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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 - Dragon239

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16
General Discussion / Re: Economy of Nonsense
« on: November 25, 2018, 05:32:25 PM »
I'm going to paste it for you guys. If OP updates their post to have it, I'll remove this.
edit: he updated the OP so, cleared.

17
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: November 25, 2018, 12:13:35 PM »
I really like that second picture. Fits really well into the existing style.
Fighter-based is cool.

18
The Stipend does seem like it could be an easy-mode benefit, although I do like the fluff of it overall.

19
General Discussion / Re: Details about prices in new "Intel" overview?
« on: November 23, 2018, 01:26:36 PM »
Also be aware that these prices are... guesses at best. If you see a price on this tab that screams profits, you can check it out, but expect it to be a lie.

I've seen them be more profitable than they implied - I THINK this is because it doesn't take into account the deficit/excess price-changes, but I'm not sure.
I haven't had them lie in a way that harms me, though.

20
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« on: November 22, 2018, 11:44:26 AM »
I don't think it's a tooltip/info-screen problem.
With the ships "Active", my raid efficacy is 41% and I take out the Culann starport for "at least 150+ days" (According to my ground forces commander)
With them mothballed, it's the same.
Then if I activate my Valkyries (while the Potnia's are still mothballed), it's up to 53%, and 190+ days. Nothing changes if I activate everything.

The numbers my commander gives me are accurate - the Potnias have no effect, while Valkyries do.


2 Other things:
1) The game seems incapable of producing Belet-Seris. Prioritized, they do not show up in my fleets. Custom production, they will sit in the queue for months.
2) Maybe mark the Phase-Drive ships as "Phase Ships" rather than "Warships"?

21
Suggestions / Re: My lodse Feedback & Thoughts re 0.9a
« on: November 22, 2018, 11:03:36 AM »
Fun note for demographics/populations: It's somewhat already in the game.




This is Eochu Bres, Tri-Tach drug capital.
I wonder how much, if anything, it currently affects.

22
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« on: November 22, 2018, 10:23:43 AM »
I don't think the Marine Command Relay functions. I have 5 Potnias in my fleet with 675 marines, yet...


The tooltip for the MCR is a bit grammatically clunky, as well as having a typo. Namely, that's the two "and"s in the first sentence, and "upt to" in the second.
"Advanced C3I Systems, specialized equipment, and combat-drone systems. Increases the effective strength of planetary raids by 133, up to the total number of marines in the fleet." feels better to me.

23
General Discussion / Re: 0.91 Wishlist
« on: November 22, 2018, 09:14:49 AM »
I'd appreciate it if in the Custom Production Screen it would show how many of that thing currently exists on the production gathering point



Preferably as just another column here, or something.

24
General Discussion / Re: Details about prices in new "Intel" overview?
« on: November 22, 2018, 07:45:29 AM »
Request: Please put this info, and the Commodity-production/consumer info (from a Colony info screen) into the "Intel" menu under an "Economy" tab.
It's silly that you need to have the item on-hand to look up info for it.

25
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« on: November 21, 2018, 10:36:29 PM »
Cool. What is the flux usage intended to be?
I dunno for the pop growth either; I also dunno what a cryorevival facility does in the game or if it's actually even mechanically real  :-X. And really, given how easy it currently is to grow a colony it's kind of all eh.

More thing: The vanilla Phase Ships have the "Phase Field" hullmod, reducing their Sensor Profile to 0 - is there a particular reason why your Phase Ships lack this, or is it just an oversight?

26
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc3
« on: November 21, 2018, 05:07:51 PM »
Thanks for the fixes.

Now for another question:
Is the Pandora Array supposed to cost 10,000 flux to fire?
It essentially ruins the ship in the hands of the AI, as they'll fire it and then whoops, there goes their Flux.
I changed it to be 220/shot (rather than the 1000) and it seems a bit more reasonable now. A bit flux inefficient for its damage (1.1:1), but it has decent range and doesn't really need any leading.

Edit: Another thing. My Medical Center is giving +4 Growth Points (it's actually 3.5 points, according to the Growth Rate tooltip) on a Size-7 Colony. Is that correct? Given that I have 230 growth points and it translates to +14% growth, a few points feels like nothin'

27
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« on: November 21, 2018, 11:49:48 AM »
Cloned? Ive only ever seen harvested, and they should up in Command screen.. Currently my faction controls a 63% share as colonies are Free  Ports(need this otherwise you dont get organs)
This mod added them, as far as I know. They're blue-colored and legal, but worth less - 100c base price.

28
General Discussion / Re: Blueprint acquisition and raiding
« on: November 21, 2018, 11:43:07 AM »
(you should not be doing S/L spam which turns out using similar seed on RNG can be a BAD idea.)
Ah, it doesn't randomize the seed on reload? That would indeed sort of ruin the testing.

29
General Discussion / Re: Blueprint acquisition and raiding
« on: November 21, 2018, 10:46:07 AM »
I did a quick test the other day with raiding with save -> raid -> reload -> raid -> reload, etc
I was raiding Culann (the Tri-Tach heavy industrial hub) with a Raid Effectiveness of about 80%, IIRC.

I did mmm...10ish tests? and got no blueprints.
I understand them being rare, but this seems a smidge silly. Admittedly, this wasn't the most scientific of tests.

30
Suggestions / Re: My lodse Feedback & Thoughts re 0.9a
« on: November 21, 2018, 10:42:24 AM »
Yeah, you can increase the overall battle size which does work for increasing the DP in the fight.
But! The intent of adding a way to change the proportion of DP granted to each side would allow you to, say, have a well-lead frigate/dessie force harass (in-combat, not just that pre-fight option) a larger force, and isolate parts of their navy for a precision strike.
It would do this by decreasing their DP for that fight by swinging the advantage in your favor.

Otherwise, what, you need to have a couple dozen frigates in your fleet? I dunno how the game calculates who gets what proportion of the DP. Total DP cost to deploy their entire fleet?

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