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Messages - Uhlang

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121
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
« on: April 11, 2020, 05:44:40 PM »
I don't want to start introducing building requirements for certain terraforming projects. Although it makes sense from a realism standpoint, one of the most heavily criticized elements of my pre-rework terraforming mod was the need for Ismara's Sling/Drone Nexus to terraform desert planets. Most players didn't like that mechanic, and therefore I'm very hesitant to bring it back.
I think what bothered people the most was the general confusion and the hard limitations.
Before this update, you could only terraform water-ice, toxic, tundra, and desert planets that had water-ice neighbors or stations from your other mod. That actually excluded a significant amount of planets, especially in younger constellations/systems.
With the mod having become so streamlined and open(I mean, even barren worlds are fair game now,) I think people would be willing to accept a soft restriction or two. "Soft" is the key word here. If someone wants to make a frozen world bathing in the corona of a blue hypergiant, I say let 'em. Just have them set up some shades first. Surely that's not unreasonable?
I agree with your point that there's not much reason to make anything other than water or terran planets. I'm likely going to need to rebalance some of the resources that the terraformed planets have to justify making jungle and tundra worlds in some scenarios. If you have any ideas on specifically what balance changes I should make, please share!
Right now, all I can think of is guaranteeing plentiful organics on jungle worlds and trace volatiles on tundra worlds. "Trace volatiles" might not seem like much, but combined with the presence of organics(which tundra worlds always have) and both kinds of metals, you can develop a very profitable mining colony. And yes, I checked the survey list again and confirmed that they can have it naturally.
I also noticed that jungle and tundra worlds can spawn with Mild Climate, too, so opening the Mild Climate terraforming option to them is another good way to make them more appealing.

122
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
« on: April 11, 2020, 02:11:42 PM »
So, I'm loving the new terraforming system, but I have two little problems with it.

1. The Stellar Reflectors seem somewhat useless now.
With how cheap they are to build and maintain, Terraforming Platforms are like the pauper's choice for terraforming, while Eisen Divisions and Atmosphere Processors are obviously late-game structures meant for the true terraforming magnates who have a bunch of cores and nanoforges lying around. Ismara's Slings are situational, but they can also be really valuable in systems with lots of terraforming going on. Stellar Reflectors, on the other hand, seem too expensive to maintain to appeal to the new colonizer and too ineffective to be useful to the veteran. They do remove Poor Light, bring in more points than Terraforming Platforms, and don't require stations to build, but you were going to build stations anyway, and the slight edge the Reflectors have in point production doesn't really justify their construction on any planet that doesn't have Poor Light.

2. There's not enough incentive to pick worlds that aren't water or terran.
The only thing the less-optimal planets have is that they require less terraforming points, which, if you ask me, doesn't really justify their production over that of temperate paradises which can be further improved with Mild Climate. They take longer, sure, but it's not like the players won't have anything else to do while they wait, and even if they did decide to go for a jungle or tundra world, they would seem like just another step towards terran or water — never the final stop.

I'm not sure if this is feasible, but I think a good solution to both of these would be locking certain terraforming projects behind Stellar Reflectors depending on where the planets are in the system. E.G. A planet that's basically kissing its star should only be terraformable into desert or jungle until it has Stellar Shades installed, while a freezing planet on the outer end of the system should only be allowed to become tundra or frozen until it has Stellar Mirrors. The reflectors would unlock the other types and ideally, they would have to stay up for the planet to be able to continue being the type it originally couldn't.
This would make Stellar Reflectors a lot more useful, while at the same time, the upkeep and building slot requirement would incentivize creating tundra or jungle worlds over terran or water. It would also make the "Goldilocks Zone" system that Starsector seems to have feel more consequential, because with this set-up, the planets located there wouldn't need any reflectors to become anything, making them more precious, just as they would be in real life and Starsector's lore.

123
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
« on: April 10, 2020, 09:51:31 PM »
It is intended that the desert transformation does not have the habitable condition. If it's true that all desert planets have habitable, I will have to change this.
I just ran the SurveyAll command on my game. I play with a slightly customized Adjusted Sector mod, so I got a good sample size of ~50 desert planets.
The only ones that didn't have Habitable came from mods.
This is what you saw if you looked exclusively at RNG planets
[close]
Habitable on every single one of them.

