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Messages - Mondaymonkey

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751
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v4.0.0)
« on: March 04, 2020, 09:13:11 AM »
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You cannot terraform barren planets

And that is a problem. IMO.

[Scientific mode ON]
Each time we are talking about terraforming we should consider four huge objectives it consist of:

-Temperature.
-Atmosphere.
-Hydrosphere.
-Lithosphere.

Probably, the most understandable part is a temperature. Obviously, you should cool the hot planets and warm up the cold ones. Nowadays science is unable to make this, but Sci-Fi have a many ways to do so. In a Starsector vanilla it is made by a solar shades and a stellar mirrors orbiting some core worlds planets. This method is already implemented in a mod.

Other objective already possible by this mod is a Hydrosphere. Capturing an icy asteroids and guiding them to any desirable planet is possible even with a modern technologies, all the problem is the amount of resources you are ready to spend. No magic here.

Barren planets has no atmosphere at all. That might be looks bad, but it is not. You see, the Earth hydrosphere mass is 1.46*1021 kg and the atmosphere mass is 5.2*1018 kg. That means, adding an air to Earth-sized planets is approximately 10000 times easier, than adding a water, which is already possible by this mod. Each solar system has a lot of frozen pieces of ice in its Kuiper belts, many of them are ammoniac - good source of a nitrogen, 78% of the atmosphere. Oxygen can be found both in an asteroids and a planetary cores of a barren planets in a bound state. So, there are no problem with a source. However, adding an atmosphere is only half of a problem, the other one - is to hold it. Lack of a gravity and/or magnetic field will result solar wind will blow all the air you add. Changing a gravity or a magnetic field is a tricky task. Fortunately, we do not need this, as vanilla already has an answer, called a "planetary shield". If that thing is able to complicate penetration from the outside, it should be able to keep gases inside, and stop the solar winds. Consider it as a planetary-scale dome.

Lithosphere is the hardest challenge. You can't replace even a small upper layer if it is inappropriate. That is such a HUGE effort, even MUD magic can't deal with. However, it is not necessarily you need it at all. See, not all of the barren worlds has a poisonous inappropriate core. Earth's Moon can be considered as a typical barren, or a barren-bombarded world. Soil samples, delivered by the Apollo missions shows, that it is fit to farming if water and organics is added. Results, similar to Moon was acquired from a Mars probes. That is not surprising, as all of the planets was made from the same accretion disk, and contain exactly same elements in a different proportion. Many of a Starsector systems have a habitable worlds, that means barren planets have a serious chance to consist of a proper substances to support life.

If short - barren planets should be able to terraform. If not all, but some kinds. If not to terran type, but something else.
[Scientific mode OFF]

Frankly said, I don't need it. I'm OK with my barren planets remain barren. However, I just have to say all of this. For great justice!©

752
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: March 01, 2020, 12:21:42 PM »
If you start a new game and have similar results

That will not happen soon, but I will let you know if so.

Weird thing: I've started a new game to obtain a MUD to terraform  my colonies. But now, when I have a large bunch of them, suddenly realize, I don't need them at all. Terraforming abilities, possible without a MUD, are already good enough to make most of a boulders, flying in space, perhaps not a perfect identical boring terran worlds, but a diverse hospitable places to live.

P.S. Lobsters would be great.
Spoiler
[close]

753
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: March 01, 2020, 10:24:58 AM »
One mothership and six survey ships. Only one of them haven't loot a MUD.

I have almost forgot a school math, but it is seems like 0.84% probability to score 6 of 7 on 0.35 loot chance. Bernoulli formula used, but I can be wrong.

P.S. I was wrong about motherships. There are only one mothership is generated in vanilla. Mixed up with cryosleepers, they are two. Still minimal of 4 survey ships left.

754
Do not forget to give up half of your officer and all of yours marines to be slaves prisoners.

755
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 29, 2020, 11:56:29 PM »
Players typically receive about 4-6 MUDs for destroying all the Domain ships

Dude, I don't want to complain, but I already have 6 of them in my new started game. And it is still a minimum of four survey ships exist, as factions sometimes gives a mission to run a sensor package in that four sectors. Even more, one more mothership may (or may not, as sometimes it is only one is generated) exist, as only one is currently found.

