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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Kentington

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16
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: August 04, 2020, 02:35:02 PM »
Nexerelin bug should be fixed now - can you guys check to see if your games are working?

17
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: August 04, 2020, 01:44:56 PM »
Well, crap. Can one of you please post your starsector.log? It's almost certainly related to changes in how slaves are handled, but I need to see precisely where the glitch is occurring.

18
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: August 04, 2020, 08:40:12 AM »
Just updated! You can now repatriate officers for a slight boost in faction relations, or bribe them to join your fleet. The bribe amount depends on their original faction - a Luddic Path fanatic will require much more incentive than a pirate. Slaves also now count as an economic commodity.

19
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: August 03, 2020, 03:27:50 PM »
Thanks for the testing, everyone! The new version should hopefully address all discovered issues - please let me know if it does not.

20
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 25, 2020, 01:36:53 PM »
I've got an experimental version that uses planet generation categories, rather than the planets themselves, to trigger terraforming changes. It should provide complete compatibility with other mods which add planet types - emphasis on "should." Since I don't play with these other mods, it's difficult to test.

You can get the experimental version here. I'd appreciate any testing the community is able to perform, and will hopefully be able to merge this with the main version once it's confirmed that this works.

21
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 25, 2020, 08:49:44 AM »
Today's update improves compatibility with Unknown Skies. Now when a terraforming project finishes on an US planet type, it will properly re-evaluate the planet's class.

US planets that have been terraformed before this update will not automatically re-evaluate; you'll need to set "reEvaluateMode" to true in the config file, then visit the planet. You'll see an option to re-evaluate the planet's type. This can also be used to affect certain vanilla planets that didn't conform to the usual planetary condition system - for example, a tundra world without the Cold condition.

---

Ced Riggs: Looks like it's another mod causing your issues with the mouseover. The two conditions you'll want to look at are either deconomics_edict_growth_reinv or hmi_reinforced_condition. Your planets should still be able to change their type via the option above.

22
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 24, 2020, 04:48:51 PM »
The people have spoken! I've added a config file and the ability to ransom all captive officers at once.

For the moment, [REDACTED] officers (even those added by other mods) can no longer be captured, but I have a few ideas regarding salvaging "rogue AI cores" and methods of... erm... persuading them.

23
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 24, 2020, 03:54:32 PM »
Ced Riggs: Are you sure that's the right save file? I can't find the planets in question within it. If it is the right file, are you using a mod that alters planet names somehow?

24
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 21, 2020, 08:24:34 PM »
Im liking the mod but i do have a couple of questions

1. What is the persuasion rate for Officers? It seems very low
2. How does one actually change the rate? I dont see like a setting/config for it in the mod files.

The persuasion rate changes based on level. A level one novice is almost certain to be successfully broken, while you have around a 5% chance to break a level 20 veteran. There's currently no config setting to change this but I can add one if there's sufficient interest.

25
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 21, 2020, 02:20:40 PM »
Red Pirate King: As far as I've seen in my brief testing, our mods' terraforming aspects don't interfere with one another.

Ced Riggs: At the moment planet types are hardcoded. When I have a moment, I'll see about either directly incorporating Unknown Skies types or at least putting the terraforming sequence into a csv file so users can edit it.

That bug is worrisome. Which other mods are you using, and in what order did you terraform the worlds in question? If all else fails, send me your save file so I can poke directly at the planets' conditions and see what's causing it.

26
Mods / [0.95a] Capture Officers and Crew
« on: July 19, 2020, 10:50:15 AM »
Capture Officers and Crew is a lightweight mod which allows the player to rescue a small number of enemy crew and officers from disabled vessels, then decide their fate. Captives are treated as cargo until they are either ransomed, broken, or butchered.



Simply use this ability icon () to access the captives menu.

Crew

Crew can be either ransomed (sold at port) for a small sum, broken (which will convert some percentage of them into crew, and the rest into valuable slaves which can be sold on the black market), or - for the RimWorld players out there - butchered for their organs and meat. Every 15 captives produce one unit of organs and two of food.

Officers

Officers can be either ransomed for 100*level^2 credits or broken to convert them to your fleet. Higher-level officers are more difficult to break, and if the process fails, they will be left as a slave. If you'd like to intentionally provoke hostilities with a faction, you can also butcher an officer for one unit of organs and an instant drop to Hostile reputation with that officer's faction.

Download (0.95a)
Download (0.9.1a)

Changelog

Spoiler
  • 1.0.4: Now compatible with 0.95a-RC11.
  • 1.0.3: Fixed an incompatibility with Nexerelin.
  • 1.0.2: Added options to bribe or repatriate officers. Made slaves an economic commodity.
  • 1.0.1: Added config file and option to ransom all captive officers at once. Also prevented [REDACTED] officers from being captured.
  • 1.0.0: Initial release
[close]

In the unlikely event that Alex & crew want to implement any aspect of this mod into vanilla Starsector, they are free to do so.

27
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 18, 2020, 03:29:59 PM »
You are scientifically correct. But SS is scientifically incorrect game by itself. Brown dwarfs in SS gives light to planets generated orbiting close to them. IMO modded stars should match vanilla.

P.S. "primarily in the far infrared part" is correct indeed, but it does not make them dark or dim. They are quite bright if you are close enough. BTW same thing to black holes.

Just checked a vanilla brown dwarf system and you're correct. I've updated the mod for consistency. Perhaps nebulae will be a bit more useful now that you can get ideal heat/light levels with a couple of oscillators.

28
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 18, 2020, 09:06:42 AM »
Will this remove "no light" or "poor light" condition for those heated planets?

Alas, brown dwarves radiate primarily in the far infrared part of the spectrum, so they won't help light levels.

29
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 18, 2020, 08:59:28 AM »
Today's update makes the mod's title a bit more literal - it adds a method for creating planets from scratch! Once you reach level 40, speak with the AI persona hologram that appears in a bar and follow the quest to acquire the Genesis-class starship blueprint. Interacting with any asteroid with a Genesis in your fleet will convert the asteroid field into a new planet - one with ultrarich deposits of metals and rare metals, and some amount of both organics and volatiles.

It also adds a new use for the N-Brane Oscillator Core: you can transform any gas giant into a brown dwarf star, heating all planets in that system by one step.

30
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 10, 2020, 09:59:33 AM »
Whoa, an update? That's right, I finally have time for Starsector again, and have made the following changes:

-Added "Cometary Capture Infrastructure," allowing desert planets to be hydrated without a water/ice world elsewhere in the system. It is a slower and more expensive option, however.
-Added "Lobster Breeding Program," allowing water worlds to develop their own Volturnian lobster industries - at the cost of angering the Diktat!
-Allowed the Climate Sculpting Project to be applied to water worlds.
-Reduced the rate at which terraforming artifacts replace vanilla artifacts in the loot tables. You can still get a steady supply from the bar quest.
-Fixed a bug where certain projects "ate" their AI cores upon completion.

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