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Messages - Uhlang

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16
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: January 06, 2022, 10:09:06 AM »
I was also thinking that more could be done with Cloning, but didn't suggest it because I felt it would've been less TASC and more IndEvo. Might as well do it now that someone else brought it up.

My idea was that it could be used to create pop 7 colonies. Of course, this function would have to be barred behind something like a quest, the abuse of story points, or a single-use colony item(like a "Pando Device," after the massive clonal colony of quaking aspen,) but it would certainly be nice to have more options to break the pop limit.

17
Mods / Re: [0.95.1a] prv Starworks v22 (2021-12-22)
« on: December 23, 2021, 09:40:25 AM »
The madman went and added exploration content.

As if I needed any more reason to always keep this mod active.

18
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 22, 2021, 05:47:34 AM »
Why do planets require solar mirrors to terraform even if the termperature is already ideal?

Shades/Mirrors can be used for far more than just cooling/warming planets as a whole. They can change environments entirely.
Consider the Sahara Desert. It might seem completely barren now, but there's lots of evidence to suggest that it used to be a lush savanna barely 10,000 years ago. This is because of this thing called "Milankovitch cycles." Axial precession of the Earth caused more solar radiation to reach the Sahara, heating it to a point where the air above it became significantly hotter and less dense than the air above the Atlantic Ocean, causing the dense and humid ocean air to regularly flow over the desert and shower it with rain until it was a desert no longer.
You could theoretically use solar mirrors to achieve the same effect.

Now, seeing as Starsector's water worlds are canonically so deep they make the Mariana Trench look tiny, I'm not certain by what mechanism they could be turned Terran, but I'm pretty sure the mirrors are a better tool than nothing.

Which reminds me... if you wanted to add more realism, then changing atmospheric density should affect planet temperature.  Thin atmosphere = colder, thick atmosphere = hotter.

I don't think the link between atmosphere and temperature is that direct. Sure, you have Venus, which has an atmosphere that makes its surface hotter than Mercury's despite its greater distance from the Sun, but you also have Titan, which has an atmosphere 1.5x denser than Earth's, but isn't all that much warmer than the other moons of Saturn.

19
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 18, 2021, 06:38:22 AM »
That's a bug - you should be able to add resource deposits to a planet if none exist, so long as the planet type supports them. Does this happen only with arid/desert planets, or with all planet types?
I only noticed it happen on Ithaca and one other desert-adjacent planet. I forgot if it was desert or barren-desert, but I vaguely remember not being able to transform it into arid because the mod already saw it as that.
I don't know if this bug exists on other planet types.

20
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 18, 2021, 06:21:49 AM »
Desert will never have organics, and have a 66% chance to have no farmland.
I will add to this and say that this mod doesn't seem to allow you to upgrade resource deposits if there are none, so natural desert worlds without farmland can't be made to produce food without undergoing a full transformation.
I had this happen with Ithaca.

21
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 16, 2021, 05:42:38 PM »
Terraforming logic is now spot on, however it feels like playing a text based game from the early 2000s and sorry, but its very clumsy and slow to navigate around, there are simply too many sublevels in the dialogue for a non-graphical UI.
Also requires docking with a colony that I don't like - can't I just call the administrator or secretary and say the word over hyperspace comms?
I don't resonate with the navigation complaint whatsoever.
You just open the terraforming menu, select terraforming type, then sub-type and that's it, literally as easy as 1-2-3. The text is even colored red/blue to make it glaringly obvious what you need and what you already have.

And the need-to-dock thing has supposedly been an unfixable problem since like version 5.0. It's also somewhat justified when you consider that even in vanilla your subordinates are morons who need your presence to install colony items.

22
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 06, 2021, 03:38:07 PM »
4. An itemized reflector could be stolen from Eventide or Eochu Bres by the player, which is bad from a gameplay and lore standpoint.

The Pristine Nanoforge at Chico is even more important to the Hegemony than Eventide's reflectors, yet you have tons of players treating it like it's theirs.
Honestly, it's a bit a failure on the lore's part that something as basic as stellar reflectors are these irreplaceable relics rather than everyday objects you can find on any civilized planet that's a bit too hot or cold. A civilization that can build and maintain Star Fortresses would have no trouble building and maintaining what are essentially just big mirrors and shades, and in the turbulent post-Collapse times, getting such infrastructure destroyed or stolen wouldn't be a disaster, but "just another Tuesday." A realistic Eventide or Eochu Bres would have replacements ready to be deployed within a week at most.

I went off on a tangent there, but good points otherwise. Itemized reflectors are cool, but not quite worth the effort, I guess.

23
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 06, 2021, 01:45:57 PM »
1. Installing the stellar reflector item would preclude installation of the fusion lamp or hypershunt, right? Given the similarities between the fusion lamp and reflectors, this is probably not a good idea.

Anyone who chanced upon a Hypershunt Tap and did what has to be done to harness its power probably has multiple colonies which could make good use of it, and I doubt that they would all have Stellar Reflectors taking the Tap's place.

I see your point about the Fusion Lamp and Reflector(item) relationship, though. Itemized Reflectors would outclass the Lamps in any situation where they overlap(that being Cold and Poor Light worlds) and since Extreme Cold is good for Kletkas and IndEvo's Supercomputers, the only real use for Lamps would be on worlds that are completely dark.
The problem there is that that is the situation we have now. Reflector structures defeat the point of Fusion Lamps on anything but dark worlds just as well as the Reflector items would.

