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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 - Nicegye00

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Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 13, 2024, 06:10:14 PM »
Just a second hand thought. Have you considered having a unique interaction with this and the HMI mod? They have a funny grey goo faction in there that I think would fit amazingly with the Overgrown Nanoforge if both are enabled.

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Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: December 21, 2023, 04:07:31 PM »
That's fair and I can of course double check myself as the last time I used hive was some time ago and it seemed to be going both directions for me personally, though I do play modded a bit more chaotically than I think most people would prefer or at least from what I've seen. Either way though I can go ahead and start checking once again to make sure I'm not going crazy or should be simply shut up.

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As to adjusting their accessibility, I am not sure I could do that without severely effecting their growth and income generation, both of which are core to their invasion and colony fleets.


Yeah ok that makes sense. I was more just speaking from the terms of the immediate early game where when one would start looking for things to generate income and suddenly instead of being able to find any good markets to buy from they get to see the hivers having their commodity markets over produce like mad and being the "best locations to buy from" as clearly flying into hiver space is a safe and healthy option for an independent trader.

Counter consideration that I just had would be to try and balance out their productions to being net neutral and then giving their markets an accessibility boon so they neither over produce or under produce and of course once they start expanding out into new systems to colonize it starts to turn into a them problem producing the goods they need, that way at least the player isn't struggling to read the supply and demand menu right out the gates and having no real good idea as to where to buy anything.

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Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: December 05, 2023, 01:43:47 PM »
I can go and check again in game but I think an easy way to solve the issue of the hivers markets showing up onto the "products" lists when you're trading would be to simply throw their accessibility bonus to get their planets past 100% accessibility. I feel like it might make them harder by default but just ensuring that each of their markets produce the goods they need then boosting up their natural accessibility up thanks to how the game works making every hostile faction drop accessibility, I saw it put into practice once where someone make the pather's have a faction wide bonus to their planets to give their markets more access and it immediately made their planets roughly stabilize and no longer show up with huge deficits on my markets tab. I think that could be applied here and get rid of the hivers from immediately having huge deficits in random resources across most of their planets with most of their resources as without anyone actually hitting their commodities trade fleets out on the fringes of the sector the only way they'd be having their deficit markets showing up would be from very very poor accessibility.

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Mods / Re: [0.95a] Iron Shell 1.04
« on: November 20, 2021, 08:59:25 PM »
Visit's the iron shell worlds because why not.
Suddenly anime girls as random characters.
Clicks on them for craps and giggles.
They have unique prompts, actions I can perform, and quests.
Talks about taxes.
I pay because the cute girl asks me nicely.


Well I guess I'm gonna do stupid things for the hegemony for once in my life only because cute anime girls asked me nicely to do so.
See you lads on the other side.

5
Mods / Re: [0.95a] Controllable Domain Mothership
« on: September 09, 2021, 10:02:09 PM »
I would like to make it obtainable by methods other than spawning it in, but I don't know how to code it being obtainable via salvaging the Domain Mothership in Starsector.
I'll eventually look in the modding help guides and find out how, but for now you'll have to spawn it in.

I think a good idea would be to make it something you can find in salvage, or more accurately, give it a small percent chance (thinking like painfully small like 1% to 2%) per searching either an orbital habitat or research station. This would also include making it a blueprint. As I can tell, the domain mothership in this mod ends up being it's own ship all together and should be treated as such. Think of giving it it's own class name and specification (the later you already did) under the concept that this version of the mothership was controlled by actual crew that used cryosleep to operate. After that it would end up docking at research stations to resupply, as well as giving it it's own name and classifications and you have yourself a controllable domain mothership, that is vanilla friendly. Obviously this can be harder than I would expect but it's better in my opinion to attempt to simply make it an independant ship apart from the regular domain motherships and coding in some normal derelict spawn chances, kind of like finding random paragons and onslaughts, or pulling them from a station that would have one docked.

6
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: July 01, 2021, 07:45:30 PM »
First one is a bug. Oculian took a planet (Nex) at some point and as I visited the planet and no music played. Felt rather eerie honestly. I'll report to you if this applies to their own planets as well and then see what might be causing the bother.

Yep this one applies to all the planets. Don't know what's up with it, might be local. Either way thought I should inform you.

7
Mods / Re: [0.95a] Red - the Oculian Armada (0.9.1a) Mod
« on: July 01, 2021, 06:19:00 PM »
Two things.

First one is a bug. Oculian took a planet (Nex) at some point and as I visited the planet and no music played. Felt rather eerie honestly. I'll report to you if this applies to their own planets as well and then see what might be causing the bother.

Next thing. I want to say, I absolutely adore this mod and it's contents. I'm playing a free start nex run with way too many faction mods and other utility mods added in and all the smaller oculian details I keep seeing absolutely adore me. I love the fact the faction itself is a rampant AI that want's to mass produce cookies. I love the fact that the ships can turn the pirates into s tier problems while also being balanced enough to basically be swarming glass cannons. I love using the ships. I love it all and it feels very ever presently complimentary. I have through the power of magic and prisoner exchange also appeased the oculian's and they now don't want to commit murder against me so I can start poking at their actual star systems. I also adore the idea (and at this point head canon) that these AI decided that taking on the persona of anime girls to better interact with customers and are designed so simplistically that having automated knowledge isn't needed.

My only bother and this is just a specific personal bother, is the cookie resource itself. I don't know if you added it in yourself or someone else did, but I can build a food manufacturing plant that has a small resource output of cookies attached to it. The issue is the cookie resource doesn't count into the monthly pool the same way recreational drugs and harvested organs do. I think there are a few other mods that poke the idea of making special resources an actual resource unit in the game that certain structures and industries need, which I'd love to see implemented. I've also seen something involving clones organs that count's like that in a similar manner but I've yet to build a producer for them so I'm not certain. Either way I think the idea of them being a later down the line big planet requirement for planetary inferstructure would be a good idea, giving me a way to turn a profit off of them and also satisfying my own factions internal need for the resource.