Am I a lucky man?

756
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 12:13:19 PM »
Please don't use TL as a shorthand for clarity's sake.

Sir, yes, sir!
[close]

Almost forget to Say my own words: I always diversify weapons, so there are many leaders in each role. However, if I had to choose single most-favorite gun, that would be a graviton beam. Range+efficiency+kinetic. Low DPS, you say? Use MORE graviton beams. The only weakness - it would never kill anyone. :-\

757
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 09:09:10 AM »
I understand what you mean, but there still have to be weapons that are better than others, for example: Phase lances seem better to me than Tactical lasers.

Not true. Phase lance is an attack weapon, so it make more damage than TL. Can PL hunt fighters? NO. Can PL suppress small crafts? NO. Can PL reach running enemy beyond 800 distance? NO. Can PL be placed on a small mount? NO. Is PL flux-effective weapon? NO.

But TL IS.

If you prefer fast and devastative attacks more than tactical suppression, then  PL is better to you. Try to use it's larger brother: the tachyon lance. ;)


758
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 08:47:40 AM »
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which weapons work and which don't.

All weapons works and don't at a same time. It's a rock-paper-scissors-lizard-spock game. Your game style define your favorite gun, not vice versa.

Which is your style?

759
General Discussion / Re: Can I make the Apogee AI more aggressive?
« on: February 21, 2020, 07:55:44 AM »
I was trying reckless officer on apogee once. Aggressive, but suicidal. It is your choice, tho'.

760
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 21, 2020, 07:45:07 AM »
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if you already destroyed all those ships
YUP! ;D

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If you want to use the console to obtain some MUDs, the ID for the MUD is "euteck". Players typically receive about 4-6 MUDs for destroying all the Domain ships, so you could add that many using the console and I wouldn't consider that cheating.

Well, thank you. However, request is no longer actual, as I was inspired by this and some other mods to begin a new game. Actually, there are several your mods in that modpack, so I doubling the thanks! Make a wide smile and continue.©  ;)

761
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v3.0.4)
« on: February 20, 2020, 11:19:29 AM »
As i understand, if installed on existed save it will work, but MUD won't be acquirable at all. And a quest is not ready yet.

Is it possible to add a minor chance to find MUD on a black market rotation? Certain planets, perhaps.

762
General Discussion / Re: My take on Starsector as a new player
« on: February 20, 2020, 10:35:41 AM »
Combat tree seems weak, because it relies on player skill. Good players with combat focus can make their flagship punch way above their weight, up to Paragons soloing stations.

You do not have to be a "good player" or have any combat skills to destroy any station with solo paragon. All you need is a proper weapons\mods loadout and some patience. All the types of station have their weakness, while a paragon is cheating-overpowered pice of solid overwhelming.

P.S. I love all of mine paragons. :-*

763
Suggestions / Re: Some Thoughts
« on: February 20, 2020, 10:20:30 AM »
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Knowing for sure that one is Hegemony controlled would be nice.

Colony establishing screen gives you a text warning, who claim the system. Not sure if it works properly. I guess, it should.
 Some sceenshot
[close]

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I’ve always been a big fan of Space Ranger

Same thing. Still SS is not SR. Not even close, please don't compare them. Just don't.

SR is mostly text questing and turn-based fights vs "bad guys" you had to defeat to win. In SS there are no text quests,  it is you, who choose whom are those "bad guys" you want to fight in real-time battles, sometimes it is everyone, and you can not "win" a SS.

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I see the devs mentioned wanting to make ground combat a little more interesting. I wonder if doing what Space Rangers did is a little too much? A full RTS.

Please, be merciful to Alex. Request to add a game-in-game while main game is too far from finishing, is a little bit cruel.

764
Quote
How would idea A and B work when suffering ship losses? The numbers used for DP aren't granular enough to support a smooth curve.

