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1
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 06, 2020, 09:31:54 AM »
One minor problem though: unlike most fleets from your faction, the couriers don't seem to recognize you when your transponder is off. I was idling near a destination planet and noticed the courier fleet basically making wide circles around it, and when I moused over, it said that it was running from my fleet. I had to turn the transponder on for it to finish the delivery.

This is not a problem exclusive to this mod or related to this mod, every trader fleet (being from another faction or from your faction) will have this issue. I've had happen this since forever, way before installing Industrial Evolution.

2
Mods / Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« on: October 05, 2020, 07:17:01 PM »
Reporting a minor spelling error during the message pop up from the Intelligence Command Center when it finds a hidden base.

Spoiler


Besides the obvious, i think it's more appropriate to use "in the" instead of "in", since that's how the game refers to a system usually.
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3
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 05, 2020, 12:51:47 PM »
I won't comment on all of these - it's just too much :)
Thank you for the comments on how you feel about the features. I read all stuff here, even if I don't comment on it, and adjust upcoming or past things with the general opinion in mind, so it's appreciated.
Just some notes on a few things that stood out to me:
Military/Interstellar Relays:
Sorry you feel misled. It was not my intention, and I think I might have been unclear on some points - Codewise, all fleets are the same. Detachment or Picket, no matter. However - and that's where you are right - spawn rate is not affected by the relay. It's something I'm thinking on, and it might get shoved into the interstellar relay at some point, as long as it doesn't exceed a certain limit.

Centralization Bureau:
We got a notorious min-maxer on the discord who loves this thing to death cause it's effectively OP if you set up your colonies correctly - but yeah, it's not everyone's cup of tea.

Embassy:
This is hilarious to me - I was told, just yesterday, that embassies are useless and I should rework them. I got the feeling they might be in a good place :P

Privateer Base:
I'll add a toggle, good point - especially with RE.

Requisitions Center:
Give the AI core effects another look - I think you might be missing the point of the building. This can, if properly applied, source super rare faction weaponry for you.

Engineering Hub:
I'd call that a case of "doesn't fit your style". It's to supplement specific blueprint acquisition, but it was never meant to replace the other ways to get them - unless you desire that.

Courier Port:
I thank you for the feedback - but really can't relate to that. The setup is as streamlined as it can ever be in Starsectors limited GUI modding options, and it's rather straightforward, even, for something as complicated as this. I will concede, however, that the system currently has teething issues due to weird bugs - which are on their way to get squashed.

Regarding the Derelicts - you are missing out, in my opinion - but I have already heard that some people do not consider them worth it, since they require a departure from the usual colony game. They might not be for you, but it doesn't detract from the fact that they are rad af :P
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Thanks for the lengthy reply, i'd like to add to my some final notes:

Bottom Line
Military/Interstellar Relays:
It's ok, i don't say that i was lied to with bitterness, it was more stating a fact that i should've cleared this issue on my own and see for myself how the effect handled. The Relays still gives an amazing bonus still and fast pickets can get the size of the average patrol in a vanilla game, while detachments from a High Command can become truly massive.

Centralization Bureau:
The building fits a playstyle that i am generally not used to, which is stacking a system with a certain industry. The only difference i have is that i diversify on each system instead of focusing. Never tried to imply it was bad or anything, just low priority on my list.

Embassy:
The argument stands if you only have a single embassy and the faction you want to pacify is on an alliance with someone else that hates you, in that scenario it is useless, but i mean... c'mon now... it's obviously not the fault of the embassy in that case. However, it is a certainty that just one is not gonna cut it if you want "absolute peace". Also that person might just be unlucky and the faction he wants to pacify wages war on him before reaching the neutral level, in which is case it is also not the fault of the embassy.

Privateer Base:
I'd also like to request a toggle for the "your privateers could not find a place to raid" type of message, since it can get a bit annoying to see this every month, like "ok, i get it guys, you are bloodthirsty and even thought i am paying you with all the booze and women you could ever ask for, you still itch, i don't need to be reminded of your weird kinks each month."

Requisitions Center:
I'm not denying that it is a potential source for rare weapons and that each AI core gives it a effect that changes this (and even more if you mix it with an embassy) it's mostly that by the time i build one i'm pretty much mostly overprepared with lots of money and a fleet to sport. The prebuilt one is useful thought.

Engineering Hub:
It's the case that i have many other options that i'd rather try and the Engineer looks the more cumbersome one by comparison. The building actually works best when you are in a commission/governorship/alliance as you can have free reign on their rare ships that you can't find on the Prism Freeport.

Courier Port:
I congratulate you on trying something entirely new, really, and i understand this was done as best as possible, i really do understand this was not half assed or anything and it is not my intention to discourage you from continuing working on this idea further, for all that it's worth, your ability is not being put into question, but i don't like it.

