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Messages - yourleader

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16
I hope one day the player can control when to run forge ship, and so we have something like this...


hahh.... what a mad dream...

17
The hard part for this is probably the right formula.
I'm not sure about current mod's formula for production, so this is my personal calculation/recommendation, i hope it helps.

**This is my personal formula for supply making only
productionAmount = {[(SuppliesPerMonth / 3)  + (ShipCargoSpace * 75%)] * CRPercentage} / 12

- SuppliesPerMonth take base value, not including efficiency overhaul deduction.
- Cargo space take real value, including expanded cargo hold
- This formula wont apply for modules. Probably the current formula fits well for them.

Metal / rareMetal ratio = 6/1
**with food: 6/1/1 (6 metals, 1 rare metal, 1 food)
Atlas:
SupplyCostPerMonth: 10
Cargo: 2000
CR: 85%
-> production amount per day: 106 Supplies (actually 106.486)
Consume: 106 Metal Plate, 18 rare metal per day
(LEGIT SHIP AS FACTORY SHIP)

Colossus:
SupplyCostPerMonth: 6
Cargo: 900
CR: 85%
-> production amount per day: 48 Supplies (actually 47.9541)
Consume: 48 Metal Plate, 8 rare metal per day
(LEGIT SHIP AS FACTORY SHIP)

Paragon:
SupplyCostPerMonth: 60
Cargo: 300
CR: 85%
-> production amount per day: 17 Supplies (actually 17.35)
consume 17 metal plate, 3 rare metal per day
(WHY YOU WANT TO DO THIS THO???)

Instead of buff, forge ship addon should put debuff on ship. Due to all factory works, slag and trash the ship produce, it will give this according to each:
(To be honest, even now, nobody want to put forge ship hullmod on battleship anyway)
-Manufacturing bay: decrease peak performance by 20% due to production stress.
-Shipborne Smelter: decrease top speed by 20% due to metal weight and heat.
-Antimatter Centrifuge: decrease hull intergrity by 20% due to anti-matter pressure to the ship.
-Volturnian Aquarium: decrease repair rate by 20% due to complex life support for the lobster.
** -Mobile greenhouse: decrease armor by 20% due to greenhouse system support. (for future update)

Forge ship hullmod cost: 10   15   20   25 (-75% cargo space)
Specific factory hullmod cost: 5   10   15   20 (add debuff)
Fuel space switch: 0 (Switch cargo space to fuel space, now -75% fuel space)
Extra factory slot: 10   15   20   25 (Give one extra factory slot, half production efficiency of output for both, wont change CR cost)

18
I will admit, it was a big letdown when I got the big module ship this adds and *couldn't* put forge modules on the modules.
Ikr? Me too, me too...
I have a whole planet eater spore ship, big enough for 20k people to live in, yet struggle to create supplies, and a bunch of ship modules being useless.
If only the mod support forge ship hullmod on modules, that would be cool.
Tried hard implementing forge hullmod on module, didnt work. The current state of the mod doesnt support module calculation, and the script wont check ship's module too.

The dream of having a "mobile colony" is so close, yet so far away lol.

Btw, the miner ship the mod implement should not have "forge ship" hullmod included as D-mod. The ship have spacious cargo, yet forge ship kill 75% of its cargo and burn supplies it produce because the ship have quite high supply cost.

For module, because of its nature (storage and CR cost doesnt exist). Should use current production calculation fomula, which still check the size of the module, but use the main ship's CR percentage lower point, but wont reduce main ship CR (maximum 50%, minimum depend in main ship CR. For example, if main ship CR is 100%, the module CR for production is 50%. If the main ship CR is 20%, the CR for production is 20%. Module production wont reduce main ship CR) in exchange for considerable amount of production reduction.
(For my own test, module CR is hard locked at 50%, it wont increase or decrease no matter what you do, even space refit. Pros: modules wont burn CR from you. cons: its locked at 50%, which greatly reduce your item forging output, are usually small, and low OP point)

Yes. Another feature, more things to work with, more calculation, more demand.

The author probably have his hand full for now, so lets not demand it too much.

19
For a suggestion, instead of -75% cargo hold and deplete combat readiness of the ship, there should be a better, dynamic way for this to work.

