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Messages - CrimsonPhalanx

Pages: 1 2 [3]
31
The +1 burn from Militarized Subsystems and Bulk Transport do not stack
not sure if its a bug
or feature that isn't mentioned on the description

32

Path/Pirates other "bad" factions will get their own specialised building sometime in the future, but I do not want to make it easier to gain relations with them.
The idea of having a structure with effects depending on faction reputation is worth consideration though.

Ohh sounds interesting, can't wait to see them. Sorry if I typed it really messy, but I didn't mean it by increasing relations with the path, I meant it as a method to reduce value that causes sleeper cells to appear in the colony.

That sounds like AI core inspection with extra steps?

yeah, it technically is, my original idea was basically a building that has a bonus of stopping the hege AI inspection entirely, its more of a convenience thing than anything, since some players sometimes miss the notification to bribe the hegemony, and it'll prevent the relation loss from beating them up.
 
The "ratting out" part was just my attempt at suggesting a balance, basically the moment the player and the hegemony go to war, every single colony with the building will get an inspection fleet at once, basically forcing the player to fight off a swarm of hegemony, or always be on their good side.

Exists already, the central intelligence agency from SCY does that.

Ohh thanks for telling me this, I have SCY but I have not seen that building before so I wasn't aware it existed.



Reading up on the UI limitation thing for 12 structures people are talking about, maybe have a way to "merge" certain buildings together into one slot might be a way around it,  making it expensive to build or require something like a corrupted nanoforge/pristine nanoforge to be consumed for construction or not function unless an AI core is there to manage the complex logistics.
eg. Mining Industrial complex( refining+ mining), 
where it either
a)needs refining and mining to be present to construct, and will destroy them afterwards.
or
b)can't be built unless the colony does not have refining and mining, forcing the player to demolish them.


Sorry if I sounded weird or demanding or anything, but thanks for reading my ideas.

Keep up the good work, I'm interested to see what future updates have in store.

33
Ohh the new update sounds interesting.

I actually had some ideas I wanted to suggest, and it seems like the embassy makes it more viable with that 50% relationship penalty,

A luddic cathedral or church that gives negative luddic path interest, depending on relationship with the luddic church, and will give high amounts of luddic path interest if the relation with the church drops past an amount (maybe below friendly, or below 0)
(basically have the luddic path turn a blind eye to a few things since the church sings praises about the colony, but when relationship is low, they'll see it as a holy site that needs liberation, or just plain annoyed at the hypocrisy)


Maybe a hegemony "representative" building(basically a corrupt embassy or something), where the upkeep is based on how many AI cores are running in the colony, basically getting the reps to report that there are no AI cores, and preventing the AI inspection on the planet it is built in. Maybe have the upkeep get a discount if the hegemony likes you, and they'll straight up rat you off to the Hege about the AI cores and send if the relation dips enough.
(although this might be kinda redundant since you can bribe off the actual inspections, unless the upkeep is more of a luxury good/drugs demand, or a stability hit while it produces "confiscated" goods and slight income)


Finally this is more of a personal thing, and having a building dedicated to it might be a bit overkill (maybe having a device like the VPCs you need to find to plug into the military arrays?) But something that'll auto tell you the location of the base for pirate and luddic activity for the system no matter where the player is would be pretty neat, no more flying 15 light years home to find out the pirate base was 2 light years away from where you started.

34
Just a really minor thing I've noticed in my game. Luxury goods display as "null" in the notification that says how many units were transported to the gathering point, it works fine tho, just the text.

35
Mods / Re: [0.9.1a] Player Station Construction (v3.0.1)
« on: March 03, 2020, 09:37:03 AM »
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

Just to clarify, the colony screen popping up is not a bug - it actually does that to PREVENT the bug, which is the population growing extremely quickly for no reason right after creating a station. Are you experiencing the uncontrolled population growth, despite the colony screen popup? Please let me know. Thanks.

I do not recall seeing any uncontrolled population growth across my stations and astropoli, so it seems to be working.

36
Is A&C Co-op supposed to be considered a black market?

37
Mods / Re: [0.9.1a] Player Station Construction (v3.0.0)
« on: February 26, 2020, 05:32:14 AM »
No, that is certainly not intended. I know this bug happens if the player doesn't view/interact with a colony very soon after creating the market, which is why I have the colony management screen open automatically when a station completes construction.

Did the colony interaction menu pop up like usual after each astropolis completed? Is the bug reproducible, or did it only happen that one time and you can't repeat it?