Derelicts:
I don't consider them a departure of my usual game simply because i don't know what they do, the mystery is still there and eventually i plan to tackle it. It's just that each system i capture isa meticulous and time consuming process of tailoring it into self sufficiency so i can properly grant it autonomy with a clear conscience. It's not that I'm actively avoiding them cuz i think they're bad, it's just that the "colonize that system with the weird industry" task is on a queue. I'm sure i'm missing out, and i will continue to miss out for the time being. But i won't lie that the mystery on itself is an incentive and so far i only have hints with the forge-blueprint thingys. It's not something i intend to be spoiled on, since that's part of the design for the mod.
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4
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 05, 2020, 10:31:20 AM »
Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.
I definitely didn't start this run without 1.8. I might have updated to 1.8.b after starting, but unless my memory fails me, the chances of that are low.
It's a problem I alone seem to have, though, so I'm in no rush to fix it. I think I'll just throw the useless BPs into a star and use the console to replace them with appropriately-sized ones that work.

The jump from 1.8.a to 1.8.b should cause no issues (i haven't seen any on my end) so we can assume it's not that. Since you decided on a more practical approach i guess that's that. There's a lot of experimentation you can do in case you are curious as to what mod is causing your problems.

Remember, it's always best to see the results for yourself instead of being told inaccuracies.

5
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 05, 2020, 09:35:38 AM »
I think it would help if you let us know what you're trying to put in specifically.
Image
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As you can see, it's accepting literally nothing EXCEPT the Tarsus BP I just added using console, which is extra weird because it's right next to a Tarsus BP I found while exploring.
I assume that the now-discontinued Common Drops mod I still had on for some reason messes with loot generation somehow.
It's probably my own fault for carelessly turning on NINETY FIVE(95) mods. The game's barely Starsector anymore. It's a wonder it doesn't crash every time I hop into hyperspace, so I guess clashes like this are to be expected.

That is indeed strange, if you have your supply storage and this is the planet with the Engineer Hub and even then it's still not taking your ship blueprints then something odd happened...

Sorry i can't help you much on this one except just confirming you that it does work as intended on my end. Never used "Common Drops" so idk what it does or if it indeed is the root of the conflict.

Just to confirm, i assume you didn't install Industrial Evolution mid playthrough, cuz i have seen that causing it's own fair share of issues. If so, then considering running a quick experiment on a new save with console commands to check if the problem persists.

6
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 04, 2020, 09:35:19 PM »
I built an Engineering Hub and dismantled a few Pomeranians(from ED Shipyards) to get 100%, but I can't place anything in my Industrial Supply Store. It just says "Can not be stored here." in red text for everything, blueprints included.
DarkOmegaMK2 seems to have had no issues trying out the Engineering Hub, so I'm guessing it's a problem on my end?

I did in fact have no issues or bugs with it, I'm not sure what kind of ship the Pomeranian is, but what i do know is that you gotta place a blueprint of the same size as the ship in question in the industrial storage so that it gets overwritten. Just for the record, if you happen to be using Tiandong, the retrofit blueprints won't work as far as i know. You may also be trying to use the blueprint-things that you can sometimes find that i think are supposed to be used on the derelict industries. (i forgot the name of those, but they are NOT blueprints.)

In short, if for some reason it's not taking your blueprints in, then something's up on your end. I think it would help if you let us know what you're trying to put in specifically.

7
Mods / Re: [0.9.1a] Industrial.Evolution 1.8.b - Colony content expansion
« on: October 04, 2020, 06:07:12 PM »
I'll make a review for each of the new buildings that I've used.

Please, do keep in mind that not everything said in here is nice and even thought it may come off as rude, it is not in my interest to make people angry or to beat down specific ideas. I want to provide as objective of a feedback as i can from a perspective of a player that uses this buildings regularly as i see them. To the reader: feel free to skip ahead if you're easily offended, this is not for you.

Spoiler
Variably Assembler/Manufactory:
Very good buildings, the incentive of finding new stuff while exploring ruins is great and these buildings are either a good filler for a free spot or a good industry in it's own right respectively. The only downside is that since chips are found in ruins, i can take a while to get some of the rare ones or it is possible to not get a rare one at all, still the common ones are good enough. 9/10

Commodity Forge:
I don't really use this since i don't like the idea of destroying my chips for extra resources. Resources come and go all the time, but production chips are unique. Never really been in a situation where i DESPERATELY need lots of a specific resource in a quick influx that i can't get any other way and just blowing up my chips for no reason is silly, even if i have 20 of the each. NA/10

Military/Interstellar Relays:
Perfect, great, would be broken but you still have to devote a colony slot to it on each colony you want this to take effect, and colony slots with this mod installed are precious. Keep in mind that, contrary to what i was told before, this WILL NOT make your patrol hq suddenly sport detachments and these same buildings are still limited by their number of patrols they can field, so it is not a replacement for high commands at all. (yeah, i was basically lied to, but whatever.)

