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Messages - squished_fish

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1
General Discussion / Re: Capital Ships Are So Slow...
« on: May 21, 2022, 04:09:36 PM »
I like to set either a Heavy Escort or Defend order on my capital ship. Sure, some of my frigates and such may run off alone and die, but usually if I do that my fleet stays cohesive and rallied around the Paragon.

2
What is the lore explanation for the planet population tiers being represented as powers of ten but the income and fleet power they produce scaling almost linearly with the tier number rather than logarithmically? 

Obviously representing the powers of ten in productivity would destroy the faction balance but you could just give the Perseans a T8 planet or give Chico more negative modifiers.

Edit: Since I don't know how to delete this necro-post might as well commit to it. I think the sector's growth is comparable to Australia or Canada, lots of available land but only a tiny portion thereof is suitable to urbanised society. Given this game is Sid Meier's Pirates in space it makes sense that it would be written to have 18th century population figures.
I imagine this has to do largely with automation and development. The limit to production isn’t necessarily the amount of people standing around but the arable land, urbanized space, etc. Most of the population of any given colony, I imagine, is dedicated just to expanding/maintaining the infrastructure of the colony.

3
General Discussion / Re: Help with colonizing gameplay?
« on: May 17, 2022, 10:44:09 AM »
Thanks for all the delicious info Nimiety!

I didn't realize that there was a benefit to having over 100% accessibility!

Yeah that tooltip really messed me up lol. "untold debts" more like!

If someone declares war on me would that be a flat decrease to accessibility to all of my worlds? Even if hypothetically all my planets where in the same system they would start having difficulty trading with each other?

I am playing as my own faction I don't think I can donate to myself... I have to double check though.

So basically right now I am looking for a system with a gate nearby (or ideally in the system), that has a good farming world so that I can make my first colony profitable and relatively safe without attracting too much attention to my faction, and a low hazard rating no atmosphere world that I can turn into my industrial hub. Any other planets that could be useful for minerals or other stuff in the system would be a bonus. As it so happens I just found a tip on the location of the first coronal hypershunt so I am going to go explore that area of space next!

Thanks again for helping to demystify some of this. This game is awesome!
The hostile faction accessibility penalty is a flat per-faction penalty, yes. However, it shouldn’t really affect your in-house supplies at all - the limits for shipping between your own colonies are massively larger than the limits for trading to other factions. Also, you may want to save your game before you explore a hypershunt.

4
I'm having an issue with Detachments - the ability to make them doesn't seem to exist. I'll right click a slot, open or not, and the ability simply isn't there. I'm running 3.0.c, so the issue isn't that I'm using an outdated version of the mod, and I always make sure to delete the previous version of a mod instead of just overwriting it when I update them, so I'm not sure what's going on. My modlist is:
Spoiler
A New Level of Confidence
Combat Chatter
Dynamic Tarrifs
Grand Colonies
High Tech Expansion
Industrial Evolution
LazyLib
Magiclib
Planetary Shield Access Control
Slightly Better Techmining
[close]
I also have Nexerelin installed, but it's disabled, so it shouldn't be relevant.

5
Make a mod for that if you like, for now, roleplay it, don't cheese, etc. Not so long ago people here cried about how hard the game become, we simply need a mod(hard mod).

Last patch was like 2 years? ago and that was just as easy so maybe we have a different definition of not long ago  ;D
The last patch was like a week ago.

6
It sounds to me like you have an Alpha Core in your Megaport. I've had colonies with Orbital Works, a Megaport, and a Pristine Nanoforge without getting Pather Cells, which wouldn't be possible if the Megaport itself gave Pather Interest.

7
Any chance to make the ship components optional? Or maybe instead of punishing the player for not sending ships to salvage you could reward them for doing it, like for example keep reduced output (or worsen it) but no ship quality malus BUT when the industry is supplied with ship components it gets a +15 to ship quality. Kind of like a replacer for the nanoforge item on an industrial scale, you take high quality component from broken ships and transplant it into new ships improving their quality. If you could also raid the ai for its components your ships would not only be better than the ai but they would also have a reduced output penalty on their fleet. Of course all of this are just suggestion, you made a great mod and I love the direction you are taking it.
The response to me asking the same question:

Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.

