so if you fight against the Star Fortress in orbit and your fleet gets decimated by it, then you're in for some not-so fun times.



[close]

Edit: I gave up the pirate commission and went legit. Reputation with all factions except Iron Shell went to -10. Iron shell went to -49. Wonder if that's by design? Also Ava's still at -100. Not sure what else there is to do besides giving her compliments and listening her story to get the reputation up.

6
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 13, 2022, 09:23:11 AM »
If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.

Its a bit silly that you have to pay half a mil to a million+ probably for a governorship if you took over a planet under your commissioned factions name. Its like me making a pizza, paying for the ingredients and production, bringing it to work and then having to pay my boss so I can have few slices from it. Perhaps something that should be reworked to be a massive discount? Big as I've seen it is 0.5x factor for lowering the price so 50% off.

7
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 12, 2022, 09:26:44 AM »
You can just grant them to them the moment the spaceport is complete and then pay one cred.

So I colonize a planet. Do the normal "create a faction" stuff and once the spaceport is complete I somehow gift the colony to a faction and it instantly removes my faction? Okay tested this. I can colonize a planet, wait for the spaceport to be completed. Then talk to the planetary admin and govern a colony in the factions name that I'm working with. The player faction is instantly eliminated afterwards.

you CAN pull an Andrada by refusing to hand over your conquests in quick succession.

Can you ELI5 (Explain to me Like I'm 5) this? Refusing to hand over my conquests in a quick succession. Pull an Andrada? Today I did figure out I can take over a colony if I re-invade it few days after my own faction lost it and pull a Sindrian Dictat in a way, but I think that's not an independent faction, just grabbing the governors chair for a reputation hit.

8
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 12, 2022, 08:12:21 AM »
Is it possible, or could it be possible in a future release to make colonies but give them to a faction you have a commission under. Just in a way that you remain the governor of the colony same way how you currently can buy governorships, but the planet itself stays under the faction.

While at it, it would be cool if you could Order 66 them and declare independence and take away half or more of their colonies. Expensive as heck sure but would be incredibly cool.

9
Blog Posts / Re: Hyperspace Topography
« on: October 12, 2022, 05:14:52 PM »
Bit of an off-topic thought, but thought it might be good for longetivity of the game (unmodded especially).

Since Hyperspace lanes move items between long distances and, would it be possible for them to slowly trickle in new things from "outside" of the playable area (explanation wise) so you'd still be able to find domain relics in places you might have previously explored, or perhaps in a certain general area that was very close to a hyperspace lane. This could also be something that could be used to boost the progress for the bar as you're investigating anomalous activities along the routes.

That way you'd still have that exploration open to you, and hey maybe you might find something else in the area as well. [REDACTED], pirates that are out of fuel (hence got drawn into a solar system with the domain relics as well as they dropped out of the hyperspace lane), luddics etc. Could even introduce some random but very cool unique event/boss this way (or story stuff due to plot reasons as not to spoil things).

That is one big downside. Once you've been to all of the systems you're sort of done. Afterwards you can get things only from missions that spawn domain objects.

10
Blog Posts / Re: Hostile Activity
« on: September 28, 2022, 01:15:47 PM »
Thanks for the blog update. Couple of comments/wishes for it.

1: Give the player ability to *somehow* max the security so no raids/luddic path presence will affect the system with raids. Be it very heavy security presence for example (Stacking bonuses from several security buildings/stations on couple of the system planets) for example.

This way the player could choose to sacrificise some potential building slots or income via investments into system security so they would as you said, have to play whack-a mole a lot that we do with the existing system. The dev blog proposal does not really fix it so to say, merely changes it. We still have to deal with the pirates/luddic path/empire raids/AI investigation squads. This would also mean that players would/should/could have the ability to automate making sure the Luddic Path does not come snooping around AI colonies, for example by getting good relations with them and then perhaps having a constant bribe running with some Luddic path agent. Ditto for the empires, so empire raids could be deterred via good relations as its, frankly speaking pretty dumb that they come knocking "raiding" you just because you're doing well. Either declare war or do nothing, since the player can't exactly do the same to them without suffering massive relation penalties (nor is that the wanted option of this point).

2: Let players give Military Bases mission orders.