Did I said it is perfect? Concept and nothing more. All the values used is nothing more than example of system, not ready version. And yes, battle casualties are OK, you can reinforce your partial wings by adding same-typed frigates from reserve right in a middle of battle. Loosing a dozen of frigates during a large battle is fine, as it is summary non more than two ship slots in your fleet, because non-full wings could be easy recombined into lesser number of full wings. If you loose a dozen of frigates in a current system it would probably be a load of last save, as it is loss of 40% of a ship slots you have, resulting you will remain ether capspam from the rest of your fleet or a half-strength of what you had before. I suggest, loosing a large amount of small ships in battle is FUN.

Quote
There's also the oddity of different numbers of differently sized groups causing different DP totals. For example, in your example, three groups of four Wolfs would be 45 DP and four groups of three Wolfs will be 48 DP.

That is a goal to having larger wings, where each ship will cost less DP than in a smaller packs. But you are 100% right it is kinda weird. Probably should be reconsidered into something better.

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One (and only one) cruiser as an officer flagship, 2 destroyers and a bunch of frigates.

That is completely another system. Probably even better than mine. Let said, cruiser have four "escort" slots. Player or computer can add there four frigates or two destroyers with <by guess> 80% reduction with DP cost at a price they can not do any other orders than "escort" their cruiser. Officer on a flag ship contribute to his escort. Escort is direct retreating if cruiser is destroyed.

Quote
capitals, pretty self-explanatory

Paragon, conquest, onslaught and legion are. All another... Well, less sure.


P.S. There IS a topic about wings. How can i miss it? Guilty as charged. Thread can be closed.

765
Hi there!

1. Really sorry about bad english. Hope it is understandable.
2. Sorry if already suggested. Lurked a bit, and didn't found any similar.

Yeah, iv`e found that article and understand that it is a well known problem, which is soon to be reworked. But i doubt proposal solution will help.

My suggestion possibly could solve problem more effectively and easier. It consist of a two parts:

A) Fleet is limited of 30 units. Instead of allowing additional units over an upkeep penalty, maybe it is better to allow having more than one small ship as a single unit? The group of same-fitted frigates combined into single battlewing, acting as a single combat unit, shearing orders and tactics just like a fighters already do, just like frigates should do. And yes, an officer, who command that unit contribute to all ships in it, off course less effective than to a single ship. If you ask about numbers, i guess allowing 2-3(depending on shiphull strength, as some are stronger than another) destroyers and 4-8 frigates would be OK. Cruiser should be alone just like capitals, IMO.

B) There are obvious inconsistency between real combat strength of smaller ships and DP needed. Lets consider as an example wolf and conquest. If you have 40 DP to spend, you can choose 1 conquest or 8 wolfs (5 DP each). Obviously, conquest is stronger, no one will choose wolfs in that situation. Why don`t just change this according to point A? No, the single wolf is still 5 DP, but a group of two is already 9 DP. Group of three - 12, four - 15, five - 18, maximal group of six wolfs is 20 DP or so. That means, you can use two groups of six wolfs, spending 40 DP, and a twelve wolfs are more comparable to conquest, especially if all twelve are under officer`s command. Numbers should be adjusted, no more than concept yet.

The only question to be asked: "What will stop frigate spam, not to create opposite problem?" Well, first off all maintenance, as group of 6 wolfs might be 20 DP on the battlefield, but still 6*5=30 recovery cost in supplies. Plus frigates dies more often than capitals, which makes frigatespam fleet weaker after each battle.

Of course there are lot of issues and problems to be solved:
-What to do if one frigates from group was disabled and recovered with its own unique D-mods? How it can be returned to group?
-Where player will get those amount of identical spendable material if not having colony with heavy industry?
-How can player control that group if personally control one of the ships in group? Opposite problem: AI is not able to control group as a single unit, making that tactics less effective it should be.
-Something i can not imagine.

Still, i think idea is promising as it can be easy adjusted and balanced by simply changing that values where needed.


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