Mind you, if you do make it so that every planet terraformed into desert gets Habitable, you will create a shortcut for terraforming the more difficult planets.
For example, terraforming the average barren world with only the No Atmosphere condition straight into terran would cost 20,000 points(8,000 + 12,000,) but if you stop at desert first and give it the Habitable condition, it would be just 12,000(20,000 x 0.4 = 8,000 for desert, then 8,000 - 4,000 = 4,000 for terran)

Personally, I like this both because it's closer to how actual terraforming would work and because it seems like a reward for the player's forethought and patience. Just thought I'd mention it in case you wouldn't be okay with it.

EDIT: Also worth noting that the desert planets all seem to have Extreme Weather, too, which my terraformed planet didn't get, either.

124
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.2)
« on: April 10, 2020, 12:47:04 PM »
I just terraformed a toxic planet into a desert planet and it didn't get the "Habitable" condition, which I'm pretty sure all naturally-occurring desert planets have.

Did you make it like that so that people don't take advantage of the Terraforming Point reduction and basically take shortcuts while terraforming(which is exactly what I was intending to do, not gonna lie) or am I wrong about desert planets? I know that barren-desert planets aren't habitable, but I could've sworn that all desert planets are.

125
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
« on: April 09, 2020, 10:45:24 AM »
Well, that's good to know.

Also, I just noticed that you get 10 units of Volatiles when you salvage Domain-era stable position objects.
You should add 20 Volatiles as a requirement for building them, too.

126
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
« on: April 09, 2020, 06:36:31 AM »
So I started a new game because the latest Industrial Evolution update is a save-breaker and, well...
It happened again
[close]
Honestly, until someone else shows up with this bug, I think it's fair to just assume it's a problem on my end.

127
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
« on: April 08, 2020, 09:31:03 AM »
image
[close]
The platform went up without a problem and all seems good so far.
Good job on the quick fix.

128
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.0)
« on: April 08, 2020, 08:43:33 AM »
My game crashes when I'm in the campaign layer while the Terraforming Platform is being built. Problem with the daily Terraforming Point tick?
Quote
10909521 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.campaign.econ.industries.Terraforming_Platform.getTerraformingProgressPoin ts(Terraforming_Platform.java:73)
   at data.campaign.econ.boggledTools.getTotalTerraformingPoints(boggledTools.java:1778)
   at data.campaign.econ.conditions.Terraforming_Manager.advance(Terraforming_Manager.java:68)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
In case it matters, it was an arid world I set to become terran.

129
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 05, 2020, 03:04:59 PM »
Any talk about Starsector and orbital rings isn't complete without a Tyrador Safety Coalition mention.
[close]
It grants +20% accessibility and its description is as follows:
Quote
A massive artificial ring orbiting the planet below allowing for high speed transportation of goods and resources to and from the planet via the use of multiple skyhooks and maglev trains across its vast surface.
As for my take, I would honestly welcome the ability to build them on my own worlds. I understand that they're not in the lore, but they're damn cool, and when you think about it, orbital rings are just exaggerated orbital stations.

Though, regardless of what he thinks of it, Boggled should probably focus on what's in the lore.

130
Mods / Re: [0.9.1a] Player Station Construction (v4.2.2)
« on: April 04, 2020, 10:59:55 AM »
I was gonna argue that it would've been weird if the Luddics wanted them, but then I realized that you can just assume they'd want to destroy them like they do the AI cores.

+1 for keeping it.

131
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 05:52:51 PM »
Image
[close]
And here we go. Just transverse jumped into a random system, appeared next to a random barren rock, and Odysseus started hailing me from light years away.

Here are the mods I have on:
Spoiler
Adjusted Sector
Anvil Industries
ARIA
Arsenal Expansion
Better Colonies
Blackrock
Your Station Construction(duh)
Your Terraforming
COPS
Dassault-Mikoyan
Diable
Lanestate Union
Fringe Defense Syndicate
Galaxy Tigers
GKsec
HMI
Hyperdrive
Interstellar Imperium
Junk Pirates
Kadur
Kingdom of Terra
Kipling Radiative
Legacy of Arkgneisis
Mayasuran Navy
Mayorate
Neutrino
Oculian Armada
ORA
Polaris
prv Starworks
Roider Union
SCY
Shadowyards
Sylphon
Tahlan
THI
Tyrador
Underworld
Vayra's stuff
Xhan Empire
Yuri Expedition
[close]
Left out mods I thought could never be the issue (music, portraits, ship packs, logistic/combat utilities, and industries).
If it's not Tyrador, then I have no idea what it could be. Adjusted Sector maybe?