The one weird thing about this is that 2-3 systems later, the tooltip will struggle to tell you which planet originates the bonus as they all start giving seemingly random sources. 10/10

Centralization Bureau:
The effect is cool and desirable in certain scenarios but the way i have set things up is a building that i don't use, simply because i run out of space and this is a low priority building in my list. But i can see someone else taking advantage of it. As a bit of trivia, this does not increase the yield for Volturnian Lobster in Volturn. (i've tried) 8/10

Salvage Yards:
I've used this for a long time in conflict rich systems and i just don't see it's purpose... It takes up an industry slot, it's dependent on war, but unlike the Privateer Base, it's a very minimal benefit and in one instance it made a "ghost colony" on my colony list. There's better industry out there and this is low priority. 6/10

Supercomputer:
Wonderful, you just pop ai cores and your system generates more cash, AWESOME. To get the most out of it thought you still gotta sacrifice Alphas, but Betas and Gammas still give a benefit and long term the monetary benefit is way bigger compared to selling them to another faction. 9/10

Embassy:
These are good, almost to the point that they are broken. If you build several embassies and put a representative from half of the factions that you are into conflict with, you basically are inmune to wars and get free roam to develop. The downside is that you are not in any wars, so you're Privateer Base becomes idle. This is the one building that i think needs a nerf. 8/10

Senate:
Indispensable on every system, thought not all edicts are useful. I'll make a separate window to review each edict:
Spoiler
Forced Labour: I don't understand why would you ever want to reduce your colony growth and stability for mere upkeep, if you can't afford the upkeep of your planet you have worse problems that this won't resolve.
Forced Relocation: Seems useful, but the system wide unrest is a very harsh punishment. I'd rather use Growth Reinvestment instead.
Industrial Incentives: Depending on what industries you have, it can be worthwhile to opt for this edict, more resources is always better.
Labour Restrictions: Can have it's uses if you have a colony dedicated to military only or you desperately need stability.
Growth Reinvestment: The best edict BY A MILE, this will make sure that the colony is always full on growth investments... as long as it's generating some profit. Saves a lot of micromanagement once your empire gets bigger.
Subpopulation Cleansing: Never used it because Boggled's Military Police Headquarters are a thing and it doesn't cause massive unrest either, pretty bad edict but your only choice if you don't have Boggled's terraforming mod.
Wartime Lockdown: If you don't have enough patrols on your system and IF you don't have enough military budget and/or credits for a Defense Fleet (Nex) then i guess this would be useful.
Customs Control: I don't use it but it can bump your main colony with a huge access bonus in exchange for some minor penalty on the rest. Useful and relatively harmless.
Hard Deadlines: It is beyond me how is it considered worth it to sacrifice your ship quality for anything, really. Go for industrial Incentives if you want extra output.
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Even with all it's imperfections, it is a MUST HAVE on every system for Growth Reinvestment alone.
10/10

Restoration Docks:
You only really need one, ever. but it can save you a lot of cash if you're struggling with it. Once you're empire is set and money start coming in it becomes less important, but it's always there and it doesn't take an industry slot and you only need one ever, so it's good. 8/10

Privateer Base:
Very important to have and it enables "raiding" for your faction. My only gripe with it is that i wish the blueprints it got from a faction were completely randomized instead of the current "randomized between blueprints you don't have", which is how vanilla does it, don't get me wrong but it would be nice to have the ability to change it. In the best case scenario i wish it was somehow tied to Nex's:
Code
"nex_raidBPOnlyUnlearned":false,
But i understand that's wishful thinking. 9/10

Academy:
It is perfect if you don't use Better Colonies. With it, it's just "almost perfect" due to how that mod changes the tiers. Tiers one and three from that mod become somewhat useless. Also it's effect of increasing the chances of spawning more officers and admins just doesn't work with that mod on the way as the spawn will become the same as with any other planet without an academy. Either way, it is a very valuable building to have. 10/10 alone, 8/10 with Better Colonies

Requisitions Center:
I rarely use it, but if you want more weapons it's an ok stock to browse, although it is a very small stock. It's good for flavor and you only really need one, ever. 7/10

Engineering Hub:
This is a MASSIVELY GREAT building on paper. I can see what this wants me to do, you either scavenge ships of buy them through alliance/commission, you reverse engineer and BOOM profit, right? Unfortunately it is not as hassle free; you need several of that ship to get the desirable result, which is understandable, but you also need a blueprint of the same size to overwrite, this is tricky because in a lot of cases you are better off selling said blueprint at the Prism Freeport and since Privateers can only bring blueprints you don't know you are better off just learning those instead of overwriting. I've tried this thinking that i could just research some super rare ship until i realize it's just better to wait for my privateer to bring it to me or just raid it myself. This only works if you're a pacifist or don't want the Privateers Base or the Prism Freeport, but in that case you are giving up a lot of mechanics just for one building. 6/10

