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Messages - Sapling

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1
General Discussion / Transponder off - Reputation impact
« on: October 24, 2023, 10:13:32 AM »
Hello guys.
As the title says
I would like to know whether having the transponder off will allow me to go guns blazing on other factions without losing any reputation.

Is there any detailed explanation / Can you provide one which mentions the conditions under which the transponder allows me to performs hostile actions without taking a reputation hit?

2
General Discussion / Re: Is there a mod to lower/remove overhead ?
« on: July 19, 2021, 03:35:04 AM »
Made a small mod myself for personal use.
It increases the skill that reduces supply cost by 50% to 75%.

If you are interested. I can share it.

3
General Discussion / Taking over the sector = money problems
« on: July 07, 2021, 04:51:33 PM »
Hello.
Not sure if anyone has tried this. I saw a thread like this a while ago where someone took over the entire sector and wiped out all the factions.
I did something similar, except, I decided to keep 2 factions only - tri tachyon and the league.

The issue that I noticed is that your exports will drastically decrease the more planets you own. If you own the majority of the planets, then most of the exports will be within your own faction itself, decreasing the amount of "Money" you make.

The problem with this approach is that it is economically inconsistent. If you own most of the sector and your colonies are self sufficient and independent of other factions, then you should be able to produce everything for free.
Taking supplies or weapons from the stock should not take money from your budget.

This becomes especially a problem if you take over the entire sector as there are not going to be any exports, you will barely make any money, if any at all and the whole economy will crash. You will not be able to take supplies or weapons from your stock as you will have no means of making money.

This is an issue that should be explored / rebalanced and my suggestion is trying to emulate the real life economy in this aspect a little bit.
Money is an abstract means of trading with different factions. If there are no factions then trading itself becomes pointless and so will money. The only thing that should matter at this point is your production capabilities.

4
Modding / Re: Issues editing Makeshift equipment skill
« on: July 05, 2021, 09:26:35 AM »
Ahh, looks like there's a bug where the cached value for this skill and Containment Procedures share the same key, so the actual modifier will be the same. Doesn't come up much in vanilla since you need both skills, which is probably why I never noticed it/it never got reported. Fixed it up!

To make it work on your end, the way to go would be to provide a different implementation of MakeshiftEquipment. You could use the original as a base class, and override getSupplyUseMult(). It'd be a straight copy of the function in the original, the only change would be to replace "nav1" with some other string. E.G:

protected float getSupplyUseMult(String id, FleetDataAPI data) {
   if (data == null) return 0f;
         
   String key = "makeshift1";
   // rest of the method
}

Edit: you'd need to provide a skill_data.csv that points to your new implementation, too.

Thanks for the swift answer. I will try it with a sublcass.

But where is the value (33% or 118) coming from anyway? The default reduction is 50% and is capped by 100 unit reduction max. Where did 118 come from?

5
Modding / Issues editing Makeshift equipment skill
« on: July 05, 2021, 08:50:28 AM »
Hello.
I decided to make a very simple mod that changes the supply cost defined in the MakeshiftEquipment skill.
The process seemed relatively simple as the modifiers are public static variables which can be changed from a simple plugin.
However the issue is that there seems to be an inconsistency with the values and I can not figure out for the life of me what is causing it.

What I did:
  • Created a mod within which I made a new plugin .java named BetterSkillsPlugin
  • I have overriden the onApplicationLoad method and changed the static variable MakeshiftEquipment.SUPPLY_USE_REDUCTION_MAX_PERCENT and SUPPLY_USE_REDUCTION_MAX_UNITS from within the method.
     This should not be a problem unless the variables are not being rewritten by something else within the game (From what I have tested, this is NOT the case)
  • I launched the game and tested the changes. To my surprise the only thing that changed is part of the description (Which is why It is inconsistent). You can find it in the screenshot bellow:
Spoiler

[close]

As you can see, the values did change (75% and 200) however it did not affect the calculations.
The calculations make no sense to me because for some reason it is being reduced by 118 units or 33%, which is neither of the values I specified nor the default values specified in the skill. Doesn't matter how I change the values, the calculation still remains the same.
It seems like the logic, or calculation is done in a completely different place and it is not referencing any of the static variables defined in the skill itself. Only the first part of the description for whatever reason seems to be referencing it (Which tbh is kinda dumb from a design stadpoint.).

