Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - RoquetheRogue

Pages: 1 ... 5 6 [7] 8
91
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: February 10, 2020, 08:52:44 AM »
Don'tchu know? Pyramids tend to cause eye cancer and other mood benign diseases, so I'll cut it here.
just joking btw

I'm very interested to see how Tiandong would retrofit D and R's Lysander, and a few other low a mid tech hulls, Dong hulls look really well done, pristine, but not sterilized dull, it has a heavy industrial look to it, which considering the faction has "heavy" in it, makes sense, doesn't it? still waiting on that Shepard retrofit too

I don't think it would be that exploitive to have Tiandong Mercs follow PC faction trade fleets and patrol sectors, but I wonder if they will protect their current contract, like, they have high relation with Diktat and Hegemony, but the Diktat raids a system where Tiandong is protecting, will Tiandong allow the Diktat raid to proceed?

I wonder if we'll see some Exigency inspired hull mods and ships here and there if the Dong ever treds High Tek industry.

92
The Pyramid of Egypt must end

it really sucks the productions are not additive, it takes out some of the joy of buildings like the Underworld Bazaar, so in order to get any effect buildings like the illegal chemicals plant would need a higher output like +5 normal, and upgraded get +7 drug production? I was thinking the Smuggler's warehouse could null some building requirements for illegal goods, and improve the sell price of any surplus drugs, while also spawning smuggler fleets that go sell products, if they suceed the Player get a cut from their earnings, as to simulate a smuggling operation backed by the PC Faction

The scrap yard is a bit gimmicky, I was think it could spawn fleets that would go around salvaging battlefields for ships and parts, bringing mothballed ships back, and either converting into Hulls resource or simply storing it in the PC storage

Maybe we can improve their outputs so they'll remain relevant even when their production gets replaced, maybe they could boost ship quality and quantity as well, a boost to income

How do you feel about buildings that help decivilize and depopulate planets for easy, temporary rewards?

93
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: February 09, 2020, 06:33:21 PM »
Anyways I hope this clears stuff up for you.

Your mastery of the forums' tools is quite a spectacle, I'm glad to have received such a informative response, I guess I did goof and reprehensively ignore the Lore, I didn't think you would go that extra mile by adding such a simple and well crafted code of realism and immersion, please excuse my confusion, I would like to claim that was a newbie mistake but I've been around, dish any punishment you find worthy   :-X

I'll.. go read some of the past comments, I've been really curious if you would be considering adding some of the ships added by other mods as well, but I guess this must'v been asked at some point.. or ships like the KITE and a few others

I have yet to find out, but does the Tiandong also provide their mercenary services to the Players? like... scout services for their ships and systems?  I have yet to delve deeper in your masterpiece mod, I've only recently found the Quest giver, though I haven't been getting more quests after the first investigation, maybe if I increase relationship? that seems like a good deal overall considering they're very necessary for retrofits and like you've shown, full relations and salvaged hulls for a brand new ship is not a bad deal, I guess my problem was that I wasn't finding too many "compatible" hulls around.. Hmm, maybe I should disable some extra hull mods...

Thanks again for your attention and patience.

94
Mods / Re: [0.9.1a] Shadowy Broker (v0.2.7 - 2020/02/09)
« on: February 09, 2020, 04:35:42 PM »
Are your ambitions for this mod only releasing a tool to help guide players find the best deals? or do you perhaps have bigger plans? I do think the Broker could have its own faction, a banking system where players could invest their money, get other benefits with time, take loans, and the consequences of crossing the Broker, like gaining a huge bounty (if using NEX), or thugs after you, being able to work with the Broker, tackle debtors, destabilize and sabotage markets for the Broker's clients, maybe some new hulls and features, like a ranking system where you unlock goodies as you rise in the Shadow Broker's ranks, stuff like encrypted boxes you can unlock, influence factions, recruit Agents (if using NEX) I always thought a Central Place like the Prism Freeport should have it's own faction instead of being Independents, that would be so cool.

Anyway, thank you for your time, this mod has huge pontential, it's amazing to have a "consultant" when you're unsure where to sell your Sto#($, valuable, honest goods.

