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News:

Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - S7

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1
Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 04, 2022, 03:02:36 PM »
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.

The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.

I lack any modding experience so I am just throwing this out there.
-Being able to produce Superweapons from contractors is very overpowered especially that money doesn't matter in the late game, also you can easily max your reputation with any faction by trading a bunch of prisoners.
-Syndicate weapons are not exactly gated behind anything, they can drop anywhere just like other Superweapon, it's just that's less likely to happen due to their rarity.

Regarding the Contractor reputation thing, I was thinking along the lines of an npc from a faction
that exists but isn't a big player in the sector. Similar to how the Levellers in the Magellan Mod
technically exist but aren't really a proper faction. As far as I know, the only ways to get rep
for Levellers were donating Heavy Machinery to an abandoned station (donating seems to be time-gated)
or help one of their small fleets in a fight. The only Leveller npc I saw was also located in a pirate base so
prisoner exchange didn't affect Leveller rep, only pirates.

Since AI cores drop commonly in late game(especially modded late game), the lone Syndicate npc inside
Freeport would probably not be interested in them, preventing further rep cheesing. Production availability
could also be time-gated (say 1 production contract per cycle) with a middling budget that could only allow
you to purchase 1 or 2 Superweapons per contract. As for Legendary and Syndicate Refits, I've been running
a 230 Star Sector for weeks now and have been lucky enough to get a Reflective Shield, Z950, and a Black
Hole Generator pre v2.4 with the sector nearly fully explored. I don't have Bounties Expanded nor Vayra's Sector
and since Legendary and Syndicate Refits cant be tech-mined I don't know where else to look to for other
and newer Superweapons.

2
Mods / Re: [0.95.1a] Superweapons Arsenal v2.5 A Storm is coming!
« on: July 03, 2022, 11:01:55 PM »
Hi, I love this mod. I especially love how I've converted the Caliph from the Kadur mod into a death brick.

I was just wondering, since a selection of superweapons are now available at Prism, if it is theoretically possible
to add a special contact at the Freeport to provide nanoforge slots for Superweapons specifically. Similar to how
those pirate contacts offer a vast production selection at a markup with a limited budget.

The entire Superweapons selection wouldn't be unlocked right off the bat, rather the categories would be unlocked
depending on Contact reputation (i.e. 25 for Rare, 50 for ultra rare, etc. if Legendary and Syndicate are still gated).
I dont have any idea on how what missions the contact would hand out, though it would probably reward a pittance
of reputation.

I lack any modding experience so I am just throwing this out there.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: June 13, 2022, 03:17:04 PM »
Just tested out 8.1.2 with terraforming off (DIY compatibility) with an old save and it seems to be running fine.

Ancyra and Fikenhild have their unique structures with Domain-era Artifacts consumption.
Nomios Cryosanctum also has the Domain-era Artifacts consumption,
though the Cryosanctum on Sivie in Diable Avionics doesn't have Domain-era Artifact consumption.

Volturn also has the genelab and nothing seems to be wrong on the surface with DIY on.
Might try to gain ownership of Volturn and see if there's some problems.

4
Mods / Re: [0.95.1] Yunru Core +
« on: June 08, 2022, 10:40:35 AM »
Hello, Slightly Better Tech-Mining updated and the in game link sent me here.

Is there any significant changes between 2.6 and 2.7.2?
Is it save compatible?

5
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: May 17, 2022, 10:40:18 PM »
Singularity Torps from Scy Nation are probably the most unethical way to disable a Caliph.
Just had Monitors take aggro, then dumped Singularity Torps and other ordinance on the poor thing.
Hoping the shields get fixed next version.

6
Mods / Re: [0.95.1a] Substance.Abuse 1.0.h - Consumable Alcohol
« on: May 16, 2022, 11:57:04 AM »
I'd also like to know how to acquire the production capability for Hangover Cures on Light Industries.
I almost glassed a small population to patch up the small upkeep hole on my colonies.


Edit: Oddly enough, the colonies that I have given autonomy (with Light Industry built) produce Hangover Cures (4 units at Size 6, no items or cores).

7
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.0)
« on: May 15, 2022, 04:07:44 PM »
Did a light run on a previous version save (8.0.2) with Terraforming off (running DIY Planets mod) and haven't had a crash yet.
It loaded up well and fine with the new changes (crafting menu exists, gate construction reqs in place).

