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Topics - Baqar79

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16
I just noticed that AI cores installed in Population and Infrastructure don't actually reduce the volatile requirements of an installed Orbital fusion lamp.  It will remove a volatile shortfall icon from the Population and Infrastructure, but otherwise seems to have no effect. 

If for example I use story points to upgrade my Volatile mining to 9 units and have an AI core installed in Population and Infrastructure, there will be no indication of a shortfall, but if I mouse over the Hazard rating there will be a +5% penalty due to a volatile shortage. 

(The gas giant planet in question has both the +25% poor light and +50% extreme cold)

17
Just seems weird that I'm always wiping out all pirate bases as soon as they come up as a threat (-1 stability, -10% accessibility), but then I get these high threat ones that seem to pop up now and then with no apparent warning (I say apparent, because I may not understand the mechanics here).

What is weird about this high threat one is that the pirate base is on the other side of the sector:
Spoiler
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My colony is in the Zeta Warmunadoc system, where the threatening pirate base is Bascule.

18
Tried doing a string search of "Management" on the 0.9a & 0.9.1a threads patch log but didn't seen anything about this.

Not sure if it is a bonus awarded for all colonies under my player characters control, or whether it may be because I'm governing 1 of 2 planets or even if it is an unintended feature. 

I noticed this extra +2 stability bonus when I tried switching to a colony administrator with exactly the same picks (FL3, & IP3), but had a noticeable drop in credits/month; turns out it was because the stability dropped from 10 to 8, on account of the missing "+2 Management Bonus".

Does anyone have any explanation for this bonus? (It isn't the same as PO3's +2 Stability bonus which is called "Planetary Operations" and stacks with "Management Bonus" for a further bonus to stability).

19
Finally got proof of this rare event that I mentioned but could not duplicate in 0.9.1a Release thread.


The system that it was in was pretty busy with fleets (there was also a bounty in the system since I had to defeat a hostile fleet with an exclamation mark).

I've sent the save just before attacking this base as well if it might help (It's in the same system close by where the save will place you).

20
Suggestions / Fleet Templates for different roles
« on: May 19, 2019, 08:37:55 PM »
This is probably not a super exciting idea, just a QOL improvement, but I've found myself switching between different fleet layouts depending on what I'm doing at the time.

* If I'm out salvaging/surveying I'll use a lot of Apogee's (although late game I threw in a single Paragon to handle bigger threats).
* Taking down Luddic Path bases I will generally throw a lot of heavy ships in (two or 3 Paragon's, a couple of Doom's and several Apogee's)
* Waiting for a monthly cash injection or new ship production orders I'll normally switch to a single low supply/fuel ship (Omen for example) and wait around until the end of the month.

What I think would make things a bit more convenient is being able to save entire fleet setups that draw from your "Ship Storage" to recreate your fleet including custom Autofit profiles that you have created.  I think this would work pretty well on the fleet screen:

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I guess there are other complexities since ships will also have to draw from your equipment storage as well, but I think already if an autofit profile doesn't find what it needs it will configure it as best as it can to meet that profile.

21
Spotted this during a fight when I ordered my Doom to retreat. 

For some reason while retreating it would cloak until it got to about 25% Flux, de-cloak and vent, then cloak again repeating the cycle.  I figured it would be difficult to duplicate, but luckily it seems to happen during the simulator fights. 

I also tried removing the commander, but it seems to happen with any of my Doom's...in fact, I stripped the Doom of everything, started an empty battle simulation and immediately ordered a retreat and it did the same thing.

Just checking while I'm at it; "Direct retreat" doesn't seem to use shields while retreating (so I've found it to be a bit of a death sentence in the midst of battle), is that by design in order to make a quick exit (get the flux to zero to make a speedy exit)?

I've attached my savegame to an email and sent it your way if you want to observe the Doom's behaviour during a retreat (if you can't duplicate it with your own savegame).

22
Just wondering if we might be able to use these for refitting logistics mods and perhaps as a bonus, avoid the refitting penalty out in space.

It's a small thing, but I spend quite a good deal of time out salvaging (I'm rolling in dough, but I'm on the lookout for blueprints or AI cores).  I came across a pristine Prometheus, but due to it's poor stock burn speed and having no way to increase it I chose to scuttle it; otherwise I would need to turn back to install the appropriate logistics hull mods and return back to exploring.

I don't really need any additional salvage, but it would be nice to be able to refit any new pristine ships I find in deep space without having to turn back.  Any chance the Salvaging gantry could get some extra functionality?

23
Spoiler
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Not sure if this is a bug, seems a bit strange though I can't clear them from the intel tab (perhaps there is something I'm missing?).

Also it's getting pretty cluttered with a lot of survey data on top of that.  It is probably a bit of work to require filters for different types of survey data, but the ability to clear up entries would help here (eg If I'm not interested in Ultrarich Ore Deposits in the far corner of the map I can just delete them).