Because of the hard set nature of the mod, forge ship mod only apply to very cheap ship (because restoring CR needs supply) and fuel ship with no cargo (because exploit)
The point cost for forge ship is not cheap either. It consume 65 points for forge ship to work, and you can only add one function to the forge ship. This is quite weird when you have a Superdreadnough, with 10k cargo space, but only produce 48 supplies per day in exchange for 7.5k cargo hold, and consume mad amount of supplies because combat readiness reduction.

This is my suggestion (if possible)
- let the ship be able to have one more factory slot in exchange for ordinance point (like the hullmod (extended factory, which cost 25 more OP, in exchange for another slot)
- reduce OP cost for hullmod for a bit. 65 points for capital ship is quite alot! Especially when you directly reduce 75% of the cargo hold regardless of the cargo space (more cargo space and costly CR should produce more stuffs)
- add a dynamic way for the ship to produce stuffs. Add an active skill to player's skillbar called "item forging". This skill will check the player's fleet to see what ship have the factory hullmod, get cargo space number (75% minus cargo) and CR cost from it, and calculate the amount to give the item number the ship can produce. For extra factory slot, half the above amount to give it to another factory production slot) this will stop fuel ship exploit, cargo eating, CR point burning and dynamic forging when player can choose when to forge supplies.
-when forging, increase detection range by 100%
-we can produce food from organics. And supplies should take a small amount of food to produce
- the should be a hull mod to swap between 75% cargo, and 75% fuel tank
-lobster breeding should be a hard side quest, because breeding lobster on a ship is totally economy destructive. The lobster should require very special technology from tri-tachyon, and breeding require complex work (because you literally breed a deep sea lobster, in a spaceship!)

This suggestion, is of course time consuming, takes good focus to create, and is hard to make. I understand.
But of course this feature, is the one every starsector player ask and want.

20
Btw, there is a bug relating to loading a save in mid game, YREX stop running and forge ship wont produce stuffs anymore. YREX kick in only when you go to refit screen and leave after that.

21
Sure, you can adjust the size and frequency of hyperspace remnant fleets (or disable them entirely) by editing the "# REMNANTS #" section in RUTHLESS_SECTOR_OPTIONS.ini. There's no way to adjust when they decide to chase you though, as that's controlled entirely by vanilla AI.
Thanks for the tip!

22
That'd be the definition of feature creep. Mechanics like that aren't Starship Legends' job.
Well... i'm not demanding it? it's literally a suggestion. The author can say "no" and so that's it. If the author feels like i'm harassing him then just tell me and i will shut. By the way, is there a mod that have such feature? that's like you said, do something that's not "starship legends' job"?

23
Can we have extra option that the other fleet consider your fleet's reputation before attacking you?
I mean you have few ships, but they are all legend ships, with all good trait, and very high combat rating. Suddenly a little group of pirate show up, with no  special trait and D-ships, telling you to give up and go to hell. Pirates are ruthless, but in this condition they are complete idiots. The description told you that even planet-bound people know about how powerful is your fleet, yet fools from everywhere still don't know how to stay out of your way.

There should be a feature that other fleets respect your reputation, or even run away when they see you. seeing 3 little pirate ships trying to pick a fight with a Legendary Paragon is quite a pain.

24
With the mod enabled, Remnant fleets are everywhere, and harass everything.
The Remnants in the core world are weak, but quite a pest to deal with. They attack everything, and chase you by all it got even though they wont even stand a chance to defeat you.
With hyperdrive mod enabled, they wont even leave you alone, jump spamming, and chase you like you are the one who kill their wifes.
Is there an option to disable rouge remnant fleet, or any config that stop small remnant fleet from chasing you?

25
Not really. nexerelin handle reputation reaction base from reputation change. Starship legend interference the reputation through impressive victory bonus, causing this to happen.
There can be two way i can think of as a work around
- Impressive victory bonus wont apply on faction that is hostile or vengeful to you. ( i mean it will cause jealously and grief more than respect at this condition)

Or

- Impressive victory bonus wont apply to faction that is attacking or planning to attack your colony (invasion, disruption, AI inspection)

Both of these will solve the problem

26
> Being hostile with Hegemony
> Order an invasion to take control one of their planets
> When waiting for preparation, adventuring around
> [REDACTED]
> Ended with impressive victory
> Hegemony relationship +5 become not hostile anymore
> Invasion canceled, because they are not hostile anymore
> No War refund

