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Messages - boggled

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541
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: November 02, 2021, 06:59:35 AM »
boggled,

is this
Code
   #Controls how long terraforming takes (in days)
   "boggledTerraformingTime":400,
changeable mid-save? I had already terraformed a planet to Terran, but since it's super close to the star I feel cheaty with "mild climate", and wanted to quickly change the planet to a "hot" jungle w/ solar shades. But when I modified the aforementioned value to 2 days it didn't work?

It should be possible to change it mid-save. Deconstruct the Genelab and rebuild it, then try again. You can use the fastbuild and addcredits console commands to do this instantly. If that doesn't work, let me know and I'll look into fixing it for the next patch.

542
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 31, 2021, 05:36:48 PM »
Been using the mod for ages. I really like it. Came back from a long hiatous and downloaded the newes version of the mod.
I seem to remember there being more planet type terraforming options in the earlier versions, like terran eccentric worlds for example.
Did that get removed, or am i remembering wrong?


Yes, the current version allows terraforming to Paradise worlds only with default settings. You can get the other options back by editing the settings file.

I know the new system has been unpopular with many players and I'm working on (another) revamp of the terraforming system for the next patch that will make it more similar to the older one!

543
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 24, 2021, 08:46:00 AM »
It might actually be fun to have something more interesting than a Conquest in some future version. Maybe an Atlas or Apogee as designated colony ship? It could reduce amount of machinery and supplies required for colonisation or/and carry spare parts for Domed Cities to quickly assemble them in process of colonisation.

I considered implementing a special construction ship that would be required to build stations, gates, etc. I decided to cut it because it didn't really add anything interesting to the gameplay. It also clogged up ship markets by taking up slots, which would be annoying since the player would likely only need to buy one or two throughout an entire playthrough.

544
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 24, 2021, 06:29:40 AM »
hey,
first off big love for this mod.

2nd how can I get to the lobster quest & can you still obtain the Conquest?

I'm glad you're enjoying the mod!

The lobster quest and the unique Conquest have been removed in the latest version due to new content in the main game.

545
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 21, 2021, 02:25:25 PM »
Can I ask for an ETA for the update? I'll probably start a new game when it hits regardless of whether it's save-compatible or not, and it'd help knowing when to expect it.

I'm hoping to release it sometime in late November or early December, but it depends on how busy I am with work and other obligations. Sorry I can't be more specific than that!

It definitely won't be save compatible though.

546
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 18, 2021, 04:03:54 PM »
The only downside is that it makes trying to jump out of the system extremely annoying without accidentally docking at the station instead.

Good point. That's probably a good enough reason to prevent this from being done, since the workaround to transit the jump point can be awkward.

Edit: apologies for the gigantic image, I have no idea how to make it smaller

This is really helpful. When I said the station would drift over time, I was thinking of an asteroid belt. If the station is built on top of a jump point that has an asteroid field around it as depicted in your screenshot, it will stay on top of the jump point indefinitely.

I'll add this to the list of things to address in my next patch. Thanks for brining it to my attention!

I haven't actually used Cramped Quarters myself, but I assume it also applies a hazard modifier, although I haven't been able to find its definition in the mod files to confirm that and it's not mentioned in the config comments, so maybe not.  Perhaps add that as an option in a future version if it isn't already there?

There's a settings option to adjust the base hazard of stations, but it's separate from Cramped Quarters. Below is the section that controls it:

#Configures the base hazard rating for stations by offsetting the base hazard of 100 by the value the player inputs.
#Negative values can be used to decrease hazard.
"boggledStationHazardRatingModifier":0,

547
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 17, 2021, 02:30:40 PM »
Thank you for making this mod, and for spending the last 2 years supporting it! I have only used this for my last 2 playthroughs but already I am in love with it. I don't know what I'd do without Astropolis and Siphon stations and use them everywhere. Siphon stations in particular have consistently been the wealthiest and fastest-growing colonies I've been able to make with an otherwise mostly vanilla game. I wouldn't say that it's overpowered, but they certainly have a few advantages over traditional colonies which make them very strong with a number of colony items. In particular:

