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Messages - Hauda

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Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: March 31, 2024, 05:37:28 AM »
Thought I'd like to confirm with what secondcircle posted. I went to check the "open the comm directory" option and the planet doesn't have an administrator. Mairaath just has 1x Grand Navarch, 1x Portmaster, 2x Officers (just two randoms, neither has any actual dialog options) 1x Quartermaster and 1x Ambassador. I do run a modded starsector too so I can't confirm as of now whether the admin does show up or not. I think if you start a new game as the Mayasuran Navy you should have access to the planet, but otherwise that's it, no commission access to their ships unless you take a while via the agent ship procurement (or console commands, but that's missing the point ;D )

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Mods / Re: [0.96a] Ashes of The Domain
« on: January 26, 2024, 02:48:29 PM »
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

I don't believe you need the organics to be from the same planet, it just requires that organics are supplied which can come from other worlds that you control or from importing them from NPC worlds.

I ran a dev-mode run to test this, the industry was still locked, the planet itself said it required the missing condition (in this case, the tundra planet I was testing had rich ore and volatiles, no organics and was hospitable), forced the planet to upgrade to a lv6 just to make sure, forced research to allow the industry and it locked, stating this planet lacked organics of a sufficient amount. Only got it working once I cheated in some organics and removed the hospitable so I could insert the mantle-bore too, but at this point this planet is not really something the game has generated. I'll go do a few more planet a tests in a bit, so far any planet I'm able to have both volatiles and organics are mainly tundras and possibly arids i think, though those tend to have the barest amount but are also generally hospitable planets too.

Just to make sure I've reinstalled the mod too, but I'll also add I am only running AoTD - VoK (2.0.10) and AoTD - The Sleeper.

I'll also go test this again, both with organic-only planets, volatile-only planets, combination of both (if I find them) and whether they're hospitable or not and see if it may only be certain conditions this is affecting.

Did a few more tests, turns out it might just be the description when you try to apply the upgrade, on planets with just volatiles, no hospitable and an installed mantle-bore the problem disappears. Think it should be good on this end now, gonna run some more planets but at this rate, it's probably just a false alarm!  ;D

[Edit] Yeh, it's just the installation of the mantle-bore (or... not having it installed in the first place) which triggers the the orange text saying that there is a resource missing, otherwise it works on any planet with either volatiles OR organics, but the amount can't be "trace [condition]". So far, best planets for this sublimation industry seems to be cryovolcanics, frozen and barren-Desert! Sure there are exceptions but overall it's probably the fact that I didn't have the mantle-bore installed first which triggered the orange text that the industry did not work. Problem solved I guess?!

3
Mods / Re: [0.96a] Ashes of The Domain
« on: January 26, 2024, 01:57:21 PM »
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

I don't believe you need the organics to be from the same planet, it just requires that organics are supplied which can come from other worlds that you control or from importing them from NPC worlds.

I ran a dev-mode run to test this, the industry was still locked, the planet itself said it required the missing condition (in this case, the tundra planet I was testing had rich ore and volatiles, no organics and was hospitable), forced the planet to upgrade to a lv6 just to make sure, forced research to allow the industry and it locked, stating this planet lacked organics of a sufficient amount. Only got it working once I cheated in some organics and removed the hospitable so I could insert the mantle-bore too, but at this point this planet is not really something the game has generated. I'll go do a few more planet a tests in a bit, so far any planet I'm able to have both volatiles and organics are mainly tundras and possibly arids i think, though those tend to have the barest amount but are also generally hospitable planets too.

Just to make sure I've reinstalled the mod too, but I'll also add I am only running AoTD - VoK (2.0.10) and AoTD - The Sleeper.

I'll also go test this again, both with organic-only planets, volatile-only planets, combination of both (if I find them) and whether they're hospitable or not and see if it may only be certain conditions this is affecting.

4
Mods / Re: [0.96a] Ashes of The Domain
« on: January 26, 2024, 08:52:25 AM »
Hi, thought I'd just like to add this here, I'm currently trying to figure out what type of planet is required for the Sublimation industry. It's requirements are both volatiles and organics as well as requiring a mantle-bore to upgrade. Mantle-bores can't be on habitable, gas giants and extreme weathers. So far the closest I could find, planet-wise, are Tundras, but those are mostly habitable. Even Baetis (the independents from the Eos Exodus star system) is only a barren-bombarded world with plentiful volatiles, a thin atmosphere and low gravity, so the industry itself shouldn't even be on this rock.

Is it possible to look into the requirements for the Sublimation industry again, like either having volatiles or organics + mantle-bore, or have volatiles and organics - mantle-bore? Not asking for an instant response or expecting you to rapidly look into this, but more if it is something we could consider! Thanks again for the mod, definitely enjoying the added variety to the entire industry/civilisation part of this game and looking forward to your next batch of updates!

5
Hi, was doing a new run and I happened to spawn with a player colony having one of these artillery platforms (which was hostile to me) After destroying it and rebuilding the thing it still fires at my fleet. Is there anyway for me to fix this ingame, like turning it's FoF to recognise my fleet? It also seems to fire at my other NPC fleets too. Still think the platform thing is awesome but at the moment it's not really in a cooperative mood.

6
Mods / Re: [0.95a] Kyeltziv Technocracy [1.1]
« on: December 14, 2021, 08:02:16 AM »
Just tried to download this and it triggered a severe trojan alert on my system :S

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Mods / Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
« on: June 25, 2021, 03:26:51 PM »
Oh, I meant that pre-changes, the Nibelung's base and CRG versions had 280 OP but also had the parallel targeting core, the RG had 300 OP but no core. Now that you've changed things around you gave the base + CRG version +20 OP, but the RG one remained the same but without a boost of +20 OP as well. I just thought the RG could be down 20 OP from these changes you've made as I thought that ship was supposed to have more to make up for lacking the core thing. The N variant though, that has no changes either but it was always fun to use that as it was, but maybe that one could also do with a +20 OP to make up for the changes too? I'll leave that stuff up to you, I'm going to go try out the new battlecruiser!

Thanks again for the mod!

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Mods / Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
« on: June 25, 2021, 12:28:07 PM »
Hi, thought I'd make an account just to let you know I can't use starsector without your mod! A must have for me, no questions asked.

Ah, I went to test out your changes to the Nibelung and it's variants and the -10 OP to large weapon mounts does not seem to apply (only tested the Armiger, Mjolnir, Alteria, Amboss + a random large energy so far) Also, the Nibelung_rg variant used to have +20 OP more than the regular ones but it didn't have that parallel targeting core, now it doesn't have that nor any extra OP, not sure if it was overlooked!

Thanks again for the awesome work!

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