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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 - SafariJohn

Pages: [1] 2 3 ... 201
1
Suggestions / Re: Steal and/or Manufacture/Install solar shields?
« on: March 27, 2024, 08:35:36 PM »
Is it a balance thing that this isn't player-affectable?

I think it is mainly just Alex doesn't want to deal with adding/removing the mirrors/shades.

2
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 25, 2024, 06:04:13 PM »
Roider expeditions don't exist anymore. There are only mining expeditions atm.

3
Suggestions / Re: An "always autofire" toggle for weapon groups
« on: March 14, 2024, 06:30:31 PM »
I think it should be a variant-level decision, not an autofire decision. I doubt most loadouts would benefit much from it. Players would certainly overuse it, but I think they'd feel more in control of how their fleet behaves.

4
Mods / Re: [0.97a] Roider Union 2.1.0
« on: March 14, 2024, 10:46:52 AM »
Roider Union v2.1.0

Download in the OP
Requires RetroLib
Not Save Compatible!

Finally fixed the cargo screen lag! Added an industry item for Roider Dives and Union HQ. Nerfed Calidor's ship system. And broke saves. Something-something omelet.

Version 2.1.0
 New Features
 - Added Historical Roider Charter special item for Roider Dives and Union HQ
   - Boosts production, mining range, and fleet size
 - Organics are now available as void resources for Dives and Union HQ to gather
 
 Changes
 - Nerfed Calidor's Interdiction Sequence
   - Reduced range from 1000 to 800
   - Restarts target's engines after a few seconds
 - Void resources in Roider systems are now preset
 - Rebalanced void resource generation - roughly a bell curve, now
 
 Bug Fixes
 - Fixed cargo screen lag 100%
 - Fixed nomad bases in fringe not accurately tracking commodity sales for shortages/surpluses
 - Fixed Mad MIDAS bar event's bad result not being shown - it was still happening, though

5
99% of the games I've played overwrite your current save file with quicksave (F5), otherwise you'd end your daily session and end up with 20-30 saves and having to delete them manually.

A lot of games have a separate "quicksave slot" that is shared between all characters/playthroughs/whatever. Main saves are not overwritten and quick saves don't pile up.

6
Suggestions / Tech Mining Commodity Supply
« on: March 14, 2024, 08:50:15 AM »
Tech Mining is tedious to use right now and very low value. An easy way to make it less bad would be to let it supply commodities again. Say:

Scattered Ruins:
- 3 Metals
- 2 Organics
- 1 Supplies

Widespread Ruins:
- 4 Metals
- 3 Organics
- 1 Supplies
- 1 Heavy Machinery

Extensive Ruins:
- 5 Metals
- 4 Organics
- 2 Supplies
- 1 Heavy Machinery

Vast Ruins:
- 6 Metals
- 5 Organics
- 2 Supplies
- 2 Heavy Machinery

Supplies and Heavy Machinery are directly useful. Organics reduces non-habitable colony maintenance. And all of them provide income.

Probably too much income - could cap production by population. Size 3 gets full benefit from Scattered, while Vast requires size 6.

7
If you want to save a copy to go back to you need to hit "Save Copy" twice.

Had not thought of that. That is hilariously terrible.


The only way Starsector's save interface works smoothly is if you're playing Ironman style. Otherwise it is a pain to use. Seriously, there are games from 30 years ago with better save interfaces.

8
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 14, 2024, 04:35:50 AM »
This ain't a maths question brother, I'm talking about the fact that even after shooting the same spot multiple times you literally can't tell that any damage has been done unless you look very closely for a subtle difference in shading, and then all of a sudden it gets stripped completely by the next 2 shots. Nothing about that fits the description of "clear."

Maybe there should be a highlight of some kind on the most damaged armor cell on a ship? Targeting computer saying "shoot here".

9
Suggestions / Re: Add an "Ignore target" assignment.
« on: March 11, 2024, 07:37:31 PM »
Would be really funny if Alex added this and taught the AI commander how to use it on player Monitors.

10
Mods / Re: [0.97a] Roider Union 2.0.7
« on: March 08, 2024, 05:29:29 PM »
Is this mod safe to remove mid-save?

Unfortunately it is extremely non-trivial to remove a mod mid-save, for you or me.

More edit: and the ability can be chained by a single ship so that you never retake control of yours. Like, seriously, is that how you intended this to work? Sorry that I insist so much but I just don't understand how one could come to think this was a good idea. I know I can just uninstall your mod, and I surely will if only for the performance issues, but I'm malding a bit about losing yet another playthrough, and I'm really curious about your thought process behind this.

Calidor's Interdiction Sequence is intended to screw fast ships. A single Calidor should not be able to totally lock down a ship because the cooldown is 20 seconds (13.2 with SysEx) - I am pretty sure base engine repair time even for a capital ship is less than that. A lot of the BS comes from vanilla flameouts - flameouts removing all control, etc. is a terrible mechanic.

I will consider some simple nerfs (range, cooldown) and think about some more in-depth rework to make it less sucky on the receiving end. Several Roider things are overtuned at the moment TBH.

The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

Is it a recent thing? I haven't played the last few Roider versions yet while busy modding stuff myself but I don't remember having UI slow downs related to Roiders in the past.

Yes, it is a 2.0 and later thing. It is already reduced some and I will get the rest of it sooner or later.

11
Mods / Re: [0.97a] Roider Union 2.0.7
« on: March 04, 2024, 05:22:16 PM »
The performance hit is from Roiders iterating over all the star systems a lot every time markets get updated, which happens 3+ times in a row when opening any cargo screen. I have been working on reducing it.

12
pls - kills me every time I give a command, drop tac screen, then realize I need another command.

13
Modding Resources / Re: [0.97a] RetroLib 1.0.1
« on: March 03, 2024, 04:27:58 PM »
All you have to do is edit the CSV. Or do a minimod with just a CSV for your changes - they are merged.

14
Mods / Re: [0.97a] Roider Union 2.0.7
« on: March 03, 2024, 02:26:18 PM »
bug in 2.0.7: Talking to the CEO in the bar leads to the retrofit screen and pressing return or esc does nothing, just stuck there

It is working correctly for me. Are there any error messages in the log or unusual circumstances?

15
Suggestions / Re: Colony building that gives SP
« on: March 02, 2024, 05:41:18 PM »
"Information Bureau"

"Tech Mining"

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