132
Mods / Re: [0.9.1a] Player Station Construction (v4.1.0)
« on: April 02, 2020, 12:43:13 PM »
So I got the message with Odysseus' hint. I never played the gate mod, but I knew the mods were now merged and figured all was working as intended. I decided to do the quest later, when I would actually start exploring the fringes or something, but then Odysseus started talking to me while I was surveying some random system close to the core, but light years away from Aeolus or Penelope's Star itself.
I have dozens of mods on, so it could be some other one responsible for this(Tyrador Safeguard Coalition comes to mind. They start with a colony on Telepylus in Penelope's Star system) but I thought I'd mention it. I started a new run and will report if it happens again.

Also, all this mod merging you're doing is making me think you're gunning for an index spot in the "Megamods" section. For what it's worth, I think the planned merger between this and the terraforming mods will be well-deserving of it.
[offtopic]
What is the 9th?
[/offtopic]
Probably the Ninth Battlegroup from the Arsenal Expansion mod. They hate everyone, but don't do much and have some modified vanilla high-tech ships.

133
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 30, 2020, 03:29:09 PM »
I've examined this idea before but always rejected it because the skyhook would clutter up the space near the planet.

Based on the large number of requests for this, perhaps I should look at implementing them anyway. A new idea I'm considering is to make them just a structure with no campaign layer presence. I could make them cost domain artifacts to maintain, and make the accessibility increase correspond with the gravity level on the planet. Maybe this could be a pseudo-terraforming option to deal with high gravity. Let me know what you think.
I don't think the clutter would be any worse than what we already get with terraformed moons and their trilateral reflector arrangement. We even have it in vanilla with Eochu Bres. Its mirrors make it an infamously annoying place to set a course to. Though, I definitely won't insist on a visible skyhook.

When you say that skyhooks would have a greater effect based on gravity, I assume you mean that they would be in higher demand on high gravity worlds and thus have a larger accessibility bonus there, not that they would be fundamentally different somehow. That sounds good, but skyhooks are relatively primitive, so I don't see why they would need Domain artifacts. The one around Loutron doesn't seem like some fancy Domain supertech, and it supposedly worked fine before it was abandoned. I think it would be better to just allow their construction right from the start, if only to help all those poor souls who had many a paradise planet ruined by high gravity.

134
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.2)
« on: March 30, 2020, 01:00:57 PM »
A little suggestion in case you're starved for any: there's an "Abandoned Skyhook Anchor" floating around Loutron in the Al Gebbar system, and I feel like the ability to build your own skyhooks would make for a nice, lore-friendly way to increase accessibility.

135
Mods / Re: [0.9.1a] Player Station Construction (v3.2.0)
« on: March 30, 2020, 12:57:59 PM »
-Research stations. I have no idea what they can do, but it is a cool science stuff. More, if built in different places (magnetic field, corona, event horizon, in a pulsar system) it can do a different cool science stuff.
I like this idea. Right now there isn't a research mechanic in the game, but I will keep this in mind for later if something gets added where it would make sense to have research stations. Perhaps research stations could develop blueprints for certain things? It seems easier to just get the blueprints through raiding right now though.
A station focused on reverse engineering ships to bypass space Denuvo would be pretty cool, actually. It would be a good alternative for those who didn't have any luck with blueprints while exploring, but also didn't want to compromise their standing with the factions by raiding. Just go buy the ship you want to produce, sacrifice it to the researchers, and wait a few months/cycles until they give you the blueprint.
Research stations in magnetic fields or event horizons would seem like good places to re-develop tech for non-makeshift comm relays, nav buoys, and sensor arrays.
And if you don't mind me bringing your terraforming mod into this... I always find it kinda strange that the player is able to build reflectors(Domain-era tech) right from the start. I think it would be cool if you only had makeshift shades/mirrors at first, but could then use research stations in coronas to develop upgrades for them, which would improve the planet's farmland and organics and maybe even add the mild climate condition. Though, I would understand if you want to avoid this level of integration between the two mods.

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