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Messages - Az the Squishy

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16
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: April 08, 2020, 09:10:07 AM »
Quote

I installed Metelson a couple weeks ago and have to say that it's probably one of my favorite faction mods I've tried so far. It's pretty balanced and the ships look nice and not too flashy.
a couple of notes I've noticed:
1. In Nexerelin, the Metelson is almost completely passive (doesn't use agents/declare wars) but will literally never stop fighting someone when they do get attacked.
They ally with the League a lot and will literally always vote "no" for alliance actions, causing wars to be dragged out for ridiculous amounts of time (i.e. war with the Tri-Tachyon for literally 4 years). Also Votuyro Outpost gets targeted for invasions a lot, though I've never seen a faction actually succeed at taking a Metelson colony.
2. Ragnus has too many industries on it
3. Asharu Shipyard has the same traits as Asharu itself
4. The Vigil, and Hammerhead barely ever appear in markets but do appear in patrols, and the ROMA doesn't seem to appear anywhere at all
5. (more of a suggestion) Metelson ships seem to accelerate/decelerate/manuever a lot slower than their top speed suggest (especially the Securi).
all of this is just what I noticed after 5 cycle long campaign though, and I don't know if these are intended.

Thank you! I'm glad you enjoy the mod, both you and Sprucemoose.

Now as for the feedback, thank you again! Feedback is always important to me!

Regarding Nexeirlin... I'm not sure what I have control over or not. It sounds appropriate for Metelson though. They hate the Tritachyon for a variety of reasons.

As for the planet Ragnus and ship yard around Asharu? Ragnus is a hold over from older development and me not understanding entirely the new marketing systems. The Asharu market was intended.

Otherwise I'm not sure about the others... I'll look into it and see what I can figure out. Not sure though.

17
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: March 27, 2020, 12:03:16 AM »
Oh for cusses ' sake... ... If I broke something again.... Let me check tomorrow and I'll see what I broke.

Edit:
Though, what version of the mod are you actually running? The 7.0.0 release had this issue but that was due to an issue regarding numbers within ship-roles which has since been fixed. So, unless it is indeed the older version you may want to update or wait for the fleets to rotate. If you were running the old version, the changes will- or rather should -be applied on the next market update and on any fleets that "Stand down" from their patrol or activity.

18
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: March 25, 2020, 06:21:32 PM »

Changes as of: 03/25/2020
   
Nexerlrin support offcially set up again. Let me know if anything screws up please!

That is all.

19
Bug Reports & Support (modded) / Re: Need help with log file.
« on: March 25, 2020, 07:56:44 AM »
Hey, I'm the modder of Metelson's and yes I am fully aware of the issue. I'm missing some code for full compatibility and will be getting a patch going today as it's my Friday and with work I've not been able to get in the time to get things put together.


I do apologise for any inconveniences that this may cause. :(

Edit:
A patch has been made for Metelsons, you should be good to go :)

20
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.1 03/13/2020 RC1
« on: March 13, 2020, 01:18:14 PM »
Augh, right, so I had some numbers that were much too big and I did a few smaller adjustments... Not much. Basically people were finding Metelson Ships more than they should've... ... I figured out it was the Ship-roles and such. Now i know that those numbers aren't just faction specific! Good to know! :D

This is a patch as it doesn't break things.

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS

21
Mods / [0.9.1a RC 8] Metelson industries: 7.0.0 03/12/2020 RC1
« on: March 12, 2020, 01:49:41 AM »
Metelson Industries and getting the dust off it's boots folks and getting ready to delve back into things! At this point in time Metelson's is back into a running state, it is not the best state, but it's a running state with some goodies. I have plans for the future that I will share here later.

For now, the biggest changes are that 1) crap ships and chaff have been removed. Development ships may be visable, but otherwise, all ships are standard and workable. 2) enjoy the text. You'll see what I mean. 3) let me know if you get any errors as in, really REALLY bad errors. AS far as my testing went, nothing borked up, but still. Lemme know.

Otherwise, thanks for waiting on me ya' blaggards, and Metelson Industries thanks you for your patience!

Download a full Cataloge of our Ships and Systems Information now~!
^!^!^ DOWNLOAD THE MOD ^!^!^
Nexerelin COMPATIBLE / LAZYLIB IS REQUIRED FOR MISSIONS

22
Holy badger-bung ... It's been a while. I've been very busy with work and a bunch of other things. So, without a further a'do! Here we go folks! :D
Here in the Cyclopean Realm, years have passed, the world has been made, and in the year of Armok, of his prophecy of Metelson. The Dwarves sent out groups to find sanctuary from the necromancers, and this is the tale of one of those groups.
Spoiler

The  Cyclopean Realm is a world of many things. Of those things the dwarves linger but are far from the mighty civilization they once were. The erosion of Goblins, the pains of Elves…
All those things have turned the Tame rag from a fierce force of reckoning. To a dwindled tribe of troglodyte bait. Seeking refuge and with the legends of a land untouched by goblin filth,  the dwarves made a last effort to make landfall on the island. Several groups tried and all of them failed. Soon, the dwarves came to the coast of the foreign lands. Of the dwarves that came they also brought a cat-man by the name of Azmond with them. He is the general overseer of the fortress. Helping to lead and herd the dwarves these entires are the journal of Azmond Zonaban, or Azmond Helmconstruct.


