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Messages - Satirical

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46
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: April 16, 2021, 07:08:04 PM »
To be honest, I am surprised that the quality of this mod, particularly the sprites, is much lower than in Revenant's (same author) great Ship/Weapon pack.
I do not consider this mod because of this, but I won't start my modded .95 run before Ship/Weapon pack drops.

I think the ships look nice ;_;

47
i put all my ships marines fuel and supplies in storage for 1 day nearby at the colony except for my little afflictor phase frigate and i basically had a sensor detection range of 0 and thats how i did it

48
Mods / Re: [0.95a] Tahlan Shipworks 0.5a
« on: April 14, 2021, 04:57:48 PM »


wow this Flagellator captain has a big brain!!!
did you program him to do that lolol

49
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 14, 2021, 04:18:45 AM »
Fixed this up! The game was, ah, setting the reputation to 0 on save unless it was 5 points or more; the "is this reputation pretty much zero aside from a rounding error" check was missing a couple of zeroes after the decimal point.
thanks so much was losing the will to play  ;D ;D

50
General Discussion / Re: AI backing off from 100% sure kill
« on: April 13, 2021, 02:29:52 AM »
This is what I'm talked about, when I mentioned somewhere AI backing off from overloaded enemies instead of finishing them off. Wasn't able to recreate it, but it played out identically, but with overloaded enemy.
maybe the ai is over calculating the destruction explosion radius (there used to be problems in earlier patches where ships would constantly take damage from shipsplosions)

51
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 12, 2021, 06:33:41 PM »
Contact reputation decay is too fast

Huh? AFAIK there's no rep decay.
Haven't had a chance to test this in RC11 yet, but I noticed that the story-offered Hegemony contact on Caotl(?) does seem to have an issue where his relationship decays for unknown reasons. I've done at least one bounty mission and bought a surplus Hammerhead from him, but his relationship is currently at 0.

For the record this doesn't seem to be an issue related to losing standing with the contact's faction, as I initially thought - neither my independent or pirates contacts cared about me getting dinged points for getting caught selling to the black market wholesale and doing everything in my power to squeeze every last possible credit out of them no matter how much death and mayhem I caused, respectively.

Yeah, colonies has been nerfed a bit too much, I think, at least the early stages. Unless a planet has 125% or less hazard rating it's pretty much not going to grow without hazard pay, and unless a planet is godlike in terms of it's profitability it's going to be bleeding tens of thousands of credits if it offers hazard pay, to say nothing of the cost of hiring an administrator. It's interesting, and kind of annoying, that it's not the threat of pirates that's keeping me from exploring right now, but the fact that if I don't stick around the core and hunt down every last credit I'm going to go bankrupt.

wtf apparently me and a couple other people are having a bug where the contact reputation resets to zero after speaking with them (or just randomly or it just resets to zero somehow)



52
Mods / Re: Hegemony Expeditionary Auxiliaries (HEA) - v.0.95
« on: April 12, 2021, 03:20:51 PM »
Extremely minor update for compatibility with Starsector version 0.95.  While nothing should be broken, I've done a grand total of 30 seconds of testing, so if there's issues please bring a mention here.
now this is epic

53
General Discussion / Re: Let's talk about xiv ships
« on: April 12, 2021, 04:00:09 AM »
XIV is epic they need a canon XIV lasher tbh im still waiting for the mod that adds it and luddic enhancement for them sick paintjobs

54
uhhh i think the contacts reputations are decaying over time because of this mod is that on purpose?

55
General Discussion / Re: Orbital Station - Society?
« on: April 07, 2021, 11:48:11 PM »
we live in a society (battlestation)

56
This looks like the main limiting factor:
The trader and military custom production require the colony to be producing some ships and in the case of the military one, to also be a military base.

Glancing at the code, arms dealer contracts can get huge in principle, up to 2M credits (although that's fighting against a 2x-3x cost mult). The regular contracts seem capped at 500k (+150k if in a bar). Think I've only seen a >1M contract once though.
The typical contracts I've encountered are mostly good for picking up weapons and fighter wings, plus smaller ships if there are any you want. Limits are just too low to just pick up a capital, although not having easy capitals may be a good thing.

If the intent is to have an easy source of manufacturing from a faction, then instead of contacts handing out production time in dribs and drabs, you should be able to go up to a faction supply officer and say "As a commission holder in good standing with [faction], I require a solid block of production time for the next 2 months and am willing to pay big credits for it."

I've got ONE in my save. 25K limit. I had most BPs by then. You know what I had to choose from? A Kite(S) and Khopesh bombers. That's it. And this was several cycles into the game, so it was worthless.
This sounds like the issue with low-importance arms dealers being worthless, which at least is already on the fix list.

oh yeah that would be awesome if you could do it at any base instead of just military orbital works with nanoforge im just doing bounties without much exploring and i finally got a big XIV dominator but still not much manufacturing contracts

57
XIV ships do show up on military markets, maybe less often than normal ones but still. In fact, any ship you can order from a contact without providing your own blueprint can be found on the military market, they use the exact same list.
I know but i guess in my game I can never find XIV ships in market not even an enforcer XIV i guess im just unlucky

58
hm if i remember in 0.91 when i tried doing this they sent a mercenary fleet to rough me up (try to kill me)

59
I agree that it would be nice to have more production opportunities (and more limit, you usually can't order a single cruiser). In the meantime though, nothing personal.

I'm confused though. If you are playing with a favourite faction, why not pick a commission and just buy as many dominators as you want from the military market?
hehe because the TRUTH is i want a dominator XIV mwahahaha

xiv ships dont really show up on the market but show up on the production contracts

60
Hegemony has many system patrol fleets with dominators. Wouldn't be the worst thing ever if one went missing.

No, really. Contacts give production slots and discounted ships too infrequently. It's better to just kill patrols to loot the ships you want and then use your contact to patch the reputation back up.

wow never thought about doing that because i roleplay as loyal/nice to the faction im with and i try to make my fleets match the faction im playing

i just wish the friendly production contracts were more frequent and had higher limits because i dont enjoy or want to kill allies for their ships

maybe there could be a shipyard contact? so far the only hegemony contacts ive gotten are military and trade

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