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Messages - Kh0rnet

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16
General Discussion / Kanta's Den decivilized?
« on: April 25, 2022, 08:51:40 AM »
Kanta's Den randomly decivilized in an extremely short time and I didn't even notice.
Any way to bring it back? It's not colonize-able (since it's a station).
Solution via modding also accepted (if it can be applied to an existing playthrough).

17
Are we still soft-capped to the number of structure/industry slots as dictated by the colony management window, as in, after you build more than 12 they don't "fit" in it anymore?

18
General Discussion / Re: Bounties Can Get a Bit Excessive
« on: April 05, 2021, 08:06:57 AM »
Boy, you ain't seen nothing yet...


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19
General Discussion / Re: [HYPER-REDACTED] battle strats?
« on: April 05, 2021, 08:06:01 AM »
MAN, forget about the Hypershunt fights, HOW ARE YOU SUPPOSED TO DEAL WITH THIS???
Why YES, those are 3 S-mods AND an alpha core on EVERY SINGLE SHIP in a FULL Remnant Ordo fleet AND a Tesseract to support it!

This is outright impossible, I can't even think of any theoretical way to cheese it, the Remnant's Fearless officer AI creates an unstoppable blob and the Tesseract is impossible to pick off fast enough.

Nice, where did you find those guys?

High-level contacts (not sure if they need to be Tri-Tachyon, in my case it was Rayan Arroyo) give you bounties like these. At this point of the game credits don't matter, so it's purely a matter of challenge I guess.

20
General Discussion / Re: [HYPER-REDACTED] battle strats?
« on: April 02, 2021, 02:28:23 PM »
MAN, forget about the Hypershunt fights, HOW ARE YOU SUPPOSED TO DEAL WITH THIS???
Why YES, those are 3 S-mods AND an alpha core on EVERY SINGLE SHIP in a FULL Remnant Ordo fleet AND a Tesseract to support it!

This is outright impossible, I can't even think of any theoretical way to cheese it, the Remnant's Fearless officer AI creates an unstoppable blob and the Tesseract is impossible to pick off fast enough.


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21
General Discussion / Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« on: April 02, 2021, 12:34:05 PM »
Why don’t you just feed the colony stockpile with actual iron nuggets (20k should be sufficient) and turn on the deficit meet with stockpile? You only need the demand fulfilled during construction of the extra industry.

Plus, I don’t even think there are much use cases for 5th industry. Very much useless reward.

Yeah it really is underwhelming for all the effort it takes to get it up and running... another industry pretty much just means... more credits. Which is pointless.

22
General Discussion / Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« on: April 02, 2021, 12:05:40 PM »
My best guess on the 10 transplutonics thing is that you have to do all of that and then also put at least a gamma core on your infrastructure to reduce the demand to 9

Can someone confirm if that's how it actually works? I thought the demand is "external" instead of being slapped onto your colony's infrastructure "industry".

23
General Discussion / Re: [Uber-Spoilers] Hypershunt Tap Acquisition
« on: April 02, 2021, 11:56:14 AM »
That being said, how ARE you supposed to actually meet the 10 transplutonics demand to support the Hypershunt Tap?
A size 6 refining industry produces 4 transplutonics... +1 with admin/player skill, +2 with Catalytic Core (no atmosphere lost tech item), +1 with Alpha Core and +1 with story points improvement. That is a total of 9... you can't actually get more than that because you're limited to size 6 colonies now. Is it an actual bug?

Also, what does "within 10 light years" actually mean"? Does it apply only within the same system, or is it, quite literally, to any system in range of 10 light years (the one you can see in the intel/map screen)?

24
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 01, 2021, 03:16:35 PM »
Hmm... is this vanilla? Offhand I'm not sure what this would be. If it's vanilla, could you send me your save? fractalsoftworks [at] gmail [dot] com

I would also like to report the Heavily Shielded Cache thing, I am on pure vanilla - massive spoilers below to anyone reading this post:
Spoiler
The Intel log seems to point to the exact same hidden area where Alpha Site and Ziggurat are located - however, there is no actual cache to be found in it. Is there supposed to be one?
[close]

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25
Is there a trick in making the embassy work? I've planted a Hegemony ambassador in mine and the faction relationship hasn't budged from 42/100 for 6 months. I only noticed a negative extra -10 when using connections to disrupt an expedition.

26
Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: March 20, 2020, 03:25:59 PM »
Sorry, I might be stupid, but in days of gameplay I don't think I've even touched this mod's content. Can anyone point me to how/where to actually start it?

27
Another thing I noticed related to the Bureau: its demand for recreational drugs seems bugged. The icon displays 3 units for demand (with an Alpha Core) but the demand is actually a whopping 8 economy units on a size 6 planet.
I'm not sure if this is intentional and the actual demand scales with something else (like the amount of different industries supported, in which case it should still be 3+3=6), but it's impossible to exceed recreational drug production of 7 for me (6+1 from a Variable Manufactory with the Recreational Drugs LPC on a size 5 planet, I suppose the demand would be met exactly through local production once it hits size 6).

The demand for the bureau's recreational drugs is sketchy in the first place. Miners need that juice to keep them through the grim,gray, daily reality of sniffing volatiles and ore dust. But bureaucrats sitting in their comfy offices in an orbital station with a nice view on the planet below?

28
I've noticed that Centralization Bureau could use a little tweak - if you have over over 3 industries of the same type, the bonus of the bureau won't go above 3 since that is the maximum allowed by an Alpha Core.
However, the game will pester you with monthly notifications about the core being "insufficient" - while technically right, it can't get better than that.

29
How come prisoners are treated as commodity items instead of people? They don't use personnel slots and you can just YEET them into space inside cargo pods instead of cryo pods.

30
I'm already using Station Construction  ;D
I love colony management stuff so naturally I'd plaster my Starsector with these kinds of mods.

I don't think it's THAT imbalanced, true, the Astropoli basically allow you to cram a lot of stuff into a single system, but they are limited by certain factors (a hard limit of 3, even though it should be 1 IMO, and you can't build them on small planets). It could use some tweaking but I think it's a very welcome addition to features the game needs.

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