Synchrotron Core: stations don't count as having an atmosphere, so can be used
Nanoforge: stations don't count as habitable, so they don't have a polluting effect
Plasma Dynamo: siphon stations count as being on a gas giant, so this is super effective on siphon stations
Catalytic Core: same as Synchrotron core, stations don't have an atmosphere

The thing that makes stations so profitable is their inherent 100% hazard rating. Finding a good Uninhabitable, No-Atmosphere planet to use nanoforges and other items comes with tradeoffs depending on the hazard rating and where it is in relation to other colonies. But being able to poop out an immensely profitable station with great 100% hazard rating in any system I want makes colonizing Barren/no atmosphere worlds much less useful. I don't know if the effect is strong enough to count as unbalanced but making a Siphon station produce 3-400,000 credits a month is, if nothing else, very straightforward and not as RNG-dependent as finding a suitably low-hazard world to colonize.

I think building a station should be way more materials-intensive, especially given how profitable they are. I get that the resources required to make a station are proportional to founding a planetary colony, but the planetary colony would have tons of raw materials on the planet itself to bootstrap with whereas every kilo of material that goes into building the station has to be shipped there. 1000 metals and 250 transplutonics is chump change! I think players should either be required to provide 10x as much metals and transplutonics to build the station in the first place and/or that stations should have a constant demand for these items which grows as it grows.

Stations can definitely produce a lot of income, but by the time stations can be used to generate lots of money, the player will already be high level and very rich, and have lots of options for making money quickly. They're not something that can be exploited early on to get money easily.

Also, it's not beneficial for the player to only use stations - they still need food and Domain-era artifacts from planetary markets. Overall, I think station balance is in a good place because it makes sense to build some of them, but they're not strictly better than planetary markets and the player needs to already be rich and powerful to exploit them to the maximum extent with special items.

On a completely unrelated note, I figured out that it's possible to build mining stations directly on top of a hyperspace entry/exit point if the hyperspace entry point has an asteroid field around it. If you have a size 6 mining station with a star fortress on top of a hyperspace entry point, every hostile fleet is basically instantly destroyed when they warp into the system. The effect only happens if you're physically present in the system, but since the star fortress is right on top of the entry point every hostile fleet is immediately forced into combat with it and any fleets around the colony. I colonized a nebula with a single hyperspace entry point and if I'm in the system it cannot be invaded or raided by anyone. Is this intentional? Because it certainly is hilarious!

I wasn't previously aware of this interaction! It doesn't seem all that imbalanced since a huge Nex invasion fleet should still be able to defeat it without player intervention.

Have you tested this on a long time scale? Theoretically the player shouldn't be able to line up the station's orbit perfectly with the jump point, and over several months it should drift away.

I could prevent this from occurring by blocking construction on top of jump points, but it seems pretty realistic to build fortifications/settlements at choke points and try to leverage that.

548
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 13, 2021, 03:06:24 PM »
Honestly I find new system better. With finding a way to reduce negative effects rather than magically turning any bad rock into a good one. Though a gradual terraforming might be interesting.

I'm not going to completely scrap the new buildings and the suppression mechanic - rather, I'm going to change the planetary type transformation system to make it more intuitive and offer options that don't feel like console commands. This will be my third iteration of the system and hopefully I'll get it right this time!

Structures with cost-benefit only run afoul of my liking because of the 12 structure limit. Otherwise it's an ideal system. Boggled, consider recommending Grand Colonies alongside this to remedy. I agree with Farya, I played in the .91a with your TASC and the current less-powerful system is more well suited to the game, but having say, Domes and Reflectors and CHAMELEON and a Gene Lab (since I've now spent all that money on getting the hazard down enough to make it worth it) and... now I have no room for the Light Industry and Commerce I wanted on the system in the first place, if I'm keeping Heavy Batteries as well as a Patrol HQ...

I'm not going to implement a structure cap increase in this mod. It would introduce compatibility problems with other mods, and the cap is important for balance and gameplay reasons.