95
Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: February 09, 2020, 04:18:38 PM »
Greetings MesoTroniK, will you be adding more retrofits to Tiandong? also, why does the Tiandong sometimes escort random ships? Once I played a game where they'd patrol Corvus and had high relations with the Hegemony, I wasn't using Random Faction Relationships from NEX

I refitted a Venture hull to its Tiandong variant, and it end up costing like 200k, I shouldn't be doing any retrofits early game?

96
Mods / Re: The Asteroid ship pack 1.0a
« on: February 07, 2020, 10:31:30 AM »
What a beaut! they look so good  :D

Do they have a Blueprint so I can make my faction use only those?

97
An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you...

...

Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.
Thank you very much for your suggestions! Actually, I see some truly interesting buildings here, so I'm interested in implementing them in the future. If you're up for it, perhaps we could talk a bit more to refine their design and balance?  ;D

Of course! more than willing to help! I can write text for some of the buildings if you're interested, as you can see I have no problem creating text walls, I tried to keep a simplistic design and some in theme with your criminal industry, the Mob-run Business district being that key building in order to the create the more nefarious structures, some look like they can break the game's economy, but it is quite a risk running Free Ports, these buildings are the low road, I could think of some other buildings that can improve relations, while also working in FP colonies, let me give you a example:

Ludd's Mission; Invite the Church to build a small Mission building where the faithful may gather, it will generate +2 Growth, will benefit industries such as farming, mining and non-FP Light Industry, increases relationship with the Church by 1 point every month, upgrades to Church of Ludd, +3 Growth, benefits to industry, increases relationship with the Church by 2 points, spawns Faithful Travelers Fleet, upgrades to Cathedral of Ludd +5 Growth, benefits to industries, increases relationships with the Church by +3 and +2 with Pathers every month, spawns Pilgrim and Knights of Ludd fleets, increases stability by +2
cost 200,000, upgrades to 400,000, upgrades to 800,000 Mission Cost resources; -1 Luxury, -1 Domestic and -Less Food, Church -2 luxury -2 domestic -3 food, cathedral -3 luxury -3 domestic, -4 food, -2 fuel

It's a double edged sword, building, while you will be increasing relationships with the Church and at the end the path, you'd also be inviting them straight to your door, if you you AI technology these buildings will have the reverse effect -3 Growth, -less benefits to industry -3 relation with the Church -2 Less Stability, they may also take issues with Criminal Industry structures but not as much as AI, example; You'll gain half benefits from using criminal buildings and Ludd buildings together

I also have a few ideas for a Bank Building, Merchant Fleet, Salvager and Void Mining industries, a few other industrial buildings to generate food without farmlands with GM Crops-Hydroponics

98
An Absolutely amazing, well crafted mod! it has been nice, and it merges well with the colony system, you'll see lots of Player Corsair fleets around your systems.
I find your Criminal Industries a most perfect addition to any villainous playthrough of the game, and the extras are just bonus! Kudos to you

Here's a few ideas:

Gambling Den; [Increases Income, 5,000+ and Accessibility 20+ destabilization -1, -2 luxury goods, -1 food and reduces growth -2, upgrades to Casino income 8,500, accessbility 30+ destabilization -1,5, -3 luxury goods, -2 food] Requires Mob-Run Business District, can spawn friendly and neutral visitors and tourists,
cost 200,000, upgrade 400,000

Illegal Chemicals Lab; [Produces Drugs +3, requires Organics -5, upgrades to Chemicals Plant +5 Drugs, requires -8 Organics -4 Volatiles, destabilization -2 Accessibility -15]
Cost 120,000 upgrade 200,000

Bounty Hunter's Guild (Mercenary Patrols) [Mid-line Corsairs and Bounty hunters moving around the system looking for bounties, they cost income -6,000 per month, but improve accessibility +15 and stability +2, -2 Drugs -2 Food, will engage neutrals for bounties]
cost 150,000 increases security +200

Personal Death Squad Base; [adds a player doctrine fleet enforcing the law, Stability +2, Accessibility -25,  not compatible with Privateers or Bounty Hunters, will not engage neutrals and help allies, create Iron Guard Patrols that helps Faction trade fleets and protect systems -2 Marines, -2 Heavy Armaments -2 Ship Hulls and Weapons, -4 Fuel -3 Supplies ] 1 per system increases security +350
cost 150,000

