Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - vorpal+5

Pages: 1 ... 3 4 [5] 6 7 ... 20
61
That's odd, and I'm not sure I appreciate a mechanism that functions differently from the rest. I'll likely not activate it for my next playthrough. I find it jarring when something behaves differently from the expected rules, without plausibility. It's as if I had a module where a ship does not use up fuel when the Cycle number is odd. I have the same feeling here. Watchover completely bypasses the Detection mechanism, which is finely ingrained in the game, just because "it's magic."
That said, the mod author rules supreme and I appreciate greatly his awesome work. Take it as constructive criticism.  ;D

62
How the Watchtower detection mechanism work exactly? It seems that it bypasses the Sensor algorithm entirely? Meaning that even if going dark, at a range of 3000 from them, you end up being spotted.

63
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 18, 2024, 03:18:39 AM »
The Kingstork is awesome. Perhaps a bit too much ... The special shield bubble regenerates too fast I think, doubling the time would perhaps be more balanced.

64
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 17, 2024, 01:42:52 AM »
From the readme, it appears that the author of RATs has devised a method for integrating factions and systems into ongoing games.

I'm still engaged in battling the Hivers, and so far, it's going well. They truly serve as an excellent "Scarecrow" faction, perfect for instilling tension and the sense of an escalating threat. The question, "Will I amass enough power in time to eventually save the sector from them?" is what really drives me. Alternatively, I actually started a new game and introduced the Xan Empire, as it was purported to act as a bulwark against the Hivers. It's important for the unaware public to know that the Hivers are capable of launching attacks on them while simultaneously targeting the sector's main planets! I believe this will hinder them to some extent. ;D

Now, for some genuinely constructive feedback, would it be feasible for Hiver markets to conceal their prices? Displaying them seems somewhat unrealistic, considering they are an insect society with no interest in trade, only in annihilation. Additionally, it might be worth considering the removal of certain missions they offer, like surveying a planet, as this doesn't align with Hiver behavior—they wouldn't request mere humans to survey planets.

65
I have been trying to find some form of more detailed docs on the features of the mods but I have failed so far. Something akin to what is done in Industrial Revolution perhaps. There is a short summary in the first post, but that's it. Any idea?

I've been experimenting with Strategic AI on, and the Hivers are in play. As usual, they're not very amicable and have no interest in diplomacy, conquering world after world. Yet, it seems the strategic AIs of the Hegemony and the Persean League don't recognize their unique threat. They do respond—don't get me wrong—but it's limited to countering market shares of heavy machinery or reclaiming lost worlds. They fail to grasp that the Hivers aren't a typical faction and represent an existential threat requiring special attention. So, here's my suggestion: if a faction shows hostility towards everyone (or 90%+ of the sector's other factions), a flag should be activated within the strategic AI, marking it for different treatment, perhaps an eradication mode or similar.

66
Mods / Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« on: January 15, 2024, 08:08:55 AM »
From your experience, how serious is the impact of so many extra hulls on the RAM usage and overall stability?

67
Mods / Re: [0.96a] Ashes of The Domain
« on: January 14, 2024, 11:38:08 PM »
Can each part of the mod be activated independently?
The first post does not mention compatibility with Nexerelin?

68
Mods / Re: [0.96a] Persean Chronicles, a quest mod (updated 2023-07-24)
« on: January 14, 2024, 02:07:26 AM »
We are of the same mind here; it should follow the style of the original game/work, otherwise, suspension of disbelief takes a hit.

69
There is no possibility to dismantle a building once it is up? In my mind, outposts are storage locations, my sector map is very large (4x the surface of the normal one) so it kills a bit immersion (and defeat partially the exploration feeling I'm looking for), if I can drop an outpost and know a practically endless amount of supply and fuel is readily available.

Or perhaps I can find where in the code is added to this "pseudo" size 3 colony a waystation, and makes it more barebone?

At worst I'll only use and consider existing the storage tab!

70
Mods / Re: [0.96a] Hiver Swarm - V1.10 - 11/01/23
« on: January 13, 2024, 02:11:52 AM »
Hi there!

First, I wanted to express my deep thanks for your mod. I really like how it plays the big doom threat in my game; it adds so much tension!

Now... I was going to ask something along the lines of what davreivv wrote, and you answered perfectly, so double thanks :)
I too play with a very rough start and excruciatingly high upkeep for my fleet (5x crew salary and many other things) so it is very hard to ramp up fast enough to counter them, and I already see they are conquering a lot of worlds.

I'll add a few more factions, even if I have already the IX battlegroup, Spindle, buffed up pirates and remnants, etc.

71
That's the vanilla behavior of a (player) market with a Waystation. But it'll cost credits to take stuff out of the stockpile, same as with a player colony.

Altering the amounts stocked requires editing the mod code (could also override it from another mod, although this may not affect existing outposts in the save).
If you want to mess with it, it's in exerelin.campaign.submarkets.Nex_LocalResourcesSubmarketPlugin; add an override for getStockpilingAddRateMult, or insert a multiplier into the existing code for getStockpileLimit.

Oh ok ... The issue also is that they merged what I deposited as a last reserve (I play with Adjusted Sector and a greatly increased size, plus the mod where unprotected fuel is sucked away at 400%) and it seems it's now all pooled into the same reserve. I did not check if I would not pay for what I put and only pay for the extra I'll pull out though.

That's a bit insane to see 7500 supplies on a quite minor and very distant outpost, but if it's in vanilla ... I'll add house rules. Thanks.

72
Precisions, I checked and my outpost produces 28 supply per day! As for transplutonics, it seems to be between 3 and 10 units per day...

If you can point me in your mod where are the coefficients, I think I'll tweak it down to 10% of the current rate, for my run. I prefer not to install Clausewitz now (and anyway IDK if it fixed the issue).

73
I believe (I hope!) that there is a bug with outposts productivity. I made one something like one year ago, and it has been filled to the brim with Supply (+7500), Fuel (+10000), Transplutonics (+1000), Volatiles (+1000) !
I would say at most 10% of that per year would be enough ...
Edit: I was running the version before Clausewitz.

Spoiler
[close]

74
Mods / Re: [0.95.1a] Interstellar Federation (refurbished)
« on: January 12, 2024, 06:41:52 AM »
Oh cool, thanks.

75
Mods / Re: [0.96a] LOST_SECTOR - Exploration and Quest content
« on: January 12, 2024, 05:39:51 AM »
Can someone name the vanilla+ ships displayed on the front page, I don't know where to look for them. I'm intrigued by several. There seems to be a high tech centurion etc.

Pages: 1 ... 3 4 [5] 6 7 ... 20