I wasted millions for war, just to gain 5 point of relationship LOL

The relationship change sometimes create weird events
> Hegemony send AI inspection fleet.
> They are already hostile, so the colony order itself to resist.
> Adventuring around because i bet they wont even chip colony defense.
> [REDACTED] happen when they are close to my system
> impressive victory, relationship +5, Hegemony not hostile anymore
> the resist order auto canceled itself and change to comply.
> space police steal 5 Alpha cores and go
> i rush back to my colony, try to track them down, but they are already gone
MAXIMUM RAGE

Seriously, can we exclude relationship change when:
- There is an invasion from us to them and from them to us going on
- AI inspection
- Expedition

That will be nice

27
Suggestions / Mid-End game threat of the galaxy: The Scorn
« on: July 04, 2020, 06:33:41 AM »
I feel like Star Sector lack of something: it lack cosmic horror, and some kind of end-game threat that put challenge to the player when the player have enough power to be competitive with other major factions. So an idea pop out of my mind, and i call it "The Scorn"

" After the collapse of Domain, most of their military project was abandoned, including a project about creating a planet-killer bio weapon somewhere at the unknown space. eon had passed, and the horror woke up from it's slumber. The Scorn, with nothing but it's hunger, start to consume everything in it's part, being the great evil lurking under the corner of the dark space "


Starting mechanic
Spoiler

-These images are used for references, created by Tecris-

The Scorn will spawn at the most far corner of the galaxy, randomly be one of the four. It will have an abandoned research station under it's control at first. This station will soon start to spawn invasion fleet and try to colonize the closest planet or asteroid ring possible, as long as the planet have resources. The Scorn of course prefer planets that is habitable or rich in resources, and try to stay away from systems that have neutron star. With enough invasion power, it will try to attack human inhabited planets. The defeated planet will be devoured by the Scorn, and soon will become one with the Scorn.

Scorn will terraform the planet type into "Scorn world", a hostile world that can only inhabited only by the Scorn. This planet will spawn Scorn invasion fleet, and will start to eat away the galaxy part by part.

The Scorn's invasion fleet is very strong, and it should be able to crush any foes that dare to stand in it's way. Jumping into a fight with the Scorn is one way ticket to hell. The Scorn have no fear, only hunger for the world.
[close]

Scorn in action
Spoiler
Scorn will terraform the planet type into "Scorn world", a hostile world with Toxic Atmosphere, Inimical Biosphere, Irradiated, Dense Atmosphere, and habitable potential removed. The terraforming time depend on the planet's base hazard rating. The lower the hazard rating, the faster the planet will become Scorn world. Once the convert progress is complete, this will lead to the second part that the Scorn will take advance of every resources available in the planet, and stability of the Scorn will be locked at max with "Scorn infested" condition.


-image as reference-

If the planet is already colonized, the Scorn will start to "infest" the planet: lock away space port, remove stability, disrupt every industries. The Scorn doesn't use antimatter fuel so it won't bombard the planet, instead, it eat away the population, and produce organic resources base on the size of the population. the more people it eat, the more organic richness the planet become. The size 8 colony die out in the full progress will create "Plentiful Organics" at the end, while size 4 will only gives "Trace Organics". This chance won't overwrite existing organic condition, but will overwrite if the amount is greater. After the last human died out, the planet will turn into Scorn World, and the Scorn colony will replace.

The colonized planet will form a market, but instead of "population & infrastructure", it's "Scorn hivemind" (Grow Scorn size), and instead of "space port", it's "breeding pool" (grow scorn ground defense). Each resources trait will give Scorn fleet a special power. Rich metal ore will give them heavier armor, rich rare metal will give them more firepower. rich farmland will increase it's healing ability, rich organic will increase fleet size, and rich volatiles will increase it's speed. These powers won't appear immediately, the Scorn need to build proper structure for it first, but they build them fast, and their fleet will soon become brutal monsters.

The Scorn can colonize in the asteroid ring or asteroid field, at maximum 3 "Gore nest" per system. These gore nests will have minimal ore and rare ore potential by default. These gore nest can grow, but wont exceed 5 in size.

The Scorn can take advantage of stable location to create "Scorn watcher". This floating flesh with hundreds eyes will expand the Scorn's detection range and burn level in the system. This thing cannot be taken control, but can be destroyed easily. Destroyed Scorn watcher will give organics.

Scorn planet can have a "battle station" protecting it if the dead colony have space station, called "infested station". If it don't have battle station, a group of Scorn fleets will protect the planet instead.

If the planet have ruins, it will create a special type of infested ship to join the Scorn fleet.



