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Messages - Panpiper

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16
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: January 21, 2020, 06:41:38 AM »
Newb question here. Where do I have to go, what do I have to do, for the best chances at a Vanguard?

17
Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps

That helps very much, thank you. This is what I was hoping to hear.

18
I'm a bit of a newbie to the game, thinking of doing a restart. I have a question about this mod.

I very much enjoy 4X games, but the standard tactic in such is to start with grabbing as much 'territory' as possible, as fast as possible, before any of the opponents grab it. If this mod is adding a 4x element to it, does that mean that I must myself immediately start colonizing, desperately trying to keep up with the expansion of much more established competing empires? Or do the established empires jut war among themselves for territory they already own? Can I spend leisurely time exploring space, building up skills, resources, building a bigger and better fleet, etc., and then at some later date create a few colonies that stand any chance whatsoever?

19
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: January 21, 2020, 05:22:15 AM »
Bravo! Thank you ever so much. :-)

20
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: January 21, 2020, 04:52:11 AM »
I couldn't think of a plausible way to terraform irradiated planets, not even with the exotic physics of the setting, but that may just be a failure of creativity on my part. I'll think it over a bit.

Technically, it doesn't have to be plausible if you use sufficient handwavium. If possible, make it related to discovering an ultra ancient precursor artifact in a quest/encounter or something. Maybe link it to a device that is recovered but makes it so only one planet (per device) can be rid of radiation at a time.

"Your scientists have no idea where this thing came for. It appears to be more ancient than anything yet known. They are of two camps, that it hearkens to a previous universe that had different physics, or that it originated in another dimension that also had different physics. Leaving such academic debates to those with skinny arms, you want to know what it can do. While they have not ruled out it being capable of much more, one thing they are certain of is that this device can rid a planet of it's radioactive condition. At the moment they are calling it a Quantum Fizzler."

21
Modding / Re: More Officer Skills
« on: January 21, 2020, 04:33:20 AM »
This is a wonderful mod, thank you.

I'm a newbie at the game, just got my pilots to max level for the first time, having set that at 30. However at level 30 they have no skills in which they can spend their last skill point, as they are allowed apparently only a maximum of ten skills. Is there a way to mod the maximum number of skills an officer can have, so we can continue leveling beyond level 29?

22
Modding / Re: More Officer Skills
« on: January 21, 2020, 04:29:58 AM »
I am using the Skills reworked mod too

Which mod is this? Link?

23
Modding / Re: [0.9.1a] Sol System (v0.1.1 - 1/19/2020)
« on: January 21, 2020, 04:05:47 AM »
Sweet! Thanks for this. I very much want a single system that can house several worthwhile colonies. Both Mars and Venus are (or at least should be) in theory terraformable (thanks Boggled), so that makes three with (potentially) high habitability, and if just a couple of the other planets have good mining potential, we've got a windfall!

Sure would be nice though to have predefined stats for at least a few planets, to make sure Earth covers everything and a pair of others doubles up. I hope you continue your efforts.

24
General Discussion / Custom building your own patrol fleets.
« on: January 20, 2020, 05:08:23 PM »
So I've arrived at that point where my pilot officers are maxed out, flying the best possible (to my newb mind) cruisers and it takes a bit of the steam out of continuing to fly about and get in yet more fights, it gains you little without the officer's improvement through experience. What I would really like to be able to do, is to custom outfit a patrol fleet of choice ships, ideally the tweaked to the max ships they are currently flying, and hand off my maxed out officers to that fleet. That new fleet would serve as a system patrol fleet for a colony system keeping it relatively free of pirates et al, freeing me to do a bit more universe exploring. Moreover, that would give me the opportunity to tweak out a whole new fleet and a brand new crop of green officers.