24
Pretty much just that, or I'm missing clicking an important option.  Auto detect seems to work, but the time doesn't change accordingly.

Nevermind it does work.  I was looking at the "Current forum time:" expecting it to be adjusted when it was simply showing the local time.  Sorry about that :-[

25
First I was able to dock with Luddic Path station (transponder off), and trade with them (which I think is normal).  I thought I might be able to take on their station, so I engaged in hostilities without leaving the station menu itself.  

The battle didn't quite go the way I wanted, so I finally ordered a retreat, which isn't a problem...but for some reason I can still trade with them (no repair option however).

I can just imagine the awkwardness of trading with local merchants after heavily damaging their station, especially that poor sod that breaks down sobbing about lost loved ones and vowing revenge on the one responsible, meanwhile I'm just nodding my head sympathetically, face saturated with cold-sweat, feet pointed to the dock housing my ships....

Just to add, after leaving the station and re-docking, I was unable to trade with them which I think is the normal behaviour.

26
Suggestions / High-Grade mods for orbital works above 100%
« on: December 07, 2018, 05:51:45 PM »
Thinking about how ships can still be manufactured with D-mods present, I started to wonder whether in fact even the "Pristine" version of ships were actually the best possible version of the ship.

Take overclocking as an example, even CPU's sold at the same speed, they can be overclocked differently; my i5-3570k was sold at 3.8GHz, but I have run it for 6 years at 4.3GHz (which isn't a good result comparatively), where others with the same CPU could push this to 4.5GHz or higher.  Not all CPU's are manufactured to exactly the same specification, due in part to impurities in the Silicon, hence we have the same template of the CPU binned into different markets; eg, my i5-3570k is the same silicon die as the i5-3770k but with the hyper-threading disabled and 2MB of it's 8MB of cache disabled.

In any case, the idea was to do the same with ships, some examples:
1) Orbital works with over 100% quality have a small chance to build a ship with a random High-Grade mod (eg Slightly more flux venting, better maintenance, etc)

2) You can use a similar function to "Restore" called something like "Overdrive".  All ships in the game could have a "Quality Rating" which designates the ship quality of the Orbital Works that built that ship, and a hidden "True Quality" rating which is influenced by the "Quality Rating", but not tied to it.  You then pay a rather hefty fee, something along the lines of the "Restore" cost, and the ship is buffed with one or more random High-Grade mods dependent on it's "True Quality" rating.

3) Another idea is to give more control to the player and allow them to adjust the stats directly on Refit screen dependent on the quality of the Orbital Works that built the ship (eg at 120% you can vary any basic ship stats by up to 20%).  The difference here is that by increasing one stat, you will decrease another conversely by the same amount; ie if you increase your Armour by 10%, you decrease the maximum speed and Maneuverability by 10%.  Perhaps to add a bit of variation to this so not all ships end up exactly the same, have the actual quality of the ship vary a little as in the second idea (maybe a little higher, maybe a little lower, but an average of whatever the orbital works building quality is).

I guess why I'm making these suggestions are that the ships themselves are the core of the game for me, but once I get to the stage that I have all the blueprints I want, I feel I lose a bit of that attachment to the ships themselves.  It does accomplish the goal of making it a lot easier to deploy ships and worry less about losing them, but I'm not sure if this is necessarily a good thing....I guess I'm arguing for game experience vs game play.

With something like these High-grade mods, finding the perfect ship wouldn't end at having the blueprint, it will be an on-going process that will hopefully keep them interesting well into the late game.

27
Suggestions / D-mod restoration of ships and material costs for ships
« on: December 06, 2018, 04:39:58 AM »
If you build a ship at your colony and over the course of battle you end up with a D-mod, the cost to restore this ship to pristine shape is the same regardless of whether you restore it at your colony or another faction.  If I have the credits to spare I'll still pay it, since it feels rather sad to let a ship be decommissioned on account of a single D-mod (and there is a lot of money to be had from colonies at the moment, but possibly after the Colony nerf the luxury of sentimentality will be shoved aside ruthlessly in favour of the bottom line).

An example solution would be to halve the restoration costs on the provision you have an orbital works with a quality rating of 100% or higher and the blueprint of the ship needing restoration; it would still be expensive to restore, but cheaper than building a new ship.  Another thought I had, is to counter the above with the addition of a material costs (eg Metals) for restoration.    

This is where I started wondering whether material costs for ships might make things a bit more interesting.  I know this isn't a unique idea, after all Heavy Machinery, Volatiles and now Marines all have a purpose now besides money, so what if being able to build a ship was contingent on the resources being locally available?

