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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Rararara

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Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 13, 2021, 07:56:27 AM »
This mod looks great! Is there a way to toggle between the custom AI and default AI?

i.e. There are no more carrier enemy ships and all the fighters have been swatted, so I want the fighter-only weapon groups (of the entire fleet) to resume default behaviour. If this could happen automatically that'd be even better.

2
Bug reports:

1) If an autonomous colony increases in size, you are getting informed each day of it, until you take temporary control of it. In my particular case, it happened when Ancyra went to size 6. It restarts daily notification after a new month starts. Revoking autonomy and letting a day pass guarantees messages stops popping up, even on start of new month, but it starts showing up again once you give autonomy back.

2) If you take over Sindria, the Lion's Guard HQ disappears from the building list, but you're still paying the upkeep for it. I imagine this applies to all faction specific buildings. Attached picture with proof.

3) Don't know if intentional, but autonomous colonies can send their own invasion fleets, I find this very neat. I'd like to point out that an autonomous colony with +300% fleet size and +95% ship quality only sent a single fleet. Not sure what influences fleet size.

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Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: May 03, 2021, 11:15:34 AM »
Is the Cometary Capture Infrastructure supposed to go on forever? I've built them on Chicomoztoc and Coatl, equipped an alpha AI core on both. Both planets have the "Hydrated" modifier, yet the Cometary Capture Infrastructure didn't shut itself off and keeps going. On Chico it completed twice and is now going for a 3rd time. I forgot what the planet's initial state are, but now they are both Terran Worlds.

Edit: After shutting down the project, it no longer shows as a possible thing to build, so it does its job fine except for the self-deletion at the end of the job.

4
Feature request: Can a new type of agent be added, one that automatically handles ludic path infiltrations in a system? Or maybe this can be done by existing agents, only when they're high level.

When you get to the point of bloating and using AI cores on several planets, it really becomes a hassle to queue up agent actions, and I don't think you're informed when a ludic cell becomes active(after you shout it down via agent actions once). This solution would alleviate the current micromanagement of your agents, up to a maximum of 4 different star systems.


Bug report: Managed to make an alliance with 3 other factions. When the relationships between Tri-Tachyon and Persean League went sour, both of them left the alliance at the same time. Logically speaking, after one of them left the alliance, the 2nd one shouldn't have a reason to also leave it.

5
Bug report:
After I investigated some derelicts, I was accosted by remnants. They're supposed to be neutral to me, as I'm a TT commissioner. I cannot disengage them without costing me 1 SP, and if I try to engage them I get the "remnants not hostile" warning. Attached an image showing this.


Thanks for the mod btw, having a great time with it!

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