Underworld Bazaar; [Generates income 3,000 +1 Drugs, +1 Organs, +1,5 H.Armaments, +1 Volturn Crab, +2 supplies, -1 Crew, -3 Luxury and Domestic goods, -2 Food, -2,5 Ship Hulls growth +1 ] Requires Mob Run Business District, 1 per system
cost 400,000

Loan Shark; [Generates income randomly from 1,000 to 3,000 +1 Crew (indentured servant) +1 Organs (From those that couldn't pay and didn't want to serve) -1 Hulls and Weapons -1 Marines, -1,5 growth -1 destabilization] Requires mob-run business District
cost 150,000

Scrap Yard; [Illegal dismantling operations costing -6,000, -3 Machinery but generates +2 Metals, +1 Fuel +1 Hulls and Weapons, -1 destabilization -1 Growth]
cost 100,000

Smugglers Warehouse; [-1 Hull and Weapons, -3 fuel -2 supplies  income +7,500, generates smugglers] Requires Mob-run business district
cost 300,000

Red Light District; [Increases Growth +1, accessibility +10, +1 stability, -1 crew, -2 luxury goods, -1 Domestic goods -1 drugs upgrades to Pleasure Palace +1,5 Stability +1,5 Growth +15 accessibility +1,5 New Crew, -3 Luxury Goods,-2 Domestic Goods -2 Food -2 Drugs, +5,000 income ] Requires mob-run business district
cost 100,000 upgrade to 200,000

Planetary Entry Toll Booth; [Generates 1,000, decreases accessibility by -20 -1 Fuel -1 Supplies] requires Mob Run District
cost 100,000

Nutrient Paste Facility; [+1 Organs +1 Food +1 Organics -4 Growth, -2,000 upkeep]
Cost 100,000 the Soylent Green!

Forced Labor Prison; [-1 Crew -1 Growth, less upkeep for raw industrial buildings such as mining and  farming, upgrades to thought Re-Assignment Institute -3 crew,  less upkeep for all Industry buildings, except criminal]
cost 300,000 upgrade to 600,000

Gladiatorial Grounds; [-2 Marines -3 Food, -1 Luxury Goods -1 Domestic Goods + 2,000 income +2 Stability upgrades to Bloodsports HoloExpo Arena -4 Marines -5 Food -2 Luxury and Domestic Goods, +6,000 income and +4 stability]
cost 200,000 upgrade to 500,000


These are just a few ideas I had while playing Your mod! I think these new buildings reward the risk of having a free port, plus the stability aspect of running a criminal organization oppressing/controlling it's people and terrorising the sector, I do think the Privateers building should also increase relations with pirates by a few ticks every month plus increasing +1 Marines, also increasing the chances of spawning hostile pirate faction patrols, making it seem a little dangerous to travel to these lawless sectors, Free Ports are quite a adventure but many times an unrewarding one since you'll be paying bribes to avoid "inspections" from certain factions and slowly declining in relationships with "above the board" Factions, plus all the destabilization issues, why not embrace it fully then? these *Corruptor* buildings might just fill the role when you go the low road, there are of course a few other ideas I've been looking for, I know some buildings are either excessive, but balacing is quite hard to define.

Thank you again for your hard, quality work, I hope these ideas serve as an inspiration to you if you ever consider giving them your time.

99
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: February 04, 2020, 01:28:30 PM »
Is it just me or did this mod COMPLETELY replace some aspects of exploration by changing Loot Tables? because try hard as I can, I never get any Cores, Nanoforges or the like anymore, all i see is Terraforming artifacts everywhere...
There are quite the number of terraforming artefacts, but I still do find Cores and Nanoforges that I need.

How are you doing that? No luck for me at all though, is it just RNG being tricky? I have 8 terraforming artifacts of varying utility, maybe this should be reduced? instead of having several types of terraforming artifacts you have like 3 or 2 for general purposes.. so it does not overlap the spawn rates of some of the more common Artifacts, I have yet to find nanoforges and converters for my current play

100
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: February 04, 2020, 12:39:00 PM »
Thank you.  Will the quest repeat so we can reacquire the necessary artifacts?
Yes, you can also get artefacts from exploration, because they were added to loot from old stations and planetary ruins (things you generally go looking for in search for a nanoforge or AI cores).
The "Scared spacer" quest is infinitely repeatable, you just need to find another spacer, your colonies will even have them occasionally.
A small tip: you can use AI cores in terraforming structures and they are returned to planetary storage when it's project is finished and structure erases itself. Alpha Core doubles the speed at which terraforming structures work (you still need the artefact to go past 50% completion, but if you have it, the whole thing will finish in half the time, and you get to keep and reuse the core).