This has probably been a very requested feature. This would directly give the player a reason to upgrade to a military base (or perhaps 2 if more military bases mean stronger system fleets in the reworked system) since they could remotely (if the system had a comm satellite) give orders for military bases to go squash out a pirate/luddic/insert baddies here base. You already pay upkeep, perhaps those "operations" could cost a little bit of dosh ontop for gas fee or something but nothing extraordinary. That way the player still has to "deal" with the hostile presence if a player has invested into system security they could micromanage it to the system Military HQ's.

11
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 22, 2021, 04:12:30 PM »
Story request/thought that I thought might be useful. Spoilers, careful.

Spoiler
Currently the story ends rather abruptly after you get gate access. Return to Galatia yay! And then nothing. No missions, nothing more from that with no clues or hints what to do next (Wait for next content expansion for example) etc.

Do you think it would be possible to add a "Perhaps you should come back later" or something for the galatia academy, or if you try to contact the headmaster at the academy. She talks about a coronal hypershunt before she gets angry, but even after that I went to secure one from the super spoopy aliens that shoot what looks like dark matter at you and bring the coronal hypershunt into a working order, there is nothing at Galatia. No option to tell "Hey I secured this hypershunt that's within 10 AU of a gate" or something to the headmaster or someone else there to continue the story. Just an abrupt ending.

In the case that I'm a potato and have somehow actually missed something. Please do correct me. I'd love to continue the story. Perhaps the Galatia Academy missions could at least be kept going, as well if you've gotten all the way to the end, you're clearly a reliable little mercenary, so it wouldn't make sense, I think anyhow for them to not want to do business with you anymore. Or at least it does take replayablity away from the game since you lose access to all those missions.
[close]

12
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 11, 2021, 07:15:55 AM »
Ithaca isn't random-gen. The description hints at that.

Wasn't sure about that so decided to mention it still. I figured it has a description but the wiki only said that it has random variables generated for it. I assumed it might be habitable, or something near it. But trusted that I would be corrected on it, if it was always habitable.

13
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 11, 2021, 02:56:45 AM »

  • Randomly generated planets in the core (including Duzahk and Penelope's Star) should no longer be habitable


Sector age: Mixed
Sector size: Large
Seed: MN-6927480176648782356

Screenshot of a habitable planet in Penelope's Star: https://i.imgur.com/vmviGXW.png

This does not seem like that big of an issue though. If its about money printing, I settled Duzakh and began selling supplies etc en masse to lots of different planets/stations. Rolling in the money.

Would it be possible for more items to be added for colony management? Some sort of an athmosphere scrubber or weather control system to combat different athmosphere effects. Ditto for pollution.

As for decivilized populace. I noticed that that once settling a planet, it changes to decivilized subpopulation with altered stats. Is this something that might eventually end, say when X amount of years has passed on a planet after colonizing so you no longer have the penalties? Having absorbed the populace into your colony.

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 09, 2021, 11:27:19 PM »
Not sure is it an oversight, but not being able to auto-combat [Redacted] fleets feels a bit silly. Why can't I delegate my fleet of 30 warships to automaticly squish this 1 tiny patrolling frigate that is blocking me from accessing a ship/salvage field/station/planet to scan it.

Was also wondering, regarding the balancing for sunlamp/hypershunt tap.

Does the colony output/input system work in a manner if say. I have a colony that is outputting 10 Volatiles (in theory). Said colony can supply an infinite amount of input demands long as each demand source does not exceed 10 volatiles. So in theory 1 Colony which produces 10 volatiles can supply 5 planets with their own sunlamps that each have their own demand of 10 volatiles?

Wondering about it, since I have only one colony that is outputting 8 starship parts while 5 of my colonies have a demand of 3-6 starship parts each, and each of them is having their demand filled by an in-faction supply source.

This is not exactly explained anywhere, so might be helpful to have some sort of a tip on a loading screen or something if so.

A separate feedback is also the amount of officers, especially regarding the AI fleets. They seem to be able to crew an excessive, far larger amount of officers than the player, which directly seems to at least (again not told anywhere, I think?) affect the amount of deployment points you can have. Seems bit unbalanced in favor of the AI.

15
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 08, 2021, 07:33:33 AM »
Might have found a possible oversight

Spoiler

When using a gate to travel to a claimed system, there is no pop-up "Would you like to turn on your transmitter" as there is when travelling trough a jump point. This may lead to players receiving unsolicited visitations by system patrols of other factions, simply due to the player not possibly remembering to turn it on. Hence why I imagine the pop-up exists with jump points to begin with.

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