Courier Port:
AWFUL! The mod pushes the idea of "immersion" by giving you the ability to micromanage your deliveries. I understand that the menu was done as best as it could've possibly been made, but it is NOT ENOUGH; It is janky and awkward to set up a delivery correctly. It needs to go back to the drawing board as it is undone. So far, the best feature this building provides is that i can turn it and it's functionalities off. The only real positive of this is that at least it's trying something new. 3/10

What about the derelict industries?
I can't comment on those because i haven't used them, it's not that i think they are bad, but resources and location are more important factors in my decision making. It would have to be a GODLIKE bonus for me to consider setting up on a crappy system just because of one industry. Maybe it is a GODLIKE bonus in those industries and i'll never know... Eh NA/10

Conclusion:
Overall, the mod is great and it gives you plenty of tools to shape your empire however you want and the fact that some mods implement some of these buildings really speaks of it's impact in the community. I was skeptical at first when using it, having too many buildings cluttering your list, but now i really like it.

Thanks for reading all this and sorry it wasn't all "pleasantries". I tried to give as objective of a review as i could on the way i use these this mod. But since i'm not being nice i guess this will be ignored into oblivion... oh well. I guess i can wait until people quote the negatives just to tell me how much of a mad care bear i am.
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8
you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materials
They start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.

I think the root of the problem and why colony AI seems like it's doing nothing is that new colonies, or AI colonies in general are either very slow or don't grow at all in market size, their new colonies are made and will stay at level 3-4 forever.

Not implying that this on itself is a problem, just mentioning that this might be the root cause as to why people perceive that the colony AI might be bad.

9
Mods / Re: [0.9.1a] Scy V1.61RC2 (2020/09/19)
« on: October 03, 2020, 10:34:34 PM »
I was playing around with the faction and at some point noticed they almost always have lots of officers and they are almost all lvl 20, then checked one of their colonies and also saw they have max fleet size and max quality, so basically max EVERYTHING. i checked their doctrine in the "world/faction/SCY.faction" file and found this:

Spoiler
        "officerQuality":8,
        "shipQuality":9,
        "numShips":5,
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This doesn't seem right... I just wanna confirm if this is intended or not.

10
I came to this thread expecting a half baked, sloppily put together set of sprites from the original game, but then i actually look at the ships damn dude, you really went above and beyond for this to set it up properly.

You should consider adding "The Rebels" as a pirate-style faction someday.

11
Mods / Re: [0.9.1a] ScalarTech Solutions 0.3 - More botes? More botes!
« on: September 18, 2020, 03:31:28 PM »
I got this mod with the sole intent of having a mock faction to smash into pieces, but after seeing their diplomacy traits, they actually make the best possible allies i could ever ask for... it's not fair.  :(

12
I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus  (the forum says it is up to date for only as far as .81a)

There are updated "test" versions in the Discord.

13
I don't think the Privateer's Base needs changes or improvements, it already does SO MUCH for you that it NEEDS to have some drawbacks.

14
I guess i didn't test them enough that one time i tried. I'll give them another go next time.

Wait till ind.evo update if so. Currently relays are bugged. Also, next update is not save compatible. Reason why I don't play SS for some time.

Also, note next:

patrol HQ < patrol HQ + relay < Hight Command < Hight command + relay(in case this is not a largest hight command you have)

Also, military base + relay are pointless and should be upgraded to HC, as it consume industry slot and obviously inferior to HC.

Right, thanks for the heads up.

Quote
it'll still produce just fast pickets.
Nope - the name depends on the fleet size. Fast pickets, patrols and detachments are the same codewise - even a patrol HQ can produce detachments with sufficient fleet size.

Oohh... Now that's interesting, i think this is something that should be included in the FAQ, since sites like the starsector wiki, for example, give the impression that all three types of patrols are completely different.

15
Quote
Does the end result mean that military base and Patrol HQ will spawn patrols similar to the one with the high command?

Correct. At least in fleet size.

Quote
it'll still produce just fast pickets.

Not sure, if it would be just a fast pickets, or real detachments, but even if it is just pickets, those "fast pickets" would be the hell strong. And those values definitely are in account for autoresolve battles without player in system. So yeah, that would have almost the same contribution to overall system fleet strength, as HQ would do. Helps in outmatching invasion fleets in space.

Also interstellar relays would give fleet size compared to largest in relay network, which mean that small undeveloped planet size 3 in a distant system could have almost a same fleets as your capitol market of size 10!

I guess i didn't test them enough that one time i tried. I'll give them another go next time.

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