Is it just me or did this mod COMPLETELY replace some aspects of exploration by changing Loot Tables? because try hard as I can, I never get any Cores, Nanoforges or the like anymore, all i see is Terraforming artifacts everywhere...

101
Hello everyone! I'm relatively new here, been going in and out of this forum for a long time, only now I made an account, but this isn't about me either..

Something about Starsector has been nagging me for a while, it's the Player Faction Emblems and the player faction overall, they're so repetitive, lack color and taste and meaning, do we have modded flag alternatives in this forum? because everywhere we see features like extra hulls, factions, weapons, but not so much on interface, UI and Faction Customization, It's amazing we are able to build a faction, honestly the game would have lost it's appeal to me a long time ago otherwise, but as it stands right now, it is a little... "In need of more features",  I would put it that way..

That whole doctrine section is kind of a mess, I really... REALLY wanted a option to "toggle" on and off certain ship hulls, techs and weapons, giving me more control of my own ships, what if I want a Freighter only faction, that has converted carriers? and does smuggling on the side, I know, it is stupid, but it is also "freedom" and "option", more banner options, perhaps the ability to change the UI colors so you don't have to always stick to that Blue/Grey theme

Faction Commands, what if you are a smuggler? or a pirate? or a Junker? Why can't you give your mothballed ships to your colonies and have them retrofit it into resources? as a pirate perhaps you should be allowed to have more fleets flying around, doing piratey things, have your faction officer captains build raid camps and you can earn a income from their "raids", criminal playthroughs are a little limited, what if you wanted to extort whole colonies and slowly corrupt them into joining you? example: you corrupt so much their officials with your black market smuggling, raids and extortion, they have no choice other than pay you to stop, or eventually join you


Have your faction fleets have more of a presence in the galaxy, especially in player sectors, if you have a system close of another have a extra fleet go on patrols there as well their original system reinforcing stability at each sucessful patrol cycle

If you are a Junker, why not have your fleets go around salvaging and mining? hauling ships and goods you can take off colonies or leave them there so the colony can "recycle" or convert into ship hull resource

I play heavy on exploration and I think exploration is like second nature to SS, YOU SIMPLY MUST explore, why not have your fleets go around? chartering systems, tackling [REDACTED] and hauling goods back to their origin colony, something like that you even join too to help them success in their adventures,

Build your own Detachments and fleets with the Officer of your choice and command them to go on raids, attack any designated colonies, or very simply, follow you, donate them resources, money, ships and weapons, asign them underling officers, watch their progress as they travel the void,  collecting bounties, raiding or exploring, while you sit back and simply let the game play itself for you, if that's what you want, you Illusive man you
Free Ports are amazing, but why bother? players are already *** the Hegemons enough with all that AI tech running their colonies, free port is just another extra DARE for meager rewards

Independents as "One" faction is a bit of a mistake, they're like the UN of the galaxy, when they should be local powers with local problems, not a galaxy-wide entity, leave that to Major Factions, maybe the solution here is having seperate sub"indepedent" factions that only register crimes against that in their own, in their slice of the galaxy

But I have some ideas... this isn't solely ranting and whining....


PLAYER Factions could have aspiration traits;

Merchant's Guild/Corporation (access to unique trade routes, hulls, resources they can "unlock" as they gain reputation, access to unique siphon stations and toll booths around player systems, access to unique buildings players can construct near or inside their trade partner colonies via Privatization, better value of their goods on the market, access to a banking system you can invest your money, borrow money to factions, hire mercenary fleets to protect your unique toll booth/gates and routes, ensure factios pay their dues on time)