15 of Granite the year of 250:

Well, we’ve survived, my fur is soaked and I’m shivering in the wagon at the moment… Oh well. It is what it is and I’m alive.  Well, here’s a list of who’s left: Goldeye, a miner, Stonemother another miner, Patenince our woodworker, Koala our “leader”, Nighty our Mason, Steel Seeker the farmer, and Ironwills, last but not least.

I’ve ordered the guys to start digging while the leader starts looking around for some plants with a few of the others and Patience goes on to chop some wood down.

A Week has passed:
Ho-ho! We’ve silver now! And we’ve been hitting quite a bit of tetrahedrite and some Galena as well… Not much, I was hoping for more, still ,we’ve not dug too deep. We haven’t hit the caverns either.

1st of Felsite of the year 250:

So here is the fortress as it stands. We’ve gotten a small starting area put together. The dwarves of old had massive underground cities… and I think that is going to be the goal of our little outpost, out Boldroads a beacon of the Dwarves! To become a Mountain Hall, a home of the deep for the dwarves of the deep! A Sanctuary for the weary and lost!

Or a resort, dunno.


14th of Felsite of the year 250:
Speaking of the deep!
We’ve hit the magma sea!… I’ll be damned. Welp, time to set up shop and get a few things going… I think one of the first things we’re going to get going is the Forges as well as the Fortress proper. But, I want to find one of the caverns, as least ONE of them first, and given that there was what seemed to be a tube leading from the magma sea, I think we can find them near the sea… So I’ve started a few exploratory veins which haven’t gotten anything going at the moment.
Some time later:
Ooh hoo, I heard the shouts of joy coming up from the ramps… That’s a good sign, I think… auh, dunno. Either way, we found the caverns boy’os! We got a place to live now!… and I’ll be damned if we don’t try to do it.  Honestly I think if I really wanted to, I could get a deep shaft of sun-light to be down here… Eh, I’ll work on that later. For now? Time to get to work on the fortress proper then I suppose, or at least plan it out somehow.
2nd of Hematite, 250:
The Dwarves are going through the rock steadily to make the first cuts, though I want to see more of the cavern for planning out things we’ll need to get some doors going and I plan on essentially making a small up-top fortification in cause that wasn’t clear… We don’t need to have everyone being able to just watlz in, even if we’re on some dingy little island.

24th of Hematite, Year of Armok 250:
Goldeyes was coming back up from the mines when he noticed that… we’ve a wave of migrants!
Good! Good good good, more bodies for work and more mouths to feed… Not a bad thing but, if they’re expecting anything, good luck.
A few hours later...
Three, we’ve three people… ah well, slow n’ steady is best I’d say. Right, so I’ll get the clothier working on becoming a miner, we need some help with that.
[close]

Spoiler
AAAAAAAAAAAAAAAAAAAAAA
AAAaaaaaaaaaaaaaaaaAAAAAAAAAAAAAaa
aaaaaaAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaa

aaaaaaaAAAAAAAAAAAAAA
Aaaaaa
AAAAAaaaa
AAAAaaaaaAAAAA
-
aeauh

aaaaaaaaaaaaaaA
AAAAAAAAAAAAaaaaaAAAAAAAAAAAAAA
aaaaaaaaaaaaaa
a AAAAAAAAAAAAAAAAAAAAAAAAUGH!


5th of Limestone, of 250 year of Armok:
ZOMBIES AT THE FRONT GATES! I saw them I swea- I…Not even an hour later
They left… They just up an left! We need to get deep, deep now! Seal up the fortress and set a guard animal or 3 set up on top! We don’t need to be up here any longer than needed, we’ve gotten magma and we’ve found the cavenrs for wood! We need not be up more than needed!
With the dead we… we need to get somewhere safe! That’s why we had left the mainland! We were trying to be free of the nercomancers! To avoid their blight! But I suppose a zombie doesn’t care about the sea does it!?
23rd of Limestone, of 250 year of Armok:
Right, so almost a month after that auh, discovery, we’ve begun to dig a shaft to supply the forges quickly with ores from the top of the shaft… I’ll need to set up a traffic zone for the dwarves not to get into the path of the falling rocks as they’re dumped down. My plan- if it works, is to have a series of Minecarts on axles with some wooden “springs” dumb the rocks down safely into a pile for the smelters to pick up the stone easily.

Speaking of Stone…
We’ve struck Magnetite! This is an ore of iron and it is MASSIVE! We’ve iron for days now and from this single patch, ohhohoh. We can make some LOVELY things!

