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Messages - Kat

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1
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:10:24 PM »
On the subject of there being things in the abyss, I was memeing in the lore prospectors channel on the unofficial discord last night, and ended up drawing this, that got a laugh.

Spoiler
[close]

2
I hate myself for asking what I feel is a really stupid question, but in game while I have the 'talk' button on the prisoner screen, my dialogue options are always the same bare minimum: Hire; release or execute (with hire paying the exact same fee that bribe does on the main prisoner screen).  There are no extended negotiations - in fact 'talk' at this point in time functions as an extra click to get to the exact same options I have on the 'prisoners' list.

So what am I doing wrong? ;)

On occasion you will pick up a prisoner that was coerced into being a pirate (or whatever), and you can talk to them about their situation, and handle it in several ways.

3
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 09, 2023, 12:14:19 PM »
Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?
I'm not familiar with that mod. TASC doesn't modify the economy or mechanics of how lobsters work - it merely allows the player to add the lobster resource to certain planets. I think they should be compatible so please test it and let me know if there's an issue!

The lobster proliferation mod seems to have a flaw in that it says soil is needed to build the aquaculture building  ???
Which might have some odd interactions with TASC's terraforming, should you change a planet to a water world.
But nothing that can't be mitigated by use of console commands.

4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 08, 2023, 03:17:40 PM »
Is TASC compatible with "Lobster Proliferation" ? is it possible to make them compatible ?

5
Suggestions / Re: What should the Historian ramble about?
« on: August 06, 2023, 04:43:20 AM »
How commonplace is or was the paper industry in the sector ?

Paper is usually a low value per tonne product, but it relies upon interstellar trade to a very high extent, since it can only be made from products from a few planets. (cotton paper or wood-based paper, means a mostly-Terran planet would be the source ?

So how rare is the Historian's paper book ?

6
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 05, 2023, 09:30:39 AM »
Is there an equivalent command to the one in Nexerelin to change the owner of a planet ?

What I want to do is to populate a few more of the moons and planets, and give them to various factions.

There is not, though it'd be easy to add one. I'll add it to the todo list.

Any word on this ?

7
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 10:50:45 AM »
I had the thought to add some more random infodumps to the Historian's ramblings- what should they be about?

I have questions about the Luddic Church, and their use of technology for various things.
Would farm tractors be permissible under Luddic doctrine ? Manually driven ones, that is ?
Sewing machines or knitting machines for clothing ? Are those allowed ?
Are machine-made goods acceptable as long as the machine producing the goods is not an AI ?
What about metalworking ? Is a CNC lathe allowed ?

8
General Discussion / Re: Opinon needed on a system
« on: July 02, 2023, 09:03:08 AM »
a habitable world with soil, I'd put farming, light industry, high command, and maybe something like commerce, or tech-mining if the world has ruins.

mining worlds, ideally without atmosphere, to house mining, a high command, and possibly refining, fuel production, or heavy industry, depending on exact resources present.
Mining worlds often have the hot or very hot modifiers, so are great places for high commands with cryoarithmetic engines installed.

Only a couple things I've seen require plentiful resources and the industry items, which are if you're going to install orbital fusion lamps (10 volatiles) or hypershunt taps (10 transplutonics), or build cryorevival facilities (10 organics). And the placement of the coronal taps and cryosleepers might not be useful.

Other than those, it seems you can get by with less than perfect resource deposits.

9
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 02, 2023, 03:00:43 AM »
Which will go away (as will everything else frankly) if you get a bad seed and you start generating and refeeding AI content into your AIs. Which will happen especially if AI gets used more for general use.
You can solve this problem by having professionals curate the input. But having an army of field experts curating all your data in every field is not an effective solution

Saw a thing a few days back, which said that the AI art generators are running into a problem with how they're starting to pull AI-generated art into their sources, and it leads to worse results.

(by a thing i mean a screenshot of a twitter post, so since elon seems to have done something to screw twitter up, unlikely to be able to check if it was sourced or not. image below if you're curious)
Spoiler
[close]

Some talk of how this means it's harder to make new datasets, and how it gives a monopoly advantage to companies that already have existing models.