I'm still very much a newb at this game, but I don't think anything like that is possible at the moment. There appears to be a way to build ships, I am not sure how or if that interfaces with the random patrol fleets your system generates. However none of that does what I would like. I don't want to tweak a few parameters to generate semi-random fleets commanded by random sub-par officers that will inevitably get squashed by serious opponents. Moreover that current function does not serve to allow me to clear house of my existing maxed officers to train up new ones. Simply discarding the existing ones and discarding or mothballing my existing ships is not a solution either. If that is my option, I'm better off just not playing.

Is anything like what I described possible in the existing game? Is there a mod that would allow this? Is this something even that 'could' hypothetically be modded into the game?

25
One thing I have noticed that has not yet been mentioned, is that a ship flown by an AI officer is sufficiently timid (if steady or less) that it will stop advancing on the enemy when it has a single weapon in range. It will try to maintain that range while firing that single weapon. If it has other weapons that have lower range, that's just too bad. I think it is optimum, if you can, to have all your offensive firepower have exactly the same maximum range. The only exceptions would be point defense weapons. This way when that steady/timid pilot gets their single weapon in range, all their weapons can fire, as they'll ALL be in range.

Early on I tried to hire only aggressive pilots who would close to get more weapons in range. The problem with that is first off, just finding enough such pilots, but more importantly, their aggression often meant they wouldn't pull back sufficiently to let their shields cool off. With the above trick, steady pilots will steadfastly engage with all their weapons but try to stay at range. When their shield are near max, they will fall back to cool, letting the others take the heat, then come into the fray shortly. I've had nary a loss since adopting this trick.

Meanwhile, I'm still very much a newb myself, having only picked up the game last week. How the bleep did I miss this game for so long?

My favorite ship so far has to be the Hammerhead, armed with two anti-shield arbalest autocannons and two anti-armor heavy mortars, all small slots filled by four vulcan point-defense cannons. Then there's the Eagle, if you can...  :-)

26
Mods / Re: [0.9.1a] AI Core Production Industry (v1.0.0)
« on: January 20, 2020, 09:35:24 AM »
This is a god send, thank you. I'm still quite the newb at this game, and I made what may have been a mistake by starting colonies too early. (My Duzhak was just too nice.) Now I can't venture into the unknown in search of AI cores, lest I be too far away to deal with what seems to be rather incessant 'missions' that are being sent to my colonies to do harm. This way I can at least slowly generate them. At the moment I've got all of two alphas. I expect I will put one of them on your facility. :-)

27
I'm a newbie to the game. I've been given my first bounty to go hunt down someone. If I select the mission then click "show on map", it gives me a location many light years away I can laboriously head to. I do so. The location that it flags however is in deep space, hyperspace territory, a couple stars nearby. I have been all over that space, scanning everywhere. I have thoroughly explored both the stars nearby, including heading out into interstellar space. I have wasted a year of game time and at least two hours of player time, just fruitlessly wandering about. This is not fun.

What am I missing? Is there some esoteric trick known only to long standing intelligentsia?

28
Not one of them, not a single ship has achieved any sort of trait at all, save a solitary civilian ship getting a loyal crew.
The first few traits should be very easy to get, so it sounds like something is going wrong. By now you've probably fought at least a few battles that would grant enough XP to guarantee new traits. Did you change any settings by any chance? Are you using any mods that modify XP gain in any way?

As far as I recall, the only changes I made to the ini are the changes you suggested for making the traits just the positive ones. I an not certain I did not change anything else though. I 'was' running a mod to expand the level ceiling. I am going to restart without that and see. I'll also redownload your mod just in case I broke something the first time.

29
I've been playing with this mod for at least twelve hours in game. I have fought countless battles. My officers are around level 15 (new game). Not one of them, not a single ship has achieved any sort of trait at all, save a solitary civilian ship getting a loyal crew. (My main character is a non-combat leader, to start anyway, with hired officers flying the ships.)

What do I need to change in the STARSHIP_LEGENDS_OPTIONS.ini to accelerate these bonuses?

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