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Starsector 0.98a is out! (03/27/25)

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Messages - vorpal+5

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46
General Discussion / Re: Colony basics
« on: January 22, 2024, 10:18:35 PM »
The colony I established on this 200% rock generates 2000 credits per month, from the population minus the starport. It costs me 85k in personnel and materials.

I was using Asharu, but it is not my property, so stock there does not report in the tooltip when you hover over looted/bought weapons, so I never know how many of them I have, which is mightily inconvenient.
I need to dock on the Asharu planet to edit dock hullmods, as you say.
My ship/mission provider is Kesteven, in another system, not convenient either.

47
General Discussion / Re: Colony basics
« on: January 22, 2024, 12:28:25 PM »
Ok. It seems I'm presented with a great deal of know-how but there is no doc about this gameplay, except the wiki and tooltips, and learning it from experience... Thanks in any case...

48
General Discussion / Re: Colony basics
« on: January 22, 2024, 07:47:15 AM »
Thanks, I missed the button, I'll look harder.

And what is the equivalence between "miss one good" and the goods I deposit? Is it also exponential, i.e. if they miss one food, it means 10 food used per month, while a lack of 2 foods would mean they want 100 ?

I need this 200% colony, it is strategically placed to reduce the chore of equipping ships, storing stuff for free, and being protected.

49
Mods / Re: [0.96a-RC10] Marvelous Personas - v1.0.1
« on: January 22, 2024, 07:45:34 AM »
Best portraits for me, they are super good!

50
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 22, 2024, 12:53:24 AM »
Roger Bacon, as in the famous DW2 modder?

@Dazs ... Playing more against the Hiver, a cosmetic remark (which is minor admittedly) ... The insects-like shapes are difficult to memorize. Perhaps they could be altered so that civilian (troop transports, tankers) have some specifics (no pincers perhaps?) while carriers have another thing (sting?) while combat ships have pincers or something?

51
General Discussion / Colony basics
« on: January 21, 2024, 11:30:27 PM »
It seems I can fulfill the needs of my colony by just dropping some trade goods (150 food, 150 organics), etc. What is confusing is that it's not consumed really, after one month or two. So how needs work exactly, because the wiki is a bit light on this. What does one need equals, in term of trade goods I deposit?

How can I get past negative growth in a 200% hazard colony? I just dropped it to have a storage space ...

How many colonies can I have?

52
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 21, 2024, 11:09:42 AM »
Actually it might be that the only missile I had was a Breach missile, perhaps not vanilla. But as tactical laser (vanilla) had a super range while my missiles did not, I assumed it was all working as planned.
So perhaps not, and it was because it is not a vanilla missile? IDK really ...

53
Mods / Re: [0.96a] Realistic Combat 1.37.2
« on: January 21, 2024, 06:34:32 AM »
I've tried the mod, and I don't understand it. A larger battlefield, yes, and no fog of war, yes. But as for the rest: missile range is unchanged, yet beam ranges are five times more or less than the vanilla beams—why? The mod would have been perfect for a Honor Harrington style of battle, i.e., very long-range missile exchanges with beams/shells for close range. However, it's actually the opposite. If someone could explain the design philosophy behind the mod to me, I feel like I'm missing an element of the equation here.

54
Thanks for the feedback Histidine. Dev mode seems the easier solution, or ignoring waystation ...

55
Mods / Re: [0.96a] Adjusted Sector
« on: January 20, 2024, 09:56:34 PM »
It'd be funny if you did a 505kx320k hyperspace map ;)

Currently playing a 372k x 273k map, Cycle 2010 and all is fine. I have stars 120 LY from me!

56
Finish assigning your current pet to activate this!

I have no other pet. The last one died some months ago in a catastrophic battle.

57
I'm dumbfounded. Or perhaps just dumb.  ::)

I have edited out the only lines relative to adding a Waystation in an outpost in your mod. And yet, one will be under creation once I plop one. I thought at first it was a caching issue, but even with a computer restart, the waystation will be there when I create an outpost.
I would really appreciate it if you could give me a solution to this? I have set up my game to be very demanding on exploration, and I would need outposts, just without waystations, the supply and fuel output is basically killing any challenge in exploring the (very large, very ruthless) Sector I parametrized.


58
Mods / Re: [0.96a-RC10] Missing ships mod 1.0.3 9/12/23
« on: January 19, 2024, 09:10:08 AM »
I had this crash too, but did not resolve it. Is the latest upload taking care of it or should we wait? Thanks.

59
I'll try that, thanks.

I think I have a bug, all my fleet was lost except for my 2 tankers, and my space dog should have been lost (he was not onboard the 2 remaining tankers anyway), but I still got a message next month he was starving from lack of food!

EDIT: Next month, reported as dead. So almost not a bug, the food warning was undue though.

60
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 18, 2024, 05:32:30 AM »
Oh, I should have suspected you knew seeing markets was not optimal. I was naive enough to think it was easy to fix. Do what you can, no problem!

About mods adding planets mid-game, LOST_SECTOR does also that for Kesteven. And the mod author of Secrets of the Frontier indicates his mod can be added mid-game and I do think it also instanciates some worlds on the fly.
Keep up the good work  :)

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