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Messages - Reshy

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16
Mods / Re: [0.95.1a] Radiant Prototype
« on: December 05, 2022, 07:35:22 AM »
Alright, I wasn't sure if that was intended behavior or not.

17
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: December 05, 2022, 01:58:22 AM »
Minor request, but could any of the Aurora Federation's ships be added to the reverse engineering list from Industrial Evolution?  Would be nice to have a more reliable source of the ships other than hoping they show up for sale or getting the very rare blueprint drop.

18
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: December 05, 2022, 01:23:00 AM »
Here's some example of weird colonization oversights in my current playthrough:



Seems like they eventually did recolonize some of them, but there's still a lot of decivilized worlds from frequent invasions that weren't ever reclaimed.  Maybe they're too marginal even if they're habitable?  Not sure.  I did scoop up a couple of the ones that were decivlized (like Diable Avionic's Silvie, a class V)


Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times?  Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it.  No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).

Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction.  It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate.  Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.

Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone.  Realistically, it should have a more gradual curve.  Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all.  It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement. 

19
Mods / Re: [0.9.5a] Hiigaran Descendants v2.0.4/v5
« on: December 05, 2022, 12:49:19 AM »
Is it not possible to get blueprints for Hiigaran weapons?  I noticed they're almost impossible to get in bulk, so the only way to get them is from the pirate production contracts.

20
Suggestions / Going to war over transponders
« on: December 04, 2022, 11:25:39 PM »
This is something I've noticed the game does this, but especially for long duration games where you become the dominant power smaller factions are more than willing to go to war over your transponders, even if it gets them nuked off the face of the sector.  To me, that seems a bit silly that a faction will risk complete annihilation over something akin to not having a license plate.  Note that the AI also only cares about transponders when the player does it, and not when any other fleet from any other faction does it.  It's really weird and jarring, doubly so when you have commission and it still happens with the commissioned faction.  There needs to be some exceptions to when fleets won't bother with the transponders:  You've Diplomatic Immunity (established faction with X many colonies/pop), You're working for that faction (Undercover FBI now *** off), you have good reputation with them so they'll look the other way, and of course "Ask me about my transponders and die" for pickets threatening much larger and well equipped fleets they're not able to escape from much less fight rather than doing something sensible like maintaining contact for other better equipped fleets to deal with.  I guess the option to also pay off officials to look the other way for transponders would be appreciated. 

21
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 04, 2022, 10:33:25 PM »
Minor bug, but the game seems to consider autonomous colonies as part of another faction rather than your own so you cannot create Astropolis around them.


Dunno if this is something that can be changed, but if a modded space station is abandons it loses all it's traits if you attempt to rehabilitate it again, this includes things like Resource Deposits for more mining-style stations.  There any way to fix that?


Stations created using TASC should re-populate their resource deposits (if they have any) upon recolonization. Stations with deposits created by other mods will not do so unless I add support for them - what mod and what station did you notice this issue with?

Following Factions have special stations with traits or other special structures on them:  Diable Avionics, Junkyard Dogs, Neutrino Corp's Nostalgia Edition, Outer Rim Alliance, Star Federation, Interstellar Imperium.  I do wonder if it might be easier to just make it so that if a station decivilizes it instead turns Independent, Luddic Path, or Pirate.

22
Mods / Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
« on: December 04, 2022, 11:14:04 AM »
If the captain is an AI core (or if the ship is an autonomous ship, next version) it already uses a limited set of characters*. Although, well, the only one that I know to be really 'robotic' is the robotic character.

*controlled by data/config/chatter/character_factions.csv, if the character has a '1' in the ai column it can be used for AI captains

Ah, it must not be applying to autonomous ships that lack an AI core installed.  Makes sense to me.

23
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 04, 2022, 03:03:13 AM »
I have a suggestion, but might it be worth considering making a quest line similar to the Red Planet to unlock the terraforming technologies?

24
This might be a bug, but I noticed that the Super Computer seems to munch through AI cores far too quickly.  Gave it a stack of 20 Beta Cores and they've already been gone through not too long later.  Is it just treating all cores as gamma cores in terms of longevity?


EDIT:  Another bug, but your autonomous colonies don't automatically grant access to the Requisitions Center like they do for storage.

Also a minor suggestion, but I think CHAMELEON should give a bonus to stability based off it's flavor and to encourage you to keep it around even after the Decivilized Population or Rogue AI has been eliminated.

25
Mods / Re: [0.95.1a] Arkships V1.4
« on: December 04, 2022, 02:06:46 AM »
One thing I don't like about how the arkship operates is that you're paying a flat 50k per month for supplies and fuel, but you also have to pay for the fuel and supplies it collects.  My suggestion would be to make them storage rather than resource stockpiles, else there's not much reason to have it need an upkeep cost on top that's so large.

26
Mods / Re: [0.95.1a] Outer Rim Alliance v0.94rc2 (2022/02/27)
« on: December 04, 2022, 02:01:33 AM »
Minor suggestion, but I think the "Jade" planet should, based off it's description, have the "Meteor Impacts" trait assigned to it.

27
Mods / Re: [0.95.1a] Fleet Size By DP
« on: December 02, 2022, 07:44:57 PM »
I think the scaling for being over the DP allowance should be tweaked slightly.  I noticed if you're say 2DP over it's a 20% penalty, but if you're like 50 it's maybe like 30%.  Should probably be the other way around I think, starting off negligible and ramping up.

28
Mods / Re: [0.95.1a] Combat Chatter v1.12 (update 2022-06-25)
« on: December 02, 2022, 07:29:55 PM »
Just a more of a roleplay sort of thing, but I noticed the ships give different response based if they're civilian or not, is it possible to give Autonomous ships their own specific more robotic sort of lines for that more immersive flavor?

29
Suggestions / SQUIRREL AI and other pathfinding issues
« on: December 02, 2022, 06:59:25 PM »
So, a major issue I have noticed with the game's default AI behavior is the prioritizing of chasing around itty bitty frigates to the far corners of the map instead of focusing on engaging the main body of the enemy forces, giving the AI ships what I call "SQUIRREL" moments where it's distracted by some sort of minor feature that's not really a threat over a main body that is a threat.  The other issue is that the AI tends to stack on top of itself rather than spreading itself out more strategically.  The ships first try to get into engagement range for the shortest path, even if there's a larger ship in front rather than pathfinding to the nearest open "spot" for a firing line.  Another observation I have made but when equipped with long range weapons exclusively a ship will remain far away, but if equipped with any point defenses the ship will try to get the point defenses into the range of the targeted ship even if they're on the rear arc and cannot possibly hit the targeted ship.

30
Modding / Re: [0.95a] Truly Automated Ships v1.2.2
« on: December 01, 2022, 06:29:48 PM »
Suggestion for this, but I think it might be worth considering making the cost penalty instead of being Maintenance cost being instead Recovery cost (and CR per deployment maybe).  You can swap in and out the AI cores at will, so you realistically should only be paying the cost when the fleet sees actual combat, so there being say a 25% increased recovery cost for gamma'd ships, a 75% increase for beta'd ships, and a 225% increase for alpha'd ships might be worth considering (Gamma should be worth a bit less since Support Doctrine exists).  Could also maybe slightly increase the CR cost per deployment for beta and alpha cores, like +50% CR spent for Beta and +100% for Alpha.  That'd make the AI ships have less overhead, but be much less reliable for long drawn out fights.

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