I will try to reproduce it a few times to help you out. I don't remember what else I was doing on my PC at the time. Could have been YT, programming, etc. that took my focus away for quite some time.

On a separate but related note, are there any plans to add a setting allowing the player to modify the build timer per station? There could also possibly be a cooldown period between building stations and a setting for that. It seems reasonable that building such a massive station would require a considerable logistic effort to undertake and would require a cooldown. Lastly, for the sake of choice, it would be neat to modify the number of stations per orbit as well through a setting. Thanks for reading.

Were you using any console commands around the time the bug the occurred, or to construct/modify the astropoli? If you're able to find a way to reproduce it, I can investigate, but without that it's very hard to determine the root cause.

Ideally stations would be "under construction" for a period of time during which the player can't build more, but I don't have a quality sprite for a station that's under construction so I don't think I can implement this right now.

I like the idea of having a setting to change the number of stations that can be built, especially for astropoli. I'll look into implementing this.

Can I get a link for the gate construction mod, please?

http://fractalsoftworks.com/forum/index.php?topic=17543.0


I have faced this issue before, for me the colony screen for the astropolis opens up the moment it completes, I've faced it a few times, even though I was very far from my colony exploring it just pops up. Although I'll just consider it a minor issue since all the player needs to do is press esc to close it.

38
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 20, 2020, 09:38:55 AM »
I'm really sorry for bothering you for my own mistake! Apparently I thought I updated it properly, however the old files were left in because I was lazy and replaced files rather than deleting and extract a fresh folder.


39
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 19, 2020, 01:25:31 PM »
Do you have the latest Nexerelin installed?

Sorry for the late reply.

Yes, I even downloaded again to double check

40
Mods / Re: [0.9.1a] Torchships And Deadly Armaments V0.10a (2020/02/02)
« on: February 16, 2020, 11:25:38 PM »
I'm getting an error when I have torchships on,

343431 [Thread-4] ERROR exerelin.utilities.ExerelinFactionConfig  - Failed to load faction config for luddic_church: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
343856 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:313)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
Caused by: java.lang.RuntimeException: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:385)
   at exerelin.utilities.ExerelinFactionConfig.<init>(ExerelinFactionConfig.java:173)
   at exerelin.utilities.ExerelinConfig.loadSettings(ExerelinConfig.java:262)
   at exerelin.utilities.ExerelinConfig.<clinit>(ExerelinConfig.java:277)
   ... 6 more
Caused by: org.json.JSONException: DIRECTORY: D:\Other games\Starsector.v0.9.1a\Starsector.v0.9.1a\starsector-core\..\mods\Torchships (data/config/exerelinFactionConfig/luddic_church.json)
A JSONObject text must begin with '{' at 1 [character 2 line 1]
   at com.fs.starfarer.loading.LoadingUtils.class(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getMergedJSONForMod(Unknown Source)
   at exerelin.utilities.ExerelinFactionConfig.loadFactionConfig(ExerelinFactionConfig.java:180)
   ... 9 more

41
Modding / Re: [0.9.1a] Ill-Advised Modifications 1.12.1
« on: February 16, 2020, 11:14:56 PM »
I only have part 2 and it worked fine, but after the update I got this|

java.lang.RuntimeException: Sound with filename [sounds/sfx_wpn_missiles/aBadIdea2_cursed.ogg] not found or failed to load
   at com.fs.starfarer.loading.A.run(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
   at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


42

and that


glad I wasn't the only one that saw a face in the gremlin

the dominator face is hella creepy tho, but it gave me an idea

what if there was a ship with a creepy face that can physically grapple ships, I mean there already is a grappling beam but there's something satisfying about arms slowly crushing an enemy ship while a terrifying face is smiling at the crew.

although a more unique idea would be a "cage" style ship with a gate in the front that can close and weapons mostly facing inwards (imagine being trapped in the doughnut hole of the paragon), literally "eating" frigates, imagine a grappling beam pulling you into the jaws of the beast. If its too op, having a bunch fixed emp weapons inside and the ability to "spit" the enemy ship out would be pretty fun too. (Once I was in a carrier, thinking I was safe from a Kingdom of Terra attacking force while my allies beat them up, then a dead allied ship came barreling towards me and pushed me a good distance away before I managed to get out of it's path)

43
Probably because I just came from looking at Yuri Expedition,

but I can't unsee a white haired android girl in a dress at the back of the Pulverizer.
Just imagine the booster as the bottom of the dress, then as you work your way up you see robotic hands and then a robotic-ish face and hair.

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