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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Kaphraxus

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Suggestions / Re: Extend Deep Hyperspace Beyond Edge of the Map
« on: August 23, 2023, 01:15:36 PM »
More development to hyperspace is always good! Ever since I first transited a jump point and found myself in the purple weirdness dimension I've been eagerly awaiting more information about it.

2
General Discussion / Re: Doom can't keep getting away with it
« on: August 23, 2023, 11:45:14 AM »
Now that I think about it, why aren't there Remnant phase ships? What do the AIs know that we don't??

At the risk of going off topic, I expect there will be a story update that addresses this very thing. Either with a remnant phase ship or (I hope) something far more redacted.

3
Suggestions / Extend Deep Hyperspace Beyond Edge of the Map
« on: August 23, 2023, 11:41:53 AM »
Currently when you reach the edge of the map in hyperspace the deep hyperspace terrain abruptly cuts off. My suggestion would be to instead have a solid border of deep hyperspace at the edge instead. This would fit with the whole cut off nature of the sector. Why has no word come from the domain via specialized hyperdrive ships? Because deep hyperspace is costly to navigate and the sector is located in particularly deep part of hyperspace! From a more programmatic perspective my knowledge is limited and there could well be a good reason this is not already the case. However, I noticed an image file that is used to place deep hyperspace currently. What about updating that image to include a thick "border" of deep hyperspace beyond the map's edge.

4
Mods / Re: [0.96a] Terraforming and Station Construction (v8.4.5)
« on: August 15, 2023, 01:04:44 PM »
Hello boggled. First off, thank you for this amazing mod. It has been a staple of my playthroughs since I first came across it a few years ago and I appreciate your continued support of it. In the OP you mention you don't want to spend energy on allowing the colonization of all stations. While I understand lootable stations are a headache codewise, does this also extend to the "landmark" stations like the abandoned spacedock in Kumari Kandam?

5
Suggestions / Re: What should the Historian ramble about?
« on: August 03, 2023, 10:25:22 AM »
Something about the Nomios bureaucracy. The line about them potentially being disembodied brains, or even AI cores in the planet description is begging for a little more.

Maybe something about Baetis, we know its something of a special economic zone for Eos Exodus with its military market. Maybe there is something more to the tolerance the Knights of Ludd have for the sale of potentially blasphemous technology in their backyard.

What was life like under the Mayasuran Terraforming Cabal? Mayasura had access to 3 astropoli and a presumably near terran planet. A significant portion of the core world population likely lived there before the terrorist attack.

Presumably the Hegemony still has a stockpile of planet killers. Do any of the other polities have access to them? What if the Hegemony scours the core world and beyond for "loose" planet killers to dismantle add to their stockpile?

And finally, what does the Hegemony really do with the cores it confiscates? Are they put into a vault? Some kind of AI jail? Plugged into air gapped supercomputers?

6
Suggestions / Distinction between F type stars and white dwarf stars
« on: August 02, 2023, 02:32:43 PM »
The core worlds have two large white stars as the primaries of Zagan and Hybrasil. As both systems are host to seemingly brightly lit and habitable worlds (Eochu Bres does require a mirror array) it would seem these stars are more likely F or A type white stars on the main sequence but they bear the white dwarf description. This is a minor issue and its possible said stars are intended to be white dwarfs but it would add to the stellar variety to include a large white type to the game possibly capable of hosting habitable planets. This could represent type F and A stars on the main sequence. Zagan and Hybrasil could then be changed to this type of star.

As a slightly unrelated topic, it would also be cool to see giant stars have a chance of spawning with truly massive coronas that might even stretch to the orbits of inner planets (similar but maybe greater than Askonia). These would be good analogues to real world super and hypergiants or wolf-rayet stars. The art in this game is fantastic and additional interesting celestial features would help capture more of the same awe I feel when doing a pass to a close binary or a black hole.

7
Has anyone had success using this mod in 0.96a now that magic lib has been updated? Just wanted to check before I give it a try.

8
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 21, 2023, 12:47:54 PM »
if everyone uses a technology that makes everything a mix of everything, nobody can DRM it.

Except with the increasing computational cost required to create better LLMs and NNs the cutting edge will increasingly be out of reach of the average consumer. When microsoft's stable of NN startups crack the memory limits of these things its going to be bad for business if they hand them out to anyone with $20 to spend every month.

9
Hello, I've followed the Promise quest to the distant star system and found sierra but the quest is still pointing to the system. Is this a bug or is there more to find in the system? I'm running a bunch of other mods so its quite possible this is some unintended overlap but I wanted to check in with you before I start trying to diagnose the mod list. I appreciate any help you can spare and thank you for this mod! It's great to see more narrative mods appearing, especially since I've heard that programming them can get annoying.

10
While I understand the frustration I find Independent rep to be so easy to come by it helps to have more things that reduce it.

11
Love the new sprite! Will the patch break existing saves?

12
Excellent! Thanks.

13
Can this mod be added to a game in progress?

14
Suggestions / Re: renewing merc officer contracts give no xp bonus
« on: April 08, 2021, 08:19:42 AM »
(context: mercs)
In theory it's supposed to provide a temporary boost, not something you maintain on an ongoing basis.
how is this supposed to work though? for this to make sense there would have to be a reliable and quick way to contact mercs. i wont visit every colonized system in hopes of finding one *after* i took on a difficult task.

Perhaps there could be a structure you could build on player colonies that would increase the chances of mercs appearing. I'm pretty sure a mod does this but I see no reason why it couldn't be in the base game. Maybe a structure is too much, maybe it would require an initial story point investment.

Another possibility is that there could be "personnel" contacts that would inform you of more specialized mercs and where to find them, for a finder's fee of course.

15
Suggestions / Re: Higher crew/officer salaries Instead of Supplies
« on: April 08, 2021, 07:28:15 AM »
Noticed Alex commented on this and wanted to chime in as a less vocal member of the community (until now lol) but I like the struggle for supplies in the early game. It's a big part of the game's appeal to me as a fan of sci-fi works like firefly and star wars where the appeal was always as a small time smuggler or something. However, using a large fleet can become unwieldy in the lategame when you can fully strip markets of supplies and still be wanting more. To a certain extent, player colonies help with this (especially with a waystation installed) but I think some additional changes that could be made without just cutting supply consumption across the board are:

Having contacts give discount supplies/missions for supplies.

Bringing back that skill from 0.9.1a that reduced supply consumption for d modded ships based on amount of d mods (really sad to see this skill go)


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