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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 - Piemanlives

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16
For a few versions now the ship and goods market have been rolled into the same planetary interaction option. This is, quite frankly, absolutely fine. Condensing similar menu options in order to make way for more diverse interactions isn't a bad idea. However with the recent influx of new players and users this has revealed an unintentional flaw in how it's handled.

A very noticeable number of new players don't actually realize there's a market for buying and selling ships.

For those of us who have played the game long enough we're familiar with and used to using the hotkeys for navigating the planetary menus while going about our business. New players do not have that familiarity with the UI and standard menu hotkeys. The ship market currently isn't advertised in any way, shape or form and that needs to change. Somehow. I'm no master of UI design so someone else can come up with that.

17
Modding / Re: [0.9a] Audio Minus 6.6.6
« on: May 08, 2019, 09:46:45 PM »
... It's beautiful.

18
Ok look, this entire thing is dumb yeah?

I don't think I've seen drop rates so incredibly shafted since the apogee requiem event (I think I dropped like 2000 inferium trying to get her and only got one copy, worth it but still).

First x10 roll dropped a Wolf and a few nice but ultimately worthless hullmods, can never have enough ITUs but I already have 20 of the things with spares laying about that I can't even use at the moment.

Second x10 roll was better but still no dice on the limited 6*. A pair of Sunders I needed for a first strike meme fleet and a Heron, not bad but not what I'm looking for.

Third x10 roll was some absolute nonsense, I got 3 Enforcers and an Atlas! It wasn't even a real Atlas but an Atlas blueprint! And I already have my logistics fleets maxed out so it's pointless to even build the thing! Not even considering the resource cost and the yard time you need to actually build it. At least the Enforcers are good for Expedition fodder but I'd need another 19 blueprint copies to trade it in for something I can actually use.

Fourth x10 roll was... I don't want to even talk about that one.

Fifth x10 saw the return of best girl Conquest, look I love you but I already have like... 7 of you please stop dropping.

Think I'm gonna resign myself to not getting her this time around, have to limit myself and save for the XIV Legion rate-up next month.

19
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: February 20, 2019, 09:38:50 PM »
Hi, I got an error while loading the game. It says "fatal:com.fs.starfarer.api.campaign.econ.MarketAPI.setBaseSmugglingStabilityValue(I)V". I have the GraphicsLib, LazyLib and MagicLib and Nexerelin mod installed. Dont know how to fix this. Please help. Thanks!
It's not updated for .9 yet.

20
Bug Reports & Support (modded) / Re: Failed to retrieve latest SS version
« on: November 30, 2018, 09:43:47 PM »
Ah, Version Checker matches a mod's (and the game's) version against a version file on BitBucket. So what you're seeing means that Version Checker is incapable of matching versions for one reason or another, likely because BitBucket is down or some connection tomfoolery.

It won't stop you from plaything though, so no need to worry about it, just that so long as the error persists you won't be able to check the update status of stuff while in game.

21
Mods / Re: [0.9.0a] Outer Rim Alliance v0.81 (2018/11/25)
« on: November 25, 2018, 09:07:07 PM »
I think it only works on new saves. But otherwise it unlocks at friendly.
Can confirm that it does not actually work, started a new game with the polished version and Lu'men still isn't letting me deliver stuff.

22
If they were angry isolationists sure. Except the decivilized population modifier also gives a bonus to colony growth. Meaning that enough people are interested in joining the colony that it makes a noticable difference.

23
General Discussion / Re: Colonies and Expeditionary forces
« on: November 25, 2018, 02:00:11 AM »
On a related matter: are you guys able to join your own defence fleets in battle?
Mine apperently do not trust me enough.

https://imgur.com/a/De5jR9l
Do you have your transponder off?

That's the only time I've had something similar happen.

24
I'd make it disappear on size 6-8, on the basis that even if decivilized population still exists, it's relatively a smaller annoyance. When you have millions of people on your planet, they are capable of fending natives off all by themselves.
Thing is colonies decivilize at 0 Stability, not on loss of population (Though the aftershock of planetary bombardment is a common decivilizer). So it's entirely possible for a decivilized population in the millions to exist so long as they can keep themselves fed and protected. Which is why I suggested a gradient of recivilization and modifier reduction.

25
Now I understand that there might be reasons for not wanting the modifier to change but it does seem weird that rebuilding a colony to size 10 still means that you have a sizable decivilized population. Perhaps the modifier becomes say... "Recivilized Population" which still has a stability modifier but isn't as impactful as the original at different colony sizes, perhaps going away all together at size 10. Building a colony to size 10 is an investment in credits and effort after all, so why wouldn't we reintegrate the original inhabitants if only to punch mobs and local warlords in the face.

26
Mods / Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« on: November 24, 2018, 09:28:10 PM »
Maybe it was was just a quirk of copying rc2 over the initial SCY release or possibly the same for one of the others.
You're not supposed to copy over mods unless specifically instructed to do so.

27
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc2
« on: November 21, 2018, 11:32:57 AM »
Modular Fabricators output standard commodities-Supplies, Heavy Machinery and Ship Hulls-which get exported just fine; it's the Medical Center and Solar Collectors whose commodities don't export. I'm still trying to figure out why this is.
I'm no modder but...

Volturn lobster, the only commodity that doesn't get exported in Vanilla is also the only commodity that doesn't have an associated colonial demand. Meaning that colonies don't want it even if it's the subject of numerous procurement contracts. All other commodities in the game are required by the various industries or structures that a colony holds but not the lobsters. Perhaps if you tried setting a random industry to demand cloned organs it would begin importing but I'm unsure.

28
... What are you up to now Okim?

That said? Cool ships dude, always nice to see you doing stuff.

29
Bug Reports & Support / Re: [0.9a] Crew understrength (not a bug)
« on: November 19, 2018, 03:18:53 PM »
Not a bug, but somewhat interesting that a ship apparently needs more crew than it contains the space for...
Not unprecedented, the Salvage Rig can hold a grand total of 2 crew members while requiring 20 for normal operations. I would suspect that they rotate and transfer over by shuttle and everyone is assigned their own 2 foot operating space to keep the thing afloat.

30
Bug Reports & Support / Re: [0.9a] Crew understrength bug
« on: November 19, 2018, 01:57:35 PM »
The militarized sub-systems hullmod increases crew required by 100% but does not increase how much crew your ships actually hold. An unmodified Buffalo MKII requires 40 crew and can hold 40. Both the Wolf and the Shepard can each hold 30 for a total of 60 which brings your maximum crew to 100.

100/110 tells you how much crew you have versus what your ships need to function while the 100/100 tells you how much crew you can hold without penalties.

The Buffalo with the hullmod requires 80 while the Wolf and the Shepard both require 15 for a total 110 which your ships combined is incapable of holding.


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