Criminal Syndicate (access to raider camps, pirate connections, smuggling and extortion bonuses, access to unique black flag hulls, use asteroids as hideouts, wildcat exploitation of resources of certain systems without permission of local authorities, corrupt colonial officers into paying you to leave them alone or joining you, unique opportunities for some real shady deals for smuggling, harvesting organs, or enslaving/kidnapping colonial populations, slaves can work as crew or marines but are "poorly motivated" for obvious reasons, access to unique buildings you can construct near or inside rival colonies to steal their black market resources, increase their drug and organ outputs, more rewards from free ports and instability, sabotage rivals fleets and production)

Adventurer's Guild (access to unique explorer hulls, unique exploration and salvage opportunities, research new technologies to reverse engineer some arcane techs you can hoard, access to a museum unique building where you can store collections, access to a unique "void megascope observatories" that can see who is entering your systems in real time, pinpoint new exploration opportunities, maybe even the restoration of the Gate Systems and invent new transporation techniques, unique benefits of using AI technology via research, creating artificial captains that require no payments, robot crews)

Salvagers Company (Access to asteroid mining, unique hulls and droids, resource recycling, unique forge buildings and mega structures you can build like turret/battery platforms around your colonies and entry points, salvager droids going around your system collecting salvages, more automation features, unique robot hulls)

Religious Cult (Access to unique buildings that can "convert" systems into your faith, a religion popularity meter/beliefs and ways to influence either fear or respect, blessed hulls and artifacts giving mod-like benefits, more stability from using less, or more technology depending on the belief doctrine, converted systems pay some income and increase crew outputs, for factions with both religious cult and criminal syndicate traits they gain unique organ harvesting opportunities, but that throw a lot of shade on their outlook, religious cult need to be credible, any taint and their whole organisation can face terrible consequences, every faction could have a belief or disbelief system religious cults could work with or against, drawing either the adoration or ire of Factions, you provide stability, benefits industry and well-being of systems that invite your cult.... while you smuggle drugs and organs on the side, steal their resources under their nose, if thats how you roll)

Mercenary and Military, PMC(Access to more battle worthy hulls and weaponry, access to unique industrial buildings, access to faction diplomacy hiring you to "protect" said system, or be a corsair and attack other factions for a contract, when the contract ends, relationships restart, it's all business after all. You could have the faction you've just crippled hiring you to attack your prior contractor, access to income via sending your fleets to protect system the AI asks you to, better officer training and recruitment, easier access to midline tech ships and Detachment creation, "unique diplomatic ways to create new wars, you need it")

These Factions traits are not exclusive, they can be like an additional "c" character configuration you can unlock by playing and "leveling" your faction, eventually, maybe.. even unlocking all traits, of course some traits do not synergize well and will require conversions like merchant and syndicate, mixing Salvager and Adventurer having powerful systems that could eventually need a debuff, for that there could be a unique "cohesion" feature, how likely to break apart the player faction is to became sub-factions, I find it every weird player factions never rebel, you never have to deal with opposition from within.. that's very odd, also... "unique" ways to deal with that depending on the faction traits, gulags, prison camps, asylums, conscription

Synergy benefits can change the entire outlook of the faction;

Military Religious Cults can become Brotherhoods with access to unique hulls, doctrines and overall benefits to cohesion, stability, how other factions perceive you, think Brotherhood of Steel or Brotherhood of Nod, depends on Belief doctrine, Military Cults can convert systems they are protecting, gaining new followers on regions they are employed, they gain unique Ships with propaganda broadcasters that benefits the entire fleet and cripples enemy fleets of a differing belief or disbelief system

Religious Cult and Salvager company can become Techno-Cults based on their belief doctrine gaining access to jury-rigged Robot Fleets, Forgeworlds that benefit industry, unique system placements like self-recycling station, faster low-tech hull manufacturing, giving stability and increasing cohesion whenever the Player Faction builds something new, be it ships, robots, platforms/megastructures

Religious Cult and Criminal Syndicate can become Cartel-Cults, gaining access to unique game mechanics where you can both convert and corrupt systems, giving faction-wide corruption, freely pursue smuggling, exploiting of rival resources, gaining crew and slaves, while boosting that system stability, destroying them from within and bringing them to your side, plus benefits from both Religious Cult and Criminal Syndicate

Because synergies can be so powerful, reaching one will lock other faction traits from being completed, these above concern only the religious aspect

Faction Design where you can change your faction colors, UI and even emblem, ship doctrine where you actually "toggle" hulls, or customize patrols

If anyone has a suggestion or a critique feel welcome to do so, more brainstormers the better, what do you think of Synergies and Faction Traits? Maybe Merchants Guild and Adventurer's Guild synergies?