Some time passes. Mines are made, plans are laid. This is the first year of the bold roads. The first year of the dwarves new home on the island (peninsula?) of  The Land of Roughness in the Hills of  Wilt. They have been seen by an evil on the island (No, yeah it’s a peninsula… Oops). With the arrival of the dwarves on the far edge. They had hope to soon make the island (peninsula!!!) a haven from the necrotic machinations of the world! Sadly, the Dwarves and their brave cat-man now have been found. What will they do?

Join us next time, and find out!

So here’s the summary of the year guys.

We’ve gotten the Fortress basically locked down and set up for further development down below. So what IS the plan? I’m… still thinking about what the really is. At the moment, the goal is to get the dwarves set up as “Deep” Dwarves.  And Making a zombie “Playground” … I’ll make a proof of concept I think…  I dunno, gonna’ have to think about what I want to do with that, as there are a few things I could do.
Either way, welcome back ya’ blaggards and I hope you enjoy coming with me on this adventure!

[close]

23
Suggestions / Re: Make the Mods button in the launcher more obvious.
« on: January 25, 2020, 09:19:44 PM »
Make it like the play Starsector button, but warning light amber instead, heh.

24
Oh god, so that really IS the late-game stage of things... @~@  I think I'll experiment a bit and put together a list of little discoveries I've found for Vanillia Gameplay cause mods well, mods throw everthing out the window a good deal of the time.

25
True and you can raid the base to the point where it's CR is down to 0 if you've enough marines I've found through some testing and the Command Console. so there are ways around it.

As for starting my Colony too early, that... is very likely true. I think I'll start the colony after I get the red-planet tech this time around... Or after I get 1 Million in credits at the very least.

26
All Valid points. I think I need to elaborate more. This isn't just about player colonies, it's more an overall impact.

If you're in mid-game trying to get the money and loot together to make a base- even with commission -I've found it is particularly difficult to get rid of the pirates for more than a few months. I understand they're there for a challenge, and that's fine. But I can't even attack some of these bases due to the sizes of the fleets they've guarding the place. By the time I get rid of the guards a replacement fleet is already around the station again.

Part of this suggestion was just pure frustration. The other part was on how this really is an issue. Thankfully there seems to be a cap on the amount of pirate-stations. It's still quite damming to get funds together, only to end up throwing said funds into stabilizing the colony, trying to kill the pirate base, and then getting rofflestomped on the way to the pirate-base by a returning swarm of pirates.

I understand that having the bases just be there means they're a constant nuisance and thus challenge for a player. But, when I have 5 odd stations sending waves into the sector pillaging and yet, none of the said bases are eventually taken out by the antagonized factions it feels strained. Eventually the bounties for fleets go away, why not the same for the pirate Stations and have the station go with it?

EDIT:

Not all bases would fall I presume, so, perhaps like 75% of pirate bases active die off depending on strength and proximity to the central cluster.

27
I have rage-quit more over pirates than any time playing the game recently. It is particularly nasty when I've several of the buggers nested in a cluster nearby each other and then have them send wave after wave into multiple star-systsms. I get my candy-covered-glutes tossed to the dogs and yet the other factions don't consider the idea of going out to send an attack fleet in retaliation? But if I saturate bomb a pirate planet, every loses their minds?!?

Basically, I'd like to have it that pirate bases at some point "implode" Perhaps they have interal conflict, perhaps the Hegemony finally kills them. Perhaps they meet a swarm of [REDACTED]. But, having them leave after a bounty or X amount of bounties have been placed onto them but not taken within 2 years or something would be appreciated to give the sector- and player assets - a brief peace before they cobble a base (or several together again.)

In the mean time... I'm making a new game and turning on Easy Mode...
OR if I'm misunderstanding something or otherwise seem to be missing a point let me know.

28
Mods / Re: [0.8.1a] Metelson industries: CEO letter updated 5.0.1 4/20/2018
« on: December 11, 2018, 08:41:51 PM »
I'm alive and I'm working on it slowly but surely. Things have just gotten, difficult. So, slowly but surely Metelsons will come again.

29
General Discussion / Re: Colony Expeditions are Unfair and Unfun
« on: November 25, 2018, 06:07:42 PM »
Checkout the document, it has all the text. Copy pasting it resulted in a mess.


Dude, https://pastebin.com/ is free, and it's just as good, hell, you could just upload a txt file instead or, just copy and post it with:

Code
This nifty code-function which should be more than plenty with whatever you're having issues with.
Or maybe, you can elaborate a bit more.
Because from the question alone, I've no idea what you're really meaning.


PS: Why a zipfile?... Of all things, why a zip?

30
So, if the title change isn't clear, this is being picked up again. It'll be in the works for a bit as I get things together. :)

(and no I have not forgotten metelsons... that I'm waiting for the all mighty Alex to bring forth in all it's glory before I offer my humble mod back up upon the feet of his creation.)

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