8
Mods / Re: [0.95a] Capture Officers and Crew
« on: July 01, 2021, 06:00:36 PM »
I think I should put this down as it was stated very early on and also is somewhat noticeable.

This mod is really fun to play around with and use as I like the idea that with each human battle I fight I can take on the captive crew in a fight and then convert or slaughter them for reasons, but the actual implication of officers has, with 0.95a, been unbalanced like mad. Most AI that spawn in fleets now usual can carry a fair number of max level officers around with more respectable factions having them with steady and cautious leaving the need to hire officers and leveling them up entirely unnecessary as I can grab a level 5 officer and the chance they break right to start is 80%. Ok so maybe I can forgive that, because then of course said officers seem to be a common thing right? maybe I don't want to leave it to a 1 in 5 chance they resist? Well the cost of hiring the person on is also extremely dumbed down too as the leveling system doesn't account for level 5 being the max level. Now again, forgivable.

Small thing I noticed is that officers from mods that seem to clearly use AI that aren't normal for instance still is a problem. I'm not saying that they're broken or overpowered mind that, but I think it's a bit strange the nanite mass of strange pixel's (Hazard Mining)can be brought on as well, and now for really cheap.

The next unbalance is in the form of higher level officers. Sometimes certain fleet's might contain an above level cap officer in their ranks and of course any officer above level cap is rather good to have. With how the present system is though, I capture a level 7 or 8 officer? Super cheap still and now I have an anointed god of tactical prowess flying in my fleet.

Perhaps updating this to be a bit more balanced and compatible with other mods maybe? Considering the later has already been brought up, I'd have thought it would have been looked at before.

9
Mods / Re: [0.95a] Controllable Domain Mothership
« on: June 29, 2021, 06:27:39 PM »
I seem to have missed the bit of it being something that needs console command spawned in and I feel a tad dumb for only now noticing. Either way I feel that perhaps making it also have a chance as spawning in as a random Derelict would be a nice help along.

It's just a thought with the only flavor lore I can think of off the top of my head being a "A redesign of the Domain Mothership that would take on a crew rather than being purely automated, the vessel seems entirely abandoned for unknown reason's." and probably have a few D mods to make it not a broken as could be fine spawn ontop of it as well.

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Mods / Re: [0.9.1a] Galaxy Tigers faction (v1.4.4) - Not The End Yet
« on: June 29, 2021, 06:14:36 PM »
Gary my mate, thank you very much for this. Along side the "red" mod having automated ship I needed another faction that uses ships in this form and you mate have made my dreams come true. I was already in a run but I can restart just for this bliss of a mod as the galaxy tiger's just hit different mate.

Since I doubt too much outside of bare bones is implimented I won't test my limits with this mod but I most certainly love that this got it's needed update even if the original author is off in another dimension. If you can I'd recommend just uploading as an independent mod all together and keep in touch with the OG mod author if they reappear as a mixed automated faction is just bliss on my heart mate.

11
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: May 27, 2021, 04:45:57 PM »
Not too certain if it's been asked or mentioned before. I have one of the 9.5 items they added in regarding volatiles collecting off of specifically a gas giant mine. That's fine and all but then it would make building an orbital siphon station seem less appealing unless I could still install said item onto it. Can I install the item I am referring to onto a siphoning station or is that something that hasn't been looked at before? It may sound nit pickie but it was a weird drop to get honestly.

12
Damn still hoping this'll get an update at some point. This one stuck out plenty due to using a custom half and half automated AI faction that Actually encouraged the existence of AI rather than every other faction mod I see where either they're so immersed in the message of Ludd or think their faction should be heavy on the fluff of being self anointed hegemony rip offs with more civil atrocities to boot.

Hopefully at some point the creator revisits the sector so we can get this glorious one updated to the modern platform as this was indeed one of the favorites of mine.

13
I'm assuming this one will be a new one to you, or maybe not, probably not. I just picked up an enigma ship that is labeled as ???? which I assume is from another mod, perfectly fine and normal to me. Kicker is that is has 7 D-mods which wouldn't in all honesty even be that much of an issue, I genuinely don't mind it too much. I recalled that this mod exists however so I went to drop it off at Ilm and I've found an issue. It considers it to have no D mods. I assume that somewhere in the codes it limits this to 4 D mods considering base vanilla, Though I have seen my fair share of other mods adding in ships that are absolutely loaded with 6 to 8 D mods so I was wondering if there's anything in between I could do about it. if not that is fine and I could sell my soul off after I make enough money for the repairs but I wanted to ask here before I do the classic restoration.

14
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: April 15, 2021, 06:52:15 PM »
I'm not saying the new release isn't unplayable considering nexerelim got it's update finally but I'd imagine that the IBB questline's are being implemented alongside the new story system and now most of the mods that aren't just flat weapons, ships, or factions seem to be taking it slow. I expect this to me a full on content addition, and I won't go and do a "WHERE IS MY CONTENT!" because that implies I would care if it wasn't up to par, but since this hasn't just been slapped into the new system and called good, I imagine there's some spicy goodness we ain't seeing being done

15
My senses tell me this will get itself an update once Alfonzo can get his missions to link into proper story point based content and not either break the game with Free Mess AI Cores as well as Overpowered Pather's Existing and feel more like the right and proper outer sector worlds we know and love.

I'm not opposed to my broken content but with the pather's of present rocking their new dummy thicc fleet I assume soul and her pather hold star system might make them a sector wide threat the hegemony wasn't accounting for.

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