Thank you for your time, excuse my ST English mistakes, have a good day.

102
Mods / Re: [0.9.1a] Galaxy Tigers faction (v1.2.0) : I hope ye like drones
« on: February 01, 2020, 07:31:16 AM »
Quote
I wasn't planning into adding IBB bounties for now, and as MesoTroniK said the IBBs aren't that "open" so I can't really fiddle around freely with that. i'll think about HVB though, this might be a good idea to have at least 2 or 3 bounties with unique ships and such.
For the name I may do something for this and may go for your first suggestion (Galaxy Tigers Industries sounds really great) since I want Galaxy Tigers to remain in the whole name, but again I'll think about it too.
Also for the number of markets the system has, don't forget that they only have 1 system while some other factions tend to have markets in at least 2 systems. GT have claimed the Tigris system being their own so to speak. The best I can eventually do is nerf some market conditions some Tigris' planets have.

Anyways, thanks a lot for your feedback and I'm glad that this mod pleases you ;D

GTIS for short, thank you for allowing me, I really like the theme there :D

maybe you could create a sub-faction that often happens to be the bounties? Tigris Consortium, Cartel, a criminal wing of the system that isn't particulary tied to the GTI but doesn't have any animosity towards them yet, they can fight pirates and pathers, kinda like opportunistic corsairs, I have been looking for another "pirate-esque" faction for a long time, I play with NEX and I found that the Galaxy Tigers often picks and wins a lot of fights against the Hegemony they also pick fights with Blackrock faction and gains some of their markets, and do a little trade with Hazard Mining, but doesn't do much more than that, have you tweaked them for NEx?

EDIT: Sorry if some of the suggestions go a bit beyond your current scope of the mod, I realized a new faction is a bunches more work

103
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
« on: January 31, 2020, 06:42:59 PM »
I was also getting reports and CTD of the MIRV missile bug, removing the mod fixed the issue, only happened when I saved the game  :'(

Which is very weird since I only recently got the mod, shortly after your fixes, do you have any idea what other mods, when paired with Legacy of Arkgneisis could be causing this?  I'm going to keep on trying your mod, see which one is causing this.

If you're experiencing an issue that seems to be fixed for most people, 9 times out of 10 the culprit is an improper install.

Completely delete the mod from your file structure and then re-download and extract it.

I have no clue at what the actual F is going on anymore, I did your suggestion proper, played for about 30 mins, some absolutely weird bug happened that whenever I entered shops my mouse pointer would automatically select everything and proceed to purchase, I think some AI took control of my SS, I'll just make a error thread somewhere..


it has nothing to do with my mouse either, else I wouldn't be writing here.. Anyway..

Keep on keeping on.

104
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.6.3 [1/17/20]
« on: January 31, 2020, 04:38:10 PM »
I was also getting reports and CTD of the MIRV missile bug, removing the mod fixed the issue, only happened when I saved the game  :'(

Which is very weird since I only recently got the mod, shortly after your fixes, do you have any idea what other mods, when paired with Legacy of Arkgneisis could be causing this?  I'm going to keep on trying your mod, see which one is causing this.

105
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: January 30, 2020, 09:19:25 PM »
Hello, is there a way to edit how often Mercury and Nautilus ships will spawn, I don't really fancy seeing them being used alongside with Low Tech ships on my faction, I think they would fit a lot better being exclusive to Tri-tachyon and blueprints despite them being common class ships, please help?

You can mark ships as "Priority" ships in your faction doctrine. Just choose some small transports/freighters you prefer and mark them as a priority, and they should start outnumbering the high-tech ones.

(The Mercury is vanilla btw.)

I'm new to the game, I should have paid more attention to some things prior to modding I guess, but I'm not a total newb when it comes to modding, I did see some rarity things when looking around, but I didn't change anything, I just don't really like high-tech expensive ships around my early game ships and not even using the settings you mentioned works all the time, isn't there I way I can make them exclusive to the blueprint and TT?

Pages: 1 ... 5 6 [7] 8