As an example if I want to build a mudskipper (4,000 credits):

Code
Non-material costs (labour, energy, administrative, etc): 		2,000 credits (I went with 1/2 cost of the ship itself)

Material Costs:
20 Heavy Machinery: 300 credits (taken from stockpile at 10% of the standard price)
50 Supplies: 500 credits (taken from stockpile at 10% of the standard price)
100 Metals: 300 credits (taken from stockpile at 10% of the standard price)

Outfitting (Weapons, crew, fuel etc): 900 credits
TOTAL: 4,000   credits

The numbers are likely off here, but the idea is that building cost effective ships requires a healthy stockpile of locally manufactured materials.  If you don't have the required resources in the stockpile, then you can purchase the missing materials from the local open market, but you are paying full price which could inflate the cost by up to nearly 14,000 credits (or more if the market prices haven't been inflated by shortages!).  If you don't have the required resources even on the market, then you are unable to build that ship until your market/stockpiles replenish the required materials (or you salvage/purchase them from elsewhere).

More expensive and capable ships could also require additional resources (eg Organics, Trans Plutonics, Volatiles), and in greater volume.

This would probably give a bit more purpose to salvaging materials in late game: 2,000 metals worth of salvage could be waste of time to carry around when you have plenty of cash, but if they are a critical component of star-ships, putting that Metal into your stockpile could be worth far more than it's cash value in utility (As a separate thought, perhaps raw materials in your stockpile can be converted into processed versions for a price if you have a factory capable of doing so).

Back to D-mod restoration; another possible implementation would be to make each D-mod cost about 1/3 of the ships manufacturing cost in both non-material and material Costs (this is on the provision you have the blueprint and an orbital works with a quality rating of 100% or higher).  One or two D-mods could be cheaper to repair than build a new ship if you have the materials present in your stockpile to do so, though this may not be the case if you have to source the materials from the local market if you are short of the materials in your stockpile.  For three D-mods or more the cost is capped at the ship build cost, so while you need to pay the same cost as building a new ship, you don't have to wait until the end of the month to receive a new pristine ship.

Anyway, there are probably many other implementations that could work better by requiring materials to build ships at colonies, and I think for D-mod restoration at your colony, a flat reduction in cost would be a nice change if you are capable of building a pristine version of that same ship.

28
Might as well report this, just something I was looking at after Megas started a thread asking whether Impact Mitigation 1 was better than Damage Control 3.

I *think* that Impact Mitigation 1 is increasing the Effective Armour by +150% (like a souped up Evasive Action 3), rather than adding +150 Armour.

Thread (On Page 2 I did some rough testing, which eventually lead me to post this report):
http://fractalsoftworks.com/forum/index.php?topic=14416.0


29
Never actually had an expedition by Luddic Church until just now; and I've never had "free port" status on the colony they are targeting.

However, I've just built my third colony, which is in the very distant from the core, so I thought it would be great to see how "free port" works.  Maybe by setting "free port" on one of my colonies, the AI thinks all of my colonies are free ports?

I'll send the save after posting this.  Solemos (a waterworld) is the new colony for which I set "free port" status on, but on the intel screen you'll see the Luddic Church have targeted Nox, an old colony that has never used "free port" (I may of clicked on the button a few times, but didn't exit the colony screen to apply that change).

EDIT:
Looks like Hegemony want to target Nox as well with it's supposed "free port" status that it has never had (oh well, beats those expensive AI core inspections)... :D

30
I noticed this a while ago and I swear that at one stage it did show me the supply cost.

I don't know Java (Only a tiny bit of Python), so I apologize for any offense caused by spouting ignorance; but I was curious and wanted to understand a bit better what was happening so I opened up the FractureJumpAbility.java and had a look. To my eyes, it looks like there is text written specifically for when there is no cost associated with supplies.  What I think is the tool-tip function; createTooltip(TooltipMakerAPI tooltip, boolean expanded) seems to rely on a function computeSupplyCost() for whether it displays the text in the tooltip with fuel and supplies or just fuel only.  Under computeSupplyCost() I found this:

float crCostFleetMult = fleet.getStats().getDynamic().getValue(Stats.EMERGENCY_BURN_CR_MULT); 

I guess (I could be embarrassingly wrong here) but the function that looks to be doing the actual work is applyEffect(float amount, float level), but it seems to have a slightly different version of crCostFleetMult:

float crCostFleetMult = fleet.getStats().getDynamic().getValue(Stats.DIRECT_JUMP_CR_MULT);

I don't know Java syntax, and don't know whether these differences have any bearing on the issue above.  My initial thought was that "Transverse Jump" uses the CR cost of "Emergency Burn" and that "Safety Features Level 3" removes the CR cost; but this is only for the tool-tip...and not the actual jump itself; perhaps why I thought I saw a supply cost earlier was because I hadn't maxed out "Safety Features" when I had "Transverse Jump"....am I way off....?

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