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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Gorgonson

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1
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 10, 2024, 04:05:00 PM »
Being able to save as will allow me to only have one or two back up saves, instead of the whole bunch you end up with save copy, thus sparing me from having to type out "delete" over and over again to get rid of them.

If you rack up a truly large number of save copies, navigating to Fractal Softworks/Starsector/Saves lets you delete the actual save folders in a big batch - save you from wearing out your keyboard keys : )

2
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 06, 2024, 04:47:16 PM »
Loving this patch so far; fantastic work, team : )

I found a small bug and I'm not sure it's been highlighted yet.
After completing a Galatia Academy VIP transport quest to Kanta's Den, I retain the ability to ask to speak to Kanta when interacting with a pirate fleet.
And when selecting this option, the text loses reference to whom the VIP / Ward is related - please take a look at the attached image.

(If the image doesn't attach, excerpt below)
>Inform the pirate that you are working for the Warlord Kanta
"You use the moment to calmly explain that you are transporting one of the Warlord Kanta's own kin-folk, the niece of null" (As an aside, the Niece of Null has a cool ring to it, eh?)

Now maybe I've just encountered a fleet that was generated when I first accepted this quest, and they've persisted in the sector. Thought I'd mention it anyway.

-Pete

Thank you for the report! You don't happen to have a save where this happens, do you? It would be really handy, just looking at the code I see some weirdness but it's not clear how this behavior would happen, and I think it may involve the "At the Gates" mission being in progress and in a particular stage (retrieving Clone Loke for Kanta).

(And, haha, Niece of Null sounds like an awesome name!)

Hi Alex,

I do have a save where I've been able to replicate this - The attachment is too large to upload. I'll email it to you.
From loading the save, jump to hyperspace (I just transverse jump instantly.) and you'll be approached by a pirate fleet. Open a comms channel with them and select the first option re: Warlord Kanta. That should produce the same text featuring Niece of Null. Hope this helps.

(Also found a small typo on the Diktat questline. See attached image.)

- Pete

3
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 04, 2024, 03:14:45 PM »
Loving this patch so far; fantastic work, team : )

I found a small bug and I'm not sure it's been highlighted yet.
After completing a Galatia Academy VIP transport quest to Kanta's Den, I retain the ability to ask to speak to Kanta when interacting with a pirate fleet.
And when selecting this option, the text loses reference to whom the VIP / Ward is related - please take a look at the attached image.

(If the image doesn't attach, excerpt below)
>Inform the pirate that you are working for the Warlord Kanta
"You use the moment to calmly explain that you are transporting one of the Warlord Kanta's own kin-folk, the niece of null" (As an aside, the Niece of Null has a cool ring to it, eh?)

Now maybe I've just encountered a fleet that was generated when I first accepted this quest, and they've persisted in the sector. Thought I'd mention it anyway.

-Pete

4
Suggestions / Re: Faction Variable Comissions
« on: September 14, 2022, 07:23:38 PM »
It'd be neat for commissions to grant something more than credits and reputation changes, too, perhaps.
Affecting market tariffs in commission-operated space. A nanoforge production opportunity at certain reputation levels. Faction-specific hullmods. Just some ideas.

5
Suggestions / Re: Faction Variable Comissions
« on: September 13, 2022, 08:49:26 PM »
This is a neat idea, and the graph you've provided really helps visualise what you're talking about.

6
General Discussion / Re: MesoTroniK Donation Drive
« on: September 12, 2022, 07:08:34 PM »
I'm giving what I can. Meso is and has been an absolute pillar of the community for years. It's worth supporting those who support others.

7
Suggestions / Re: New Starting Scenario
« on: July 19, 2022, 05:17:36 PM »
Inspired by Sev and Yui, I also gave this challenge a go - and I encourage you to, as well!

Of note, the DestroyColony console command leaves behind a ruined planet which can be scavenged. It's up to you to fight your personal temptation to not immediately loot these troves of treasure and death. You can find some amazing things, but it works against the spirit of the challenge.