Apparently ChatGPT has a thing which allows users to upload text as well, which means deliberate or accidental feeding of AI-generated material into the AI model is going to happen there too.


With text though, there's also a copyright issue. Lots of books are public domain, but a lot of books are not, especially anything published after the mid 20th century or thereabouts. I remember a thing on google books mentioning this. So it's easier to make an AI model of Chaucer or Shakespeare or Austen than it is for a 20th century author. One does wonder if the lack of freely available text of modern language is behind some of the more egregious instances of data scraping.

10
General Discussion / Re: Storyline Feedback Thread [SPOILERS]
« on: July 01, 2023, 02:30:18 PM »
So I've noticed a couple things, and read about other things, which suggests there are storyline things available that I haven't triggered in my game.

The "Passage to Volturn" thing being one such thing. How is that triggered ?

Did also notice when I accidentally had devmode on, that there was a storyline starting from the planet Eventide.

I'm wondering if I have somehow broken the storyline links, as I visited the Luddic shrines, and stumbled across Sentinel randomly. So does this somehow lock up triggering other storylines ?

How are these storylines triggered ? What conditions do you need to fulfil to get them to start ?

Every planet I go to, I talk to everyone in the comms list, and always go to the bar, but these storylines haven't triggered.


The storylines I have triggered - the Luddic shrines, the Knight Errant, the Sentinel colony, I've enjoyed the writing and worldbuilding a lot.

11
They give you a lot of ore/food but since the unit value is  20 credits it's basically not worth to carry them around even with full logistical investment

Also, I agree with robepriority: food and ore are hardly worth the cargo space needed to haul them, even if you're getting them free by salvaging mining stations and orbital habitats.

But that would mean... leaving loot behind:o

Which offends my sensibilities as a long-time player of video games !  ;D

12
Mods / Re: [0.96a] Better Colonies 1.87
« on: June 29, 2023, 10:19:40 AM »
do the NPC worlds increase in size if they reach 100% growth ?


what i'm looking for, is a mod where planets grow in population, where i can create colonies, they have administrators etc, and i can make those new planets independent, so that eventually I can restore civilisation to all the ruined/decivilised planets across the sector.
Without necessarily including all the stuff that Nexerelin does.

13
I usually seem to end up with 3 Atlases, 2 Prometheuses, a Starliner, and one, maybe two, salvage rigs.

Rest of the fleet is the combat ships.

And I can still run out of cargo space after exploring and salvaging just a couple of star systems, if I find a derelict mining station or research outpost.  ???

14
which mod was it, that showed how much of the ruins remained to be exploited by tech-mining ?
I can remember it showing a % of how much of the ruins were yet to be thoroughly explored, and the chances of finding anything significant.

I don't remember if it was a small mod in itself, or if it was an aspect of a larger mod.

15
Blog Posts / Re: Narrative in 0.96 aka Movie Night With David
« on: June 29, 2023, 03:42:02 AM »
whereas planet killer weapons have the ability (somehow) to render a planet uninhabitable for centuries, millennia, or permanently. Blasting a large chunk of the planet's crust apart, or causing continent-sized quantities of dust to form a new atmospheric layer, or some other gross physical effect, that kills an entire biosphere beyond any chance of recovery.
Given the existence of the Opis Ring, you're underestimating the game's planet killers.

Opis was a "moon", wasn't it ? so whatever the planet-killer weapon does, it probably overkilled Opis, in order to shatter it into an asteroid belt ?

Point is, it's orders of magnitude greater than the destruction achievable by saturation bombing with AM fuel.


I would guess it would be worse than mere sat bombing, although apparently the planet killer leaves survivors behind in a ruined world while sat bombing wipes them all out (to prevent decivilization).

well, saturation bombing, kind of implies bombing the whole surface. Whereas a planet-killer there might be (a few) survivors on the opposite side of the planet to where the PK hits ?

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