24
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 06, 2021, 09:09:08 AM »
The problem is I can't overwrite the default farming and/or population buildings to accept a custom special item.

The Relay Hypertransmitters added by Industrial Evolution can be installed in vanilla Military Bases/High Commands, so unless Hartley did something outrageous there, it's doable.
Unless you mean that you'd just prefer to avoid tinkering with vanilla industries, in which case: I can respect that.

I don't want to duplicate the functionality of the historian, so I'll have to look into whether they can give the player locations of special items, or if it's just blueprints.

My historians offered me the locations of special items a good bunch of times(and not just ones you can get by raiding core worlds). Some problems with that, though:
-You first need to give them all the donations they ask for
-If your playstyle leans towards exploration(like mine), by the time you give them the donations and meet them again, there's a good chance that you'll already have the special item they'll offer directions to
-It costs a whole 4 story points, which again isn't worth it if you tend to explore everything
So yeah, provided it's sufficiently demanding, I'd say that a DEA-based special item crafting system would have its place.

25
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 05, 2021, 06:04:08 PM »
I just built a Genelab on a polluted world that I temporarily took over because of a conquest mission and now my Domain Archeology is bringing in a bit of profit.

It's not an efficient way to increase DEA profits, but it reminded me of something similar: Fusion Lamp market manipulation.
You can increase your volatiles profit by selling Fusion Lamps to cold and/or dark worlds. They instantly install it and increase global demand, and this made me wonder if something like that could be done with DEA.

What if your reflectors were turned into items that worked like Fusion Lamps, but demanded DEA instead? Assuming there was a reliable way to get them — such as crafting them in the terraforming menu using DEA and other things — you could sell them to hot/cold/farming colonies to make Domain Archeology profitable while also opening up the structure slot in your own terraformed colonies(I know that's not much of an issue with Hartley's Grand Colonies, but still.)

26
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: December 03, 2021, 04:08:49 PM »
Ignore my comment about the inactive gate construction. I automatically assumed it worked like your previous venture in gates and expected it to be an ability, and I only now noticed the text saying that it's something you do at stable locations. My bad.

That aside, I noticed that Stellar Reflectors no longer demand Domain-Era Artifacts. Is this intentional? Because it makes an already dubiously useful industry(Domain Archeology) even less useful by 1. Stopping it from being an alternative to importing DEA from Agreus (at least when dabbling in terraforming, I mean, you'll still want it for Chameleons and Kletkas) and 2. Removing what little profit it brought by selling DEA to Eochu Bres and Eventide.

27
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.0)
« on: November 27, 2021, 02:57:41 PM »
I only now established my first colony since the update and just took my first look at the new system and I'm already liking it a lot. It's not as absurdly unconstrained as the point system while not being as limiting as the other systems. Barring terraforming projects behind  specific conditions and structures seems so effective and obvious that it's a wonder why it didn't happen sooner.

That aside, I don't see why the E.U.T.E.C.K. had to go. Going by the starting-maximum resources thing for each planet type, I assume you're encouraging players to create a variety of planets. That doesn't leave much space for paradise worlds, but the device itself doesn't seem completely incompatible with the current system. I don't know how viable this is from a coding perspective, but I could easily see it as a shortcut for the lucky and adventurous: something that lets you partially or completely bypass conditions for a single terraforming project, saving the time that would've been spent building reflectors and processors. Just build a Genelab(coincidentally the fastest-building structure of the three), plug in the E.U.T.E.C.K. and you can start the first project on the planet while you build the infrastructure for the ones that will follow.

Also, I started my game with both "boggledDomainTechInactiveGateConstructionEnabled" and "boggledDomainTechInactiveGateConstructionMainQuestCompletionRequired" set to "true", but I also started with Nexerelin's story skip option, and I ended up not having the ability to build the gates.
I tried changing the latter to "false", but that doesn't seem to have fixed it.

28
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: November 11, 2021, 09:46:14 PM »
I assumed Duzahk was meant to be the player's base of operations and TaSC always made that a reality.
IIRC, Duzahk was nerfed in vanilla along with all the other core world systems to rarely spawn any particularly good planets(especially the habitable type) besides the presets, which is fair, since it was pretty jarring to see a system's population centered around barren rocks when there's a perfectly good randomly generated tundra world just chilling in the outer rim.
Even with TaSC and no nerf, you still had luck as a factor. Pre-0.95a, I saw people share seeds in which Duzahk had multiple habitable worlds, but I myself was lucky to get anything besides just the preset Aka Mainyu and Druj. Penelope's star, on the other hand, never betrays you like that. You expect to find Ithaca, Ismara, and so on, and you get Ithaca, Ismara, and so on.

29
Mods / Re: [0.95a] Ore Refinery v0.3 - 11/06/21
« on: November 07, 2021, 05:22:09 PM »
The mod's name made me think of the Arc Smelter hullmod from prv Starworks, but I see that this is something quite different.

I'm too used to using Arc Smelters to turn ore into metals, then turning those metals into supplies with Supply Forge, but I'll probably get this for those occasions when the smelters aren't fast enough. Hate throwing away perfectly good ore.

30
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 21, 2021, 05:55:24 AM »
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.

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