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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 - Kiddin Me

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1
Mods / Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« on: July 21, 2023, 08:47:17 PM »
I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.

Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?

2
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 15, 2022, 09:59:07 PM »
That sort of thing is totally uncalled for. Please, let's stay away from personal attacks.

I agree that the phrasing is inappropriate, but this is only a couple of steps removed from putting malware in a mod. Tampering with others' development efforts in a silent, undocumented component of your code would be taken extremely poorly in basically any open source community. Mean words aren't an appropriate response, but this behavior needs to be taken seriously.

3
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: April 15, 2022, 07:40:15 PM »
Man, I have never felt more vindicated in habitually turning off Legio due to their poor interactions with Nexerlin.

4
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: January 29, 2022, 08:08:47 AM »
Adventwolf, if you'd like, I have an updated copy of this mod which also has the portraits from Another Portrait Pack in it.

5
I took a decent break from StarSector, and I must say, your efforts with SpaceLand battle are extremely impressive!

I will say, I'm still voting for some faction-level modifiers to fix core bugbears (like certain Path and Pirate markets being stuck in perpetual shortages/surpluses) and add flavor.

Not a critical change, obviously, but one I'd enjoy, if only because it feels goofy at best (if I ignore it) and exploitative at worst (if I use it to generate tons of money).

Plus, it adds flavor!

Edit: to make a slightly more substantive contribution, any interest in adding the dedicated mining tools from Stop Gap Measure to the mining set?

The mining array is literally 3 mining lasers bolted together, while the Heavy Mining Beam is similarly intended to be a dedicated tool repurposed.

I personally set the array to 4.5 (3 mining lasers) and the beam to 8 (slightly less expensive than the mining blaster, so consistent).

6
Mods / Re: [0.95.1a] Stop Gap Measure - Ships for Vanilla - More ships!
« on: January 24, 2022, 06:27:16 PM »
Excellent work as always, MajorTheRed! Well done.

7
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.

Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).

Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)

Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.

I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.

E.g.

"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"

"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"

8
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: August 06, 2021, 05:35:44 PM »
@Dal, I think you may have inadvertently broken the Maneuvering Elite bonus, at least in the 3 sections variant of the mod.



I'd assume that this is meant to be an inclusive or statement. That is: you get the speed buff if you meet either requirement.

My testing appears to indicate that you do not get it in either case:

Zero new flux:


1% flux (zero flux/shields up):


Base game behavior:


The speed boost is granted at 0 new flux generation, even with existing flux.

This is obviously fixable by using the custom combat settings, but I wanted to note that it appears to occur.

Edit: I think that I found it. It's in the Java script, where we're including both criteria, so we inevitably fail one of the two:


9
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.

Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)

Quote from: Unpublished Changelog
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command

One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.

I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.

Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:

Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.

This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.

10
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)

The fix for Sindria seems super easy (while also making them a little less paper-tiger-y for people playing Vanilla-ish): add an Alpha Core to their High Command.

It fixes the weird fuel idiosyncrasy, while also beefing up their single-system dictatorial microstate feeling.

(I know that this gives people another alpha core to steal, in theory, but that's already happened by adding them to Tri-Tach.)

11
You've done some really good work here, MajorTheRed. I'm quite impressed at the stuff you've added.

Minor quibble: Lepia's description says "breath" instead of "breathe."

A breath is a single inhalation of air. "To breathe" is the verb form.

I also found that its overlap of Commerce and Free port meant that it was very frequently 1 or 0 stability, leading to a comically small market that I never really cared about (and, though I didn't see it happen, likely had a very high risk of becoming decivilized due to being at 0 stability).

Maybe Light Industry or Mining, instead?

You could, of course, keep it as-is. I'm just floating other ideas!

Edit: also, from a thematic perspective, it might be appropriate to have Lepia be Hot + Thin Atmosphere or some other signifier of it being very unpleasant but sort of survivable, rather than Toxic Atmosphere. An actively toxic atmosphere more brings to mind e.g. Venus, not something that had begun to undergo terraforming but still wasn't quite habitable.

12
Mods / Re: [0.95a] Reputation Decay 2.3
« on: July 22, 2021, 04:06:29 PM »
Has anyone else encountered issues with this mod no longer working under 0.95a-RC15?

Running a completely fresh install with only Reputation Decay enabled, it doesn't appear to be ticking over each month.

13
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.

Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?

14
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: July 21, 2021, 05:52:12 PM »
It might've already been noted, but I don't believe that the Terraforming Drone really degrades anymore, due to the change in colony size caps.

No idea if this is getting revisited, but I wanted to make note of it.

15
Disregard my prior statement. It appears that this is a base game issue: after removing all of my mods, Chalcedon and Epiphany already have a Heavy Batteries and a Patrol HQ.

My mistake!

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