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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Pokpaul

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1
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 07:19:03 PM »
JRE 8 and I got the crash as well.

2
Mods / Re: SMOL: The big mod manager & utility
« on: February 12, 2024, 07:53:08 AM »
This is great.

One thing it really helped me with is JRE 8, which I thought I had installed having followed instructions from the forum.

SMOL informed me I haz SMOL brain as I had two Java 7s under Game Settings, and no 8.

One click and SMOL fixed it for me.

3
Mods / Re: [0.95.1a] Nexerelin v0.10.6 "Lords of War" (update 2022-12-17)
« on: December 23, 2022, 02:56:25 PM »
Is this option relatively new, or did I somehow miss it for years?

 "invasionsOnlyAfterPlayerColony":

Anyway, I just wanted to mention I appreciate it, going to be setting it to true.

4
General Discussion / Re: What is your prefered piloted ship type?
« on: November 21, 2022, 12:43:54 PM »
The Brave Blade frigate from the Blade Breaker deserter start of Dassault-Mikoyan is stupid OP but also stupid fun.

5
Mods / Re: [0.95.1a] Unknown Skies v0.43 (2021/03/27)
« on: August 23, 2022, 12:50:06 PM »
Any reason pre-collapse military bases spawn only on habitable worlds? (OK, I see in condition_gen_data.csv they can spawn on irradiated, but I've yet to see it in-game)

It is just rather annoying that in order to get the bonus from the base it has to be located on your planet with the highest heavy industry production level, which means the one with a nanoforge, which means pollution on your habitable world with the base on it.

I assume I can change that by fiddling with the values for US_base in the condition_gen_data.csv if I wanted?

Or is there some way to make it so that having a base gets you the bonus, even if it isn't your highest producing heavy industry, so that you don't have to put a nanoforge there to get the bonus?


6
I was wondering if it was possible to modify the relationship hit depending on who initiated combat, i.e. if the other fleet pursues you and forces you to fight the relationship penalty would be less than if you did the same.

7
Is it possible to change the date when the AI starts colonizing?

8
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 11, 2021, 04:04:10 PM »
Zeta Sabazio

Just cause I'm still having trouble finding it and don't want to scroll over random systems all day what constellation is that in? lol

Sabazios constellation, north west of core. Also, if you go to intel, planets (2), select stars you can find it there.

9
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 11, 2021, 03:24:11 PM »
Funny how you can go from not knowing something existed to not being able to live without it.

10
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 11, 2021, 03:16:22 PM »
Zeta Sabazio

11
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 11, 2021, 10:58:49 AM »
Not core but find a better system for 0.95 if you can, 6 planets all useful. Also it turned out to be just in range of a cryosleeper.

1. Terran, +2 farm, -1 rare ore, +1 ore, +2 organics, low g, scattered ruins, decivilized subpop. Need the organics for cryo revival. 125% HR
2. Tundra, +1 farm, 0 ore, 0 organics, cold, scattered ruins, old space accelerator. No rare ore means soil nanites and farming goes here. 100% HR
3. Auric, 0 farm, +3 ore, 0 organics, hot, widespread ruins. We have lotsa ore. 100% HR
4. Arid, -1 farm, 0 ore, -1 volatiles, 0 organics, mild, hot. 75% HR
5. Gas giant, +1 volatiles, dense atmo, high g. Plasma dynamo goes here. 200% HR
6. Rocky ice, - ore, no atmo, cold. All of your industry is belong to us. 175% HR

You can put commerce and high commands on pretty much all 4 habitable planets for stupid wealth and impenetrable defense while collecting all resources (except rare ore) and having all industries with bonus items.

MN-4556767048874097196

with adjusted sector and unknown skies



12
General Discussion / Re: Removing decivilized subpopulation
« on: April 08, 2021, 01:49:08 PM »
Or maybe yet another story point sink? Civilize the natives, lose the hit and keep the growth?

13
General Discussion / Removing decivilized subpopulation
« on: April 08, 2021, 11:55:12 AM »
 So creating and then abandoning a colony doesn't remove the devicilized subpopulation anymore, is there any way to do it?

14
General Discussion / Re: Derelict Contingent
« on: April 03, 2021, 02:01:28 PM »
Maybe the skill could mean making the best of a bad situation, based on the d-mod?

Armor's compromised? You can be more manoeuverable.
Storage is compromised? We sealed it off with more armor.
Erratic fuel injector? We can use that to give us a combat speed boost.

That kind of thing.

15
General Discussion / Re: Need advice on colonies. Are they worth it?
« on: April 03, 2021, 01:44:54 PM »
I used to make nice with the pirates because of getting tired of whack-a-mole with how fast new bases popped up. That situation has been somewhat addressed in 0.95a from what I can tell, don't get bothered anywhere near as much.

The issue I found with being non-hostile to the pirates was that they could still raid your system, but your patrols wouldn't fight them. Sure, they'll leave you alone, but those merchant convoys coming for a visit? Not so much, and now your patrols won't help them.

Economic disruption seems to be more prevalent now in 0.95, so I'm wondering about that trade-off, and be curious to hear anyone's experiences.

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