To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()

8
Quote
If the relays are affected by AI Cores installed in any patrol-generating building, it should say so.
They are not.
Quote
If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?
Balancing. Relays are powerful enough as is, if you want to super-fortify your system with them, build a high command. If not, well, a military base is all it takes to build them, or a high command anywhere else - but you won't have access to the AI core effects. Mod's full of hard choices, by design.
Fair enough! In that case, yeah, the description is fine as-is and does not need changing.

9
Yeah, but this is not vanilla, and none of my AI core effects work the way vanilla does.

Most are sidegrades or functionality changes, different for every building. Sometimes, gamma is better than alpha for a specific use case. An alpha core also does not include the beta or gamma functionality, each is separate for industrial evolution things.

You can't even install AI cores in the relays, it's one of the trade-offs for having a one-size-fits-all defensive building.
All of that is true, but none of it is relevant. If the relays are affected by AI Cores installed in any patrol-generating building, it should say so. If the relays are exclusively affected by AI Cores in High Command but not by AI Cores installed in Military Bases or Patrol HQ’s: Why?

Edit: Just in case there’s a misunderstanding in play, I’ll clarify: When I say “relay,” I’m referring to the mod-added Military Relays. When I say “Military Base,” I’m referring to the vanilla Industry that’s between a Patrol HQ and a High Command in effectiveness.

10
Is it a bug or a feature that centralization bureau doesn't affection void extraction?
Void extraction is none of my industries. I operate off a whitelist, you can edit it at your own risk!

Yup. It should say something other than just High Command. Either combine the two with a slash, or have it display which of the two is currently the highest tier in the system.
But it is only high command? AI cores in a military base do nothing for it.
According to the wiki (which may or may not be incorrect), an Alpha Core increases the fleet size by 1.25x when installed in any of the patrol-generating buildings (Patrol HQ, Military Base, or High Command).

11
Bug report - When I look at a Military Relay on one of my planets, it says "This building is affected by Ai-Cores installed in a local High Command." I do not have any High Commands, on any of my planets. I assume it should say "Military Base" instead?
High Command is just a stronger Military Base. Presumably it should say “Military Base/High Command”.

12
Hello, new player here in .95a. I like a lot of things in this mod, as colonization felt a little bare in the vanilla playthrough I did first.

Can somebody explain to me the way to metagame with military relays? I understand that a relay should go on second, third, etc. colonies in the same system as your big daddy colony, but should I only be building relays? Should I build patrol HQs / bases as well? I don't really understand the best way to optimize here, as they are not exclusive from each other.
To my knowledge, a relay performs the job of a Patrol HQ, but not the jobs of a Military Base/High Command. Functionally, what this means is that you want military relays on every planet, you never want a Patrol HQ (Relay+HQ is more expensive to maintain than just Relay, despite it's doubled upkeep), a High Command on your biggest, most stable planet, and if one High Command isn't enough you can build more as necessary.

13
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.
The feature was pushed way too early since it was too far along to remove, but I had to fix a save breaking bug.
There will be work done to make it not suck, just like all the other content in the mod - I do like to believe that I have a high quality thing going here.

To fix your problem in the interim, install the console Commands mod, open the console, then paste and run this:
Code
runcode com.fs.starfarer.api.plugins.update.IndEvo_NewGameIndustryPlacer.run()
Thanks! I'll keep an eye on the updates for when that's fully implemented. I definitely agree that your stuff's high quality!

I do like to believe that I have a high quality thing going here.

I agree. It finally implements into gameplay the long-standing aspect of lore that producing defect-free ships is miraculous in the current Sector and that recycling ship tech is a must. It also gives serious value to colonies like Agreus that were always supposed to be shipbreaking centers. I'm eager to see how it will be developed in the future, for example tying into the "ship hull" commodity with fleets ferrying and feeding mothballed hulls to salvage yards.
I mean, that aspect is already in the game. It's the Nanoforges, without which producing D-mod-free ships is... difficult.

14
Will there be a settings file to control Ship Component demand or a branch of the mod that doesn't include that aspect? I like the majority of stuff available, but I'm not a fan of my ships getting a 30% Quality hit because I'm not getting raided enough, or crashing because I didn't update the mod to avoid that aspect.

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