-These images are only used for references, created by Passwalker-
[close]

Interaction with the Scorn
Spoiler
Scorn World cannot be colonized. Scorn won't get decivilized unless being saturation bombarded or invaded. If the Scorn colony got wiped out / invaded, it will create a barren planet, with it's toxic trait still stay on it.

Scorn world rarely have orbital station protecting it, but have very high ground defense power. The origin Research Station have a special ship protecting it, called "leviathan"

-Image as reference by HELMUT-

Scorn planet have no human, no electronic communication, only living flesh. The planned invasion of the Scorn won't be early detected, nor it's colony be revealed unless surveyed. Scorn attack is brief and brutal.

The Scorn is the enemy to all. It will kill everything and anything, even [REDACTED]. The [REDACTED] nexus, defeated by the Scorn, will create infested nexus and spawn mixed abominations you never seen before.

Defeating this abomination will give you "special biomass". For some reason, Tri-tachyon is very interested in this turn of event. They will pay you for this dangerous mixed artifact, and might give you some mixed bio weapon you can equip for your ship.

Once the Scorn successfully invaded it's first human planet, the Hegemony will be the pioneer to fight back the Scorn. factions will set aside their hatred, and fight for the greater good.

For some reason, Luddic Path sees this as "Human salvation", the punishment of gods to purge evil technologies and bad human out of existence. They will try to aid the Scorn to attack human planets, and even attack you if you try to get in "the god's will".

The Scorn will keep eating until it's finally wiped out. If too much of it's habitat got destroyed, it will spawn some very big (considered special bosses) creatures to fight back.

If too much human colonies got infested, or too many planet got consumed by the Scorn, the Hegemony will form a special task force called "evil seekers" to track base location of the Scorn or even it's planned invasion target. Fighting the Scorn will be top priority, so no "AI inspection" while the Scorn is out there.

The Scorn, for some reason, able to use AI cores to aid their structures. It will re-use AI cores (If exists) from invaded colonies, to benefit it's flesh structures. This structure will create a type of Infested AI Cores called "Necro Core", which will pilot Scorn's creatures, and increase it's battle potential.
[close]

Scorn ship's nature

Spoiler
Scorn Creatures have no shield. Instead, it have regeneration. it's HP and armor will replenish over time. Their fighting tactic is usually flanking (for small creatures), or Alpha strike (for big creatures).

Scorn Creatures have bio-engine (they basically fart gas behind it's back) to move around in space, and have great maneuverability. They use their custom weapons (basically flesh "guns"), and wings (living wings). These creatures and weapons cannot be used after being defeated. They only give items called "biomass". However, Tri-Tachyon might know how to convert these items into useful bio-weapon blueprints.

Scorn creatures should be stronger and bigger than any ship counterpart exists in Star Sector. They face not specific faction, but all humanity combined.
[close]

Of course i'm not a modder, just a guy with some weird ideas. What are you guys think about this, or can this idea be made into an actual mod?  ;D

28
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.3.1)
« on: June 26, 2020, 08:27:59 AM »
Can we have a new industry called "Artificial Greenhouse" which require no farmland, but need organics (as fertilizer) to produce food? I feel like my standalone fortress missed something, and this is the one.

And maybe a station can produce organics by "cruel" kind of industry: "Bio Incinerate", which require crews (or -2 stability) and volatile to produce organics. You basically burn dead people and use them to fertilize greenhouse.

29
After i updated the mod, there is an error popped up:
101510 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [MTHRUST_MAIN_STBD_03] not found on hull [msp_potniaBis]
java.lang.RuntimeException: Slot id [MTHRUST_MAIN_STBD_03] not found on hull [msp_potniaBis]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(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)

Is the new update not comparable in existing save?

30
This is one of my must-have mod! Well done!
By the way, i have some suggestion:
- I'm not sure why our crew can live through a year chewing iron plates and alloys. Supplies are not made just from metal only, it contain rations for crew too, so at least to make supplies, should contain food in it (for immersion).
- There should be an option for ships to create foods from Organics, like "Artificial garden" which consume ratio of 1 organics to 5 food. This will support creating supplies in the mid way.
- Finally, can we have an option to allow forge ship hull mod on modules? which greatly reduce it's production, but allow a small amount of goods to be produced? I have a huge ship with multi modules named "Flying Fortress" which eats planets to explore the galaxy. Blocking hull mod from it's module is quite a loss

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