In the lore, Eridani-Utopia had plans to terraform Ogygia, a barren-bombarded world in the Penelope's Star system. It's definitely not magic, it would just be a long and arduous process that would require a lot of investment and tech.
You would need swarms of drones towing nitrogen and water-ice for the atmosphere and hydrosphere, massive facilities converting water or regolith into oxygen, shades and/or mirrors ready to heat or cool the planet as needed for the terraforming process, genetically engineered organisms that would set the stage for terran ecosystems, and, assuming the planet has a weak or no magnetosphere, a magnetic shield to protect it from solar wind.

Yeah, the new system will almost certainly allow terraforming of planets like Ogygia with default settings - it will just take longer and cost more than terraforming planets that are closer to Earth-like from the start.

549
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 12, 2021, 02:50:18 PM »
Good day. I really like the mod, I have been using it since the time when there were two more mods, although it seems to me that past iterations offered a little more opportunities (for example, building a gate).

Are there any plans to further develop the mod? For example, introduce new terraforming capabilities? Or buildings / technologies?

To give an example - every new session I equip the penylope system. Very close to the center - a great opportunity for trade + habitable space (the possibility of hiring officers, administrators, the ability to receive tasks for research, etc.). But each time in the penylope there is only one planet suitable for full terrafroming, which can be turned into a paradise with the help of EUTECK.

I would also like to terraform planets unsuitable for life - for example, in several stages - at the first add the atmosphere to the planet (melting ice or delivery of gas mixtures from gas fogs + atmospheric processors), at the second stage add water (also delivery of ice from cryoplanets or ice asteroids) , at the third stage - the fight against negative planetary properties (intense heat, tectonic activity, etc.), at the fourth (final) adding a mild climate.

Yes, I know about the possibilities of terraforming that can be enabled using the settings, but they, as it is written in the description, are a little cheating and uninteresting.

I have several suggestions to consider, maybe they will spark a discussion:
1 What about the parts of the gates in the domain ships that need to be transported to build the gates - logically, these ships should not only explore unpopulated systems, but also make a short way to it when they find an extremely useful system (this is just a guess)? Or a unique quest to acquire a gate on the black market? Or transporting a gateway to its inhabited system?
2 There is a long debate about terraforming, but the ability to transform lifeless worlds into habitable ones is a very pleasant opportunity. Here you can just fantasize ad infinitum. Melting ice, groups of drones for ice asteroids, groups of drones for asteroids with rare ore, adding atmosphere, stabilizing planetary conditions, the ability to combine certain buildings for terraforming into a certain type of planets (oceanic planets with lobsters are what this sector needs).
3 I have only one small request to avoid Domain-era Artifacts if possible. I'll explain my opinion - the sprite is beautiful and the idea, too, which adds the ability to trade these artifacts, but it also adds a limitation! For a full-fledged game, taking into account the buildings that require these artifacts, it is necessary to control several planets with ruins, and this is not very convenient. How about a building that can produce these artifacts, for example, it will require several alpha cores to build it (the logic is that only the joint work of several artificial intelligence cores will be able to provide knowledge and technologies that are superior to those existing in the sector).

I'm glad you've been enjoying the mod!

I removed most of the gate construction content because of the vanilla quest line - I don't want to spoil it for those who haven't played it yet, but suffice to say gate-related features probably won't be expanded beyond the current content.

I know the current terraforming system has shortcomings and I'm working on a patch to overhaul it. It's long overdue, but I haven't been able to devote much time to modding the past few months.

I have no plans to add a way to obtain DAE besides mining from colonies. If you don't like having to set up multiple colonies to acquire them, they can be disabled in the settings file.

550
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 07, 2021, 04:03:31 PM »
Hello, I like this mod very much. Can I translate and move this mod to China Forum fossil.org? The old version is 0.91a. I want to bring the new version 0.95a to fossil.org.

Yes, you have permission to translate the mod. Thank you!

551
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 03, 2021, 01:49:03 PM »
I tried locking certain things behind quests that had to be completed in a previous version of the mod. That worked OK, but the new story quests in 0.95a are very lengthy and high quality, and mine weren't quite up to that standard.