Apart from that, it's super fun and really makes you re-evaluate every single ship and weapon you can find (and your crew; your poor crew...)
I accidentally did a hard-mode start, with a regular small combat fleet and only 20k credits - this basically halts your ability to afford colony industries, so I do recommend the full start with a bunch of credits and a nice exploration ship.

- Pete

8
Hello,

Borne from some discussion in the unofficial Discord, I was thinking up whether Administrators could be assigned to look after your fleet, rather than only colonies.

In the same way Officers are assigned to ships to boost their capabilities, the Fleet Administrators could grant fleet-wide skill bonuses by paying a monthly stipend to them, rather than by investing skill points. In the story, we have key officers in charge of things like Comms, Security, and Salvage - but these don't exist as a mechanic as much as they are un-named NPCs. This could be an opportunity to flesh out that niche a little bit.
(Shout out to Sunless Sea / Sunless Skies, who has an excellent way of looking at officers, albeit for a single ship rather than a fleet.)

I understand it's part of the game's vision that players need to pick and choose between the different skills, but there are some that are chosen less frequently than others. It would be nice for them to be available by some means, rather than continually ignored.

Just food for thought.

- Pete

9
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: February 04, 2022, 01:43:07 AM »
Teeny Bug Report: The Tumbleweed's Sensor Drone system doesn't actually have a description ingame.

(ofc other than that, loving Seeker!)

10
Thanks Alex. You're a legend : )

PS: Congrats on (just about) 20k posts!

11
Hi Alex,

Thanks for moving this post to the correct forum section (and for everything else, too - love your work)

It's definitely a new save made in 0.95.1a_RC6.

I've looked through the mods I have installed and can't find anything that would've introduced a mission like this - the most likely culprit would've been Nexerelin but it seems to be innocent.

- Pete

12
Hello,

I picked up a mission from my close contact Allen Newman, where he shares the general location of a blueprint.
However there're a few quirks to this mission:

1. The location is the hidden Alpha Site system.
I don't know who Allen was in a past life - and honestly no judgement - but it's pretty unlikely he'd know about anything going on at this location.

2. The game refers to the Alpha Site location as 'Unknown Location' probably because it's not a true system.

If I hadn't finished the campaign before, this would probably be very confusing.

My currently-enabled mods are:
  • Console Commands
    LazyLib
    MagicLib
    GraphicsLib
    Nexerelin
    Ship and Weapon Pack
    Starship Legends

I'm not 100% sure if this is a mod-related mission (it's been a while) so please forgive me if this should've gone in the Bug Reports (Modded) section.

Hope this helps : )
- Pete

[attachment deleted by admin]

13
General Discussion / Re: MesoTroniK Donation Drive
« on: May 24, 2021, 04:21:39 AM »
<3 Meso (And there're some neat goodies on his Patreon, too)

14
Quote from: King Alfonzo
Dynasector / Starsector both kind of already have this system in place for Nexerrelin, however the player has to do it themselves. I believe there's a text file somewhere in either of those mods you can edit that gives you faction whatever tech you want - the higher the number for that tech, the more 'weight' it has in your own faction, the more likely you're going to see that tech in your faction markets. So you can customize your faction to be, say, entirely Blackrock or entirely Diable, or perhaps you can do the whole 'every single time I conquer a market I add that amount of tech points from that faction to mine' thing.

The system you are proposing; I reckon it'd probably be a bit too difficult to engineer properly, especially when the player can kind of already do it manually kind of.

Forgive me if this is impossible, but would it be possible to use the NexerelinOptions.json file as the default weight, then apply modifiers to this based on what happens in the player's game?
The player wipes out a high level Tri-Tachyon fleet, gaining +0.05 weight towards TT.  The player eliminates BRDY from the sector, causing their weight to fall a dramatic 0.5.  The player reaches cooperative reputation with the Hegemony, and gains +0.2 weight.
This would need some tweaking to differentiate between purchasable ships, and ships that would spawn as part of the faction's fleet, but I'd like to say it could be done - but here's me with meagre programming skill, promising the heavens.

15
A simple suggestion - can we make Construction Rigs have moderate levels of mining power?

Then wouldn't they be de-construction rigs? : )
I endorse this, because anything that fleshes out mining further is a win in my books.

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