I also took the code and compiled it in a separate test application to test whether the values are really wrong and they are. Whatever is doing the actual calculation has nothing to do with the methods defined in this class as they are either not being called and therefore are just a dead code in the API, or being rewritten by something else before they get the chance to be displayed.

If you have some information you could give me, or tell me what Am I doing wrong, I would appreciate it.

Thanks.

6
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 30, 2021, 01:41:44 PM »
Are there any terraforming projects that can remove the "High gravity" modifier?
Remove? No. But there's a building that can mitigate it, if said building is enabled.

May I know which building that might be?

7
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 30, 2021, 07:19:47 AM »
Are there any terraforming projects that can remove the "High gravity" modifier?

8
General Discussion / Re: How to unlock gates?
« on: June 08, 2021, 08:15:47 AM »
Thanks for the replies guys. I appreciate it.

9
General Discussion / How to unlock gates?
« on: June 07, 2021, 08:35:07 AM »
Hello.
I have been browsing through the wiki as well as the forums and I could not find any specific information.
I know that the last update brought in an option to "Unlock" gates which at least from the spare information I collected allow you to fast travel across the sector.

My question is, how do I go about unlocking the device which allows me to switch on the gates?
There does not seem to be any guide or information about the wiki which quests should I be looking for and where.

Thanks for the info.

10
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 19, 2020, 07:22:43 AM »

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?
That would be absolutely great. Thanks a lot
Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

I'll look into a way to mark them with intel so the player can check where they are. Thanks.

That would be absolutely great. Thanks a lot

11
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
« on: May 19, 2020, 06:42:46 AM »

Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

They show up on the system map, but not the hyperspace map. What did you have in mind in terms of where the gates should appear on the map?

Sorry, should have been more specific - I meant the hyperspace map.
If you place multiple gates and start moving across the sector and you don't mark them in a notepad or something, it is hard to keep track of where the gates are.

12
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.0)
« on: May 17, 2020, 04:55:59 AM »
Hello. Is there a way to find my astral gates on the map? If not, will such a feature be implemented? It would be a nice QoL feature.

13
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 23, 2020, 03:01:16 PM »
Okay, thanks for the info.

14
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 23, 2020, 01:04:56 PM »
Hello.
I do not seem to be getting accessibility boost when having the gate in my system. Can you tell me what I am doing wrong? I disabled the gatekeeper station. Does that affect that? Because it shouldn't as there are different multiplier for the gatekeeper as well as for the accessibility boost for the entire system.
Any tips?
Thanks

15
Suggestions / Colony threats revisit
« on: June 27, 2019, 08:33:45 AM »
Hello.
I have been enjoying the game a lot after the new updates, especially colony building. The current issue is however that there is way too much micro management involved - Defending your colonies, looking for ludic path bases or pirate bases that decrease your stability, defending from expeditions and so on.
While expeditions are not such a big issue after you get high tech blue prints and bigger colonies, pirate bases and ludic path are.
That is why I would like to ask to overhaul these features.

There are many options which would not impact the gameplay in any negative way. For instance, why not give us an ability to invest into a specialized recon squad which would look for possible pirate threats within the colony range, or why not give us an ability to use diplomacy and our good relations with other factions to get information about their whereabouts. Obviously, since they are also the ones giving you the bounties against these bases, they should be also able to explicitly tell you the information you seek or help you look for them.
Or if such a raid happens, give us an ability to track back the ships to their home system, or something to that regard.

Looking around sectors hoping to find a single pirate base that is harming your colony is a chore and a lot of micro management.

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