That's nonsense. I would definitely ride with Odysseus yet once more. That was a great quest. I also believe that the hijacking mission for a genemodding tool for seeding lobsters anywhere was also your quest.
Doing the lengthy Academy quest for the second time though feels like an absolute chore and I have no intention to finish it. I don't deny its high quality, I do wish however that the work power required for this feat would have been poured into something else in the game.

ps. Even if I didn't like the Astral gates quest, it had the perfect ingredient for replay value. Who wouldn't wanna have a souped-up custom Conquest?

I'm glad you enjoyed my quests!

I agree with you about the Academy quest - it has low replay value and likely took an enormous amount of development time to create. Those same criticisms apply to my quests as well, which is why I think it's ultimately best not to have them in the mod.

552
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 03, 2021, 10:34:45 AM »
Is there a way to set the limit on the number of Mining Station allowed to be constructed equal to the number of asteroid fields present in a system, or X amount per asteroid fields (1 mining station per 2 viable asteroid fields, or vice versa)? Likewise for Siphon stations and gas giants?

You can use the settings file to control how many mining stations can be built per system. There is no option to make it variable depending on the number of asteroid fields.

You can build one siphon station per gas giant. There is no option to increase this limit.

553
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 16, 2021, 02:16:24 PM »
You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!

Outstanding, thanks for clarifying! May I suggest making the mod guide a bit more explicit on this? The "you can even install..." bit made me think that the EUTECK was a magical shortcut a la GECK, rather than a requirement for the sling and mirrors to start terraforming. Maybe a straightforward "To terraform desert planets, you need: 1) gene lab w/ EUTECK and orbital mirrors on target planet, and 2) Ismara's Sling on another planet in the same system."

Also, the in-game description of the sling makes it sound like you can start shooting ice with just the sling--it mentions the same-system restriction, but not that the sling does nothing without the other requirements fulfilled.

Thanks again for a terrific mod--it's remarkably well-balanced and adds a fun dimension to the game!

I'm glad you're enjoying the mod.

I'm currently working on a revamp of the terraforming system (again!) and I'm going to make sure the tooltips make it clear how it works and what the player needs to do.

554
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 15, 2021, 02:30:02 PM »
Pretty sure it already is, at least when installing cores

It lists the percentages, but doesn't explicitly state that installing an AI core will improve the monthly drop chances. I'll update the tooltip to clarify this.

How do I know if terraforming is working? I've got a waterworld + sling in system with a desert world + stellar mirrors and genelab. I don't see any market conditions (besides the basic stellar mirror one), and the genelab doesn't say that it's working on anything on hover.

I appreciate any thoughts--I've been fooling around with this and reading threads for a while now with no luck.

You need to install a EUTECK in the genelab to start terraforming. If you don't want to spend time exploring to acquire one, use the console command addspecial boggled_euteck to get one instantly!

555
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: September 14, 2021, 03:43:47 PM »
I know Agrav fields are apparently ubiquitous in the present-day sector, so that one definitely won't need them.

There's also the consideration that Agrav fields may be less effective when they have to operate in a gravity well. Whatever the lore justification for why it works or doesn't, if you decide to do it could you also add an option to add Artefact demand to structures that you don't think should have the demand by default? Perhaps for Domed Cities too? I like to make all the terraforming/environmental mitigation solutions hard to obtain (or at least seem hard to obtain), and having something more than a big price tag/upkeep helps there.

I agree that the terraforming structures should feel hard to obtain or have some sort of special requirements, but it's difficult to do that in a way that both makes sense lore-wise and also creates fun gameplay. Requiring DAE for all terraforming buildings doesn't make sense lore-wise since some of them can be built using real life 21st century technology, and others are clearly viable with sector-level technology.

I could go the route of requiring special items that can only be found through salvage, but that dilutes the loot pool and many players don't want to have to explore the entire sector every time they start a new save just to terraform.

I tried locking certain things behind quests that had to be completed in a previous version of the mod. That worked OK, but the new story quests in 0.95a are very lengthy and high quality, and mine weren't quite up to that standard. Plus, it takes an enormous amount of time to create quests, especially if they have branching outcomes.

Finally, I have to consider that most players aren't going to play the same save for dozens of cycles. If terraforming takes too long or is too expensive, they'll never get to use it.

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