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Messages - speeder

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331
Histidine since you commented, any idea on how I make it work with Starsector+ and your mod? I just love using Starsector+ and Nexerelin,  and would love to see better economy with those :)

332
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: November 30, 2015, 08:41:26 PM »
After seeing this... Now I want more transforming ships!

I want Macross-style stuff everywhere!!!

333
I noticed reading the modding forums, and threads all over the place, that you fixed a couple of my gripes with 0.7 (example: you fixed the procurement missions to also ask for metals, organics and other stuff, instead of only organs and drugs), you will make a release with those things, or they will be released only with the next release with new features?

334
People, no help here? I have no idea where to start yet.

335
Mods / Re: [0.7a] Nexerelin v0.6.9 beta (test release 2015-11-29)
« on: November 29, 2015, 08:48:59 AM »
Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.

Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.

Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?

Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.

Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.

OSX default behaviour when dropping one folder into another is replace the FOLDER, not the contents.

It surprised me the first time it happened to me (it was in a day job I just had started, and it erased a 2 month long project that had no backup... thankfully it was still open in Eclipse, and Eclipse asked if I wanted to re-save all files again...)

336
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: November 27, 2015, 07:38:47 PM »
Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?
The Nexerelin system for seeding planets and their market conditions. The last one could get prices within acceptable bounds fairly reliably, but with the changes to market condition throughput in 0.7 (and, well, me upsizing many of the markets) it is now rather... inadequate for the task.

I'll try fiddling with the dials some more and see if I can get something that can be counted on to not have large over/undersupply problems.

I am seeing issues with this on the stock game, so I doubt you can fix it by just adjusting dials, I think the economy needs some serious fixing instead.

337
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 27, 2015, 04:59:48 PM »
It was your mod, or Nexerelin that let you choose your starting faction?

338
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: November 27, 2015, 04:57:27 PM »
I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.

I guess I could provide a "no warranty" beta version or something?

I would be fine with that.

Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?

339
I don't like the current approach:

1) the merchants aren't actual merchants, they don't haul goods around, the trade between stations is by teleporting goods.

2) The goods numbers make no sense

3) The prices don't fluctuate enough with demand and supply, except for events

4) Events are excessively profitable, compared to normal trade.

5) Normal trade, even if Tax was close to 0, is too unprofitable.

6) The economy has no actual effect on the campaign, and exists solely for the player economic benefit, you don't see blockaded stations losing population or some other important resource, neither see well protected stations getting better stuff.

7) All traits are seemly fixed, you will never see "Organized Crime" going away after the station is very safely secured, neither it showing up after a station is repeteadly blockaded and has lots of crime happening.



So some changes I would do:

1) Make goