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Messages - FreonRu

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61
General Discussion / Re: Skills and the Major problem with them.
« on: October 21, 2022, 12:45:26 PM »
I don't know about how good combat skills might be, but I always feel like taking industry skills is pretty much mandatory. Halving supply and fuel costs is extremely useful, and exploration and salvage are a very big part of the game (at least for me, I know you can ignore it and just trade or whatever but what else are all those star systems there for?) so it makes sense to take that too..

I fully support, I somehow tried to speculate on this topic in this post (point number 1) - https://fractalsoftworks.com/forum/index.php?topic=25185.0
But after a few days of reflection, it became clear that now it is simply impossible to introduce such drastic changes. It's probably an idea for another game.

62
Suggestions / Cryosleeper
« on: October 20, 2022, 10:16:00 AM »
Good day. I propose to discuss the cryosleeper.
In each new game, I find the cryosleeper extremely far from the center of the world, the star sector. Establishing colonies next to a cryosleeper in distant lands is a very bad idea, it is very inconvenient. But not using a cryosleeper is also unpleasant - it's like feeling like a lost profit (and you say to yourself "Damn, I could use this cryosleeper if it were a little closer to the center of the game world or if I could move it to my colonies it would be just amazing") .

It would be too easy (I would even say too boring) to transport the cryosleeper without prior preparation.

Here's an idea that came to me after a few days of thinking:
1 The player's fleet finds the cryosleeper in deep space and defeats its guard (why is it so weak?). After the Guardian's victory, at the end of the description text of the cryosleeper, the entry "These are very old technologies that were used in the colonization of this part of the galaxy. People who are in cryosleep can find a new life in inhabited systems. Maybe there are archival records of ships of this class in the Academy of Galatia"

2 The player's fleet arrives at Galatia Academy and addresses Sebastian. Sample dialogue:
Player: "Sebastian, kindly tell me who can advise on old technologies, I am very interested in technologies of the domain era. In turn, I guarantee that I can help you with any request"
Sebastian: "Hello, Provost Baird will not approve of this and I will most likely face a very severe punishment. Kindly contact him personally and perhaps, although unlikely, he will allow you to communicate with our archivist."
Player: "Sebastian, listen to me, this is very, very important, maybe your help will help save the lives of thousands of people."
Sebastian: "Okay, but I remember your words about helping in any matter. Keep this access card - it will help you get to the wing where the academy archive is located, there you can find Linda the Archivist. Only she is fond of technologies of the domain era. Consider the following - I I will have to report the loss of the access card so that I am not punished. Good luck!"

The player with the help of an access card enters the archive. There are thousands of information carriers in the archive, the study of which can take several human lives. In the huge halls it is very quiet, you get the feeling that there is no one here. But out of the corner of your eye you see a table at which a girl sits alone and reads something in an old book.
Player: "Good afternoon, be kind, tell me where can I find Archivist Linda? I have a very important matter and probably only she can help me."
Linda: The girl raises her head, looks you up and down and asks "How did you get here? Entry to this wing is strictly restricted! Never mind... you're already here. What do you need from Linda?"
Player: "My fleet found a cryosleeper in deep space, this is a very ancient technology from the domain era. It sleeps thousands of people, I would like to help them find a new home in their colonies. Upon inspection, it seemed to us that the cryosleeper is still strong enough to try to move it, but we don't know how to do it. Also, we wouldn't want to break the technology of defrosting people."
The archivist%u2019s expression immediately changes, she jumps up from her seat, comes very close and turns to a whisper: %u201CShh ... they can hear us. Even the walls have ears. what they told me was very, very interested.But I can not help you while I am in the walls of this academy, there are very strict rules and there is no freedom for research.Probably I have been waiting for such an opportunity all my life and I offer you mutually beneficial cooperation - you take me with me to my colony, and I, in turn, will tell you everything I know about the technologies of the domain era and help with research.
Player: in a whisper "Linda, but how do we get all the materials that you might need? Even if I order my soldiers to break into the academy, we will take out all the materials accumulated here for several years, and frankly, I don't want to spoil relations with the academy."
Linda: in a whisper "don't worry, I transferred everything we need to my tripad a long time ago, it has a small core of artificial intelligence, so you can store a lot of information in it. Here is all the data on technologies of the era of the domain that is known to the academy. So the plan is as follows - I have a lunch break soon and I can leave this wing for a short period of time, you, in turn, expect me at the docks - after we escape, I will ask a familiar hacker to cover up the traces of my escape. I propose to discuss all issues in detail after arriving in your colony " .
After that, the player flies out of the academy of galatia and upon arrival in one of their colonies, the following dialogue will take place:

Linda: "For starters - thank you for the opportunity to leave the walls of the academy - I always dreamed of real research, and not about monotonous days within the walls of the academy archive. As I promised, I will help you with the cryosleeper, but in order for us to succeed, it will be necessary to build a laboratory (building class - structure - Research Lab) from which I can keep in touch with you over long distances and conduct my own research, and it is also possible in the future to send expeditions to the ruins of cities.The researchers prepared by me will very carefully examine all possible nooks and crannies and bring here everything they find items (the ability to upgrade the structure to the industry - Interstellar Research Company) Well, as a token of gratitude, keep this special AI core, it will help us with the study of technologies of the era of the domain"
Player: "Linda, thanks for the AI %u200B%u200Bcore, I promise I won't sell it. I'll organize the construction of a laboratory in a short time, I hope your future expeditions will bring a lot of benefits to my colonies."

4 After the completion of the construction of the Laboratory, Linda gets in touch and reports the following: "For our project, we need a little more data. Please go back to the cryosleeper and connect the AI %u200B%u200Bcore to the cryosleeper control center. I sent you on tripad how to get there. So find the path to it will not be difficult.Artificial intelligence will conduct a complete diagnostics of the ship and, according to its messages, it will be clear in which direction we need to move in order to "revive" this "rusty can".
Player: "Understood. We'll do what's required at the earliest opportunity. Linda, you can do your own research in the meantime. I'll get in touch as soon as the fleet arrives at the cryosleeper."
After the player's fleet arrives at a previously discovered cryosleeper, the player chooses through a dialog box to install an AI core and request a report on the status of the ship. Diagnostic report: "Hull integrity intact. Reactor inoperable - fuel cells depleted, power generation in emergency mode. Cryosleep capsules stable. Propulsion systems out of order - repair required. Fuel tanks boosted."

Player: "Linda, I'm forwarding the report to you. It's not all that bad, but there's not much good news either. I foresee a lot of work for the engineers."
Linda: "Mmmmm... I've analyzed the report. I suggest starting with repairing the reactor - the energy from it will be enough for all the needs of the engineering team, which will carry out subsequent repairs. Go back to the laboratory - by the time you get there, I will have time to restore the drawing of fuel elements for this reactor modifications If you can make them or order them from someone, then the problem with the "revival" of the cryosleeper will turn into a solvable problem.

5 The player arrives on the planet where the laboratory is built and receives a drawing of fuel elements (quest item) - it is possible to manufacture them at their own heavy industry or order from dark personalities in a bar (who will manufacture these elements at heavy industries of other factions of the world).
After obtaining the required number of fuel elements, the player can head to the cryosleeper where, through a dialog box, he instructs the engineering team to install fresh fuel elements in the cryosleeper reactor. But... nothing happens.

Player: "Linda, we have a problem"
Linda: "Did the engineering team install the fuel cells? Excellent. To make it work, you need to go through a long process of starting the reactor, on such ships it takes several weeks. Go up to the cryosleeper command center and request the AI %u200B%u200Bcore to perform a launch. As I said earlier, the process is long, so in the meantime you can mind your own business, the AI %u200B%u200Bcore will tell you when the process is complete, then we will proceed to the next stage.

6 After 30 days, the player receives a message on the tripod - "the procedure is completed, the output power of the reactor is nominal. ATTENTION! The launch of the reactor attracted the attention of AI ships. Sensors detected enemy ships."
The player arrives in the system with a cryosleeper where they will be attacked by AI fleets. After defeating them, the player checks the readiness of the cryosleeper through a dialog box - after repairing the reactor, it remains to fill the fuel tanks and repair the propulsion system.

Player: "Linda, the reactor is operational. The cryosleeper now resembles a Christmas tree toy that is frozen motionless in space. What do we need to do next?"
Linda: "Hmmm.. now it's up to the engineering team to provide them with everything they need (supplies, tools, metals, rare alloys, etc.). Provide them with everything they need and you can go about your business again. According to my calculations, the repair will take 30 days. I have already forwarded the detailed repair sequence to your engineering team."

7 The player delivers the required amount of required materials and after 30 days the engineering team will finish the repair, which will be reported to Linda, who will contact the player.
Linda: "Captain, your brave engineers have completed the repair of the propulsion system. It was not without difficulties and extraordinary solutions, but they did their job. And I am pleased to report that the time has come to fill the fuel tanks of this vessel. The records of these ships say that the maximum capacity fuel tanks is about 20,000 units, which is a lot, so you have to collect such a supply for some time.
Player: "Linda... that much fuel would be difficult to procure and even more difficult to transport. Even in Sindria, you won't be able to buy that. But nothing is impossible. I'll get in touch when the cryosleeper refueling is finished."

8 The player enters the system with a cryosleeper and uses the dialog box to refuel. After that, the AI %u200B%u200Bcore sends a new message: "All systems of the cryosleeper are working. Repairs completed. Movement to the specified coordinates is possible ... ERROR ... coordinates not found.
Player: "Linda, we are at the finish line - it remains only to specify the coordinates for the arrival of the cryosleeper. But the encryption is too complicated for my on-board computer - please convert the coordinates of my colonies into a sequence of characters understandable for the cryosleeper and pass it on to me."
Linda: "That's the easiest part. I practiced it a lot in the academy archives. And while we were talking, I already did everything. Load the desired coordinates into the cryosleeper and it will get to the coordinates you specified under its own power. Good luck with the launch."

9 The player, using the cryosleeper dialog box, indicates the desired coordinates and the cryosleeper independently goes to the colony that the player has indicated. Upon arrival at the desired colony, it becomes possible to increase the population of the planet and increase the size of the clone to "7".

There are no such dialogues with the second cryosleeper. all the necessary actions worked out on the first one. But the possibility of its "revival" and departure to the desired coordinates remains possible.

63
General Discussion / Re: Cruiser-class ship with a built-in fighter bay
« on: October 18, 2022, 12:08:32 PM »
It has enough of its own firepower to act as an attack ship, but a couple of fighter bays allow you to slightly improve the fight against fast targets or put a couple of interceptors that will annihilate all incoming missiles and enemy fighters.  But the cost of deploying Odysseus is high and losing him in combat is only a matter of time.
Hmm. I suspect you're not using the Odyssey very well if you're losing them in fights - are you piloting them yourself, or leaving them under AI control?

My piloting skills are extremely poor.  Therefore, I prefer to play the Admiral of the Fleet who instructs his officers to "deal with the problem."  I agree that this is not the best way to play the Starsector, but one of the possible ones.

Is there a cruiser-class ship with a built-in fighter bay?
The Brilliant, at least until next patch.

Brilliant is a good choice, but due to the fact that it can only be used with AI cores, a lot of them in the fleet cannot be used.  The corresponding skill does not allow you to have a whole fleet of Brilliants, although I would very much like to try it out.

64
General Discussion / Re: Cruiser-class ship with a built-in fighter bay
« on: October 18, 2022, 11:53:35 AM »
To be honest, this topic for discussion just appeared because of Odysseus.  It has enough of its own firepower to act as an attack ship, but a couple of fighter bays allow you to slightly improve the fight against fast targets or put a couple of interceptors that will annihilate all incoming missiles and enemy fighters.  But the cost of deploying Odysseus is high and losing him in combat is only a matter of time.  Therefore, I am looking for a strike cruiser with a compartment for fighters, so that instead of one ship for 45 deployment units, I can set up two ships for 22 deployment units.  Two ships independently of each other will be able to work more smoothly than one huge / expensive ship.

65
General Discussion / Cruiser-class ship with a built-in fighter bay
« on: October 18, 2022, 09:43:05 AM »
Colleagues admirals and captains. I ask for advice.

Now I observe approximately the following division of cruisers (20-30 deployment points):
1 full-fledged aircraft carrier (for example - Mora / Heron);
2 Strike cruiser (for example - Aurora / Eagle).

Is there a cruiser-class ship with a built-in fighter bay? Those. use fighters not as the main weapon, namely as support? Ventura doesn't fit - it's a civilian transporter.

66
Suggestions / Re: Food problem in game world
« on: October 18, 2022, 09:24:47 AM »
Another lore-breaker are (zombie) pirates ...

I agree, I did not find any food production at any pirate base. No matter how much you destroy the pirates - they still do not decrease in number - it feels like they have a farm for growing clones who, immediately after growing in tanks with omniatic liquid, go in formation to their fleet of "rusty cans" and die in full force in the next brawl with patrol fleets any of the factions. Theory - maybe they captured a cryosleeper (or maybe several) and immediately after awakening people from cryosleep, they recruit them?

67
Suggestions / Food problem in game world
« on: October 18, 2022, 08:32:58 AM »
I consider the problem of food in the game world very serious. This makes it difficult to simply believe in the world of this game. Here are the arguments:
1 Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency! As you can see, we have just a monstrous food shortage. There can be no talk of any population growth at all - only the extinction of the majority of the population that has nothing to feed.
2 In the game world, faction wars should be more about conquering planets that can produce food, rather than just beliefs/minerals/markets/even the AI is relegated to the very last place... since there is nothing to eat.

My suggestions are:
1 We need buildings that can be built on planets without farmland. Hydroponic farms / Mushroom farms / Protein production farms, etc.
2 Need to increase farmland output on planets with food production capability.

Of course, this is a convention of the game world - but such a convention makes it difficult for me to fully immerse myself in the game world (the brain does not believe that people here can survive because there is a clear lack of food. Without drugs / luxury goods, domestic goods, people can survive - without food is very doubtful).

68
Suggestions / Re: Fix Cryosleeper and Hypershunt rounding errors
« on: October 15, 2022, 01:32:26 AM »
Perhaps moving cryosleepers could be achieved by the fancy new event system? First you need to inspect N probes to get code samples or something, then defeat a mothership to get its engines, then do some intricate hyperspace stuff to create a temporary slipstream from cryosleeper's location to where you want it to go, then you can move it, etc.

Exactly! An excellent combination of new mechanics and the need to move the cryosleeper (well, maybe other heavy objects). It will not look like a direct fleet or resource grind, but an event in which it is interesting to participate.

69
Suggestions / Re: Weapon Upgrade
« on: October 15, 2022, 01:28:41 AM »
I think having 5 stages for every weapon is super overkill, but I would welcome spending story points or other semi-rare resource (beta cores) to convert weapons to their "elite" counterparts.
Perhaps to discourage the grind, said elite versions would be more of a slightly-better sidegrades, than straight numerical buffs. For example, an elite pulse laser can have better per-hit damage, but lower raw DPS. Remnant weapons from HMI, basically.  :)

The number of improvement steps is shown as an example only. And by the way, I fully support the idea to use AI cores to improve weapons, this will be another place where they can be used.

Heh ... Mark 5 Mark 9 Autocannon.  ;D

And yes, the idea needs to be improved, but in my opinion it has the right to exist.

70
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 14, 2022, 09:47:19 AM »
I like this modification. The ships correspond to the general style of the ships from the base game and therefore they do not cause rejection. Very beautiful work.

But with every game I have the same problem with this modification, not an error, but a problem.

Playing with nexerelin, the Mayasura fraction is destroyed literally in the first cycle by the combined forces of hegemony and the iron shell. The faction has only one planet at its disposal and cannot produce a huge number of patrol fleets. I understand that it is impossible to make this faction an equal player in this alliance. Maybe the faction will have a predisposition to ally with strong factions in order to survive? Or a completely ugly suggestion on my part - is it possible to use this modification only as a set of ships and weapons, without introducing an additional faction into the game?

71
Suggestions / Weapon Upgrade
« on: October 14, 2022, 09:32:10 AM »
I propose for discussion the following idea - improving weapons.

In the real world, mass-produced equipment often uses cheap materials and production methods (for example, the assembly line method). At the same time, there are opportunities to improve anything by using the best technology, rare materials, precise fit, custom assembly, and other advanced engineering approaches.

I propose the following: in the game world, build a new base (For example, "Engineering Factory") that can improve weapons. Not to innovate, but to improve.

The player (or NPC fleet) arrives at this base - through the dialog box, transfers any of his weapons for improvement and pays the necessary amount (and possibly a supply of rare alloys) so that the engineers of this base improve this weapon. The process of improving weapons, for example, takes 30 in-game days (A complete disassembly of the weapon is required - the replacement of components with more advanced ones - the assembly of the weapon and the subsequent performance check). After returning to this base, the player receives their weapon back - and now it is called the "weapon name" MK2. Logically, this can be justified, for example, by installing more advanced coolers / capacitors / semiconductors and other things in weapons.

I propose to perform several such stages of improvement, but each subsequent stage of improvement should cost more. I will give an example on only one characteristic (flux per second) of an autopulse laser:
Base model - 1250
Mk2 - 1200
Mk3 - 1150
Mk4 - 1100
Mk5 - 1050

So it will be possible to partly solve the problem of a huge amount of money the player has at the end of the game - there will always be something to spend.

72
Suggestions / Re: Fix Cryosleeper and Hypershunt rounding errors
« on: October 14, 2022, 08:38:36 AM »
I fully support, but I would also like to suggest considering the possibility of transporting super-heavy space objects such as a cryosleeper / hypershunt (and possibly a sensor array, mirrors for dimming or vice versa for more light, gates) - it is very rarely possible to use these buildings (very sad that I do not use all available content in the game). The technology of transportation of such superheavy objects is very necessary. For example, with a total number of fleet points of more than 500, it becomes possible to tow super-heavy space objects. With a huge penalty to fleet speed, with additional costs for supplies and fuel, but the result is worth it.

73
Suggestions / Re: Saving NPC fleets for an ad-hoc bounty
« on: September 16, 2022, 10:51:14 AM »
Actually this is a great idea.
There is a huge scope for imagination. Here are a few ideas of how helping the neutral NPC fleet might end up

1. Quest for researching the system: "Hey, thanks for saving the fleet of my rusty cans, I'm in your indebted debt. But perhaps right now I have nothing to thank you, although I can share with you the coordinates of the cache where I hid a little (specify what you need - resources /weapon/artifacts of the domain era")

2. Quest to eliminate the target: "Comrade Captain, I thank you for helping my civilian fleet, without you we could not fight back. But I know who is behind all these assassination attempts - this is the same malicious pirate (insert name) who wants to crush all trade in the sector. If you want to help not only me but all the merchant fleets in the sector, go to the system (insert the desired name) and meet in the bar on the planet (insert name) with one of my good friends who knows where to look for this brutal pirate."

On the planet, an NPC is waiting for us, which issues a quest to eliminate a unique pirate, with a unique ship or weapon.

3. Escort quest: "In the name of the holy Ludd! Your name will be recorded in all the chronicles of history! Please escort us to the system (insert name) to the planet (insert name) and you will receive half the profit from the sale of goods that we carry on extremely profitable market"

74
Blog Posts / Re: Hostile Activity
« on: September 07, 2022, 11:25:45 AM »
I've often thought it would be pretty cool if the Character menu was replaced by a Crew menu, representing the disposition of your fleet.  Instead of the main character having all the skills, you bring together several hires, either as ship officers or some other more civilian mode, and promote them to a position using story points.  Like you can have a captain of a ship and his executive officer, and they each have three skills.  The ship goes into combat with all three of the captain's skills, plus his one elite, and two of the XO's skills (poor sod can't get an elite skill until he's promoted!).

And then you have your quartermaster and head engineer for all the Industry skills and some of what are skills now can be built onto specific ships (like Phase Fleet) in such a way that combat can damage the work, forcing you to rebuild.  Naturally, that wouldn't work with the way things are now.  Largely replacing character points with story points to change the construction and operation of your fleet.

Just a thought.

I had a similar idea, only with a slightly larger number of positions in the state of the entire fleet. I put it in a post https://fractalsoftworks.com/forum/index.php?topic=25185.0 (first point).
But I think the idea is difficult to implement, but it's very interesting how it could look like.

I apologize for not being on the topic of enemy activity.

75
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 04, 2022, 06:24:30 AM »
SirHartley, good day. As I have said more than once - I really like your mod, now it's a megamod. With every new game I use it and get great pleasure.

Because your mod introduces a lot of structures and industries, kindly think about the following thought: there are very few food producers in the world of the Star Sector. there are very few planets suitable for agriculture (inhabited and uninhabited). Constant hunger and extinction of the population and, in the end, cannibalism ... a very, very terrible situation. We need buildings that can be built on planets without farmland. Hydroponic farms / mushroom farms / green soylent production (total nonsense).

Thanks in advance for your thought

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