I was just wondering if it's possible to implement the crafting of DIY Planets consumable terraforming artifacts to the new crafting system?
I understand if it isnt a feasible option since the mod dev for DIY seems to be in hiatus and the stability of that mod is in question.

I don't think it's a good idea to implement crafting of special items from other mods. The main problem is that the special items from other mods could be changed or removed at any time, which could cause my mod to not work properly until I issue a patch.

Alrighty, thanks for the reply!

8
Mods / Re: [0.95a] Terraforming and Station Construction (v8.1.0)
« on: May 15, 2022, 02:21:06 PM »
Did a light run on a previous version save (8.0.2) with Terraforming off (running DIY Planets mod) and haven't had a crash yet.
It loaded up well and fine with the new changes (crafting menu exists, gate construction reqs in place).

I was just wondering if it's possible to implement the crafting of DIY Planets consumable terraforming artifacts to the new crafting system?
I understand if it isnt a feasible option since the mod dev for DIY seems to be in hiatus and the stability of that mod is in question.

9
Modding / Funky Start
« on: April 22, 2022, 01:57:06 AM »
So I am running nex alongside a few mods and did the tutorial start.

I did the usual drug running in Galatia before stabilizing the jump points, essentially keeping the market to myself for a few days.
As I was finishing up and doing the last batch of runs before turning in the last step to open up this prison, I spot something peculiar near the star.

It was a Pandemonium Dreadnought from the Diable Avionics mods, a Capital class ship. Just floating in the tutorial area.
I had to do a double take and walk a few paces around the room to understand what I was seeing.

It may not be the best Capital in my mod list, but I decided to spend a story point inside the tutorial area to recover this funny "coincidence".
Anyone else have had capitals spawn in the tutorial area? I know it's pretty easy to grab faction capitals in Nex, but still this is a first for me.

10
General Discussion / Re: Administrator Wages
« on: April 19, 2022, 05:13:08 PM »
Administrators get a discount if they aren't being used on an actual planet. What you might be seeing is the cost of admins while governing versus not governing.

Yeah, but wages for Admins not assigned to colonies are only 10% of the full cost and both of my admins are assigned to colonies.

One is 5k and the other is 25k.

11
General Discussion / Re: Administrator Wages
« on: April 19, 2022, 08:32:34 AM »
Normally the 25,000 wage administrators have the +1 to production skill. If they don't it might be some kind of bug.

Boothing them is what I did in my game. At least early game the extra salary was not worth it

Yeah they both only have Industrial Planning with the only difference being the wages.

I'll keep Mr. Moneybags on a colony a bit longer until I find another suitable candidate.

12
General Discussion / Administrator Wages
« on: April 19, 2022, 07:25:59 AM »
So I am going through a moderately modded game and managed to grab 2 administrators from derelicts. What confuses me is that both have the same skills, but one admin runs at a nice and comfy 5k a month, while the other has a whopping 25k wage. Is this normal? Should I just boot the 25k admin?

13
Mods / Re: [0.95a] Adjusted Sector
« on: April 14, 2022, 02:00:50 AM »
These params are looking pretty good for me.
Spoiler
   "sectorWidth":205000,
   "sectorHeight":196800,
   "AdjustedSectorConstellationCount":230,
   "AdjustedSectorConstellationSize":1775,
   "AdjustedSectorConstellationCellSize":11,

   "sectorConstellationRemnantMin":47,
   "sectorConstellationRemnantMax":50,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":67,
   "sectorConstellationRuinsMax":70,
   
   "sectorDerelictMotherships":10,
   "sectorDerelictCryosleepers":15,

   "sectorCoronalTaps":15,

   "minNonCoreGatesInSectorMod":41,
   "maxNonCoreGatesInSectorMod":50,

   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":12,
   "XIV_LEGION_SALVAGEBLE_MAX":23,

   "accessibilityDistFromCOM":62.5,
   "accessibilitySameFactionBonus":0.625,

   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":10,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":12,
       
   "BladeBreakerThemed_ConstellationMin_AS":11,
   "BladeBreakerThemed_ConstellationMax_AS":13,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0.10,
[close]
I was just wondering if the "accessibilityDistFromCOM" and "accessibilitySameFactionBonus" are appropriate for the Sector size since I just multiplied them by 1.25x, similar to how I multiplied the sector map.

14
I'm gonna assume that deleting the academies, while there are some officers and administrators stored inside, will delete those administrators and officers?

15
I built an Academy in my primary world and it's making the administrators I train disappear. Is having officers over cap making this happen?
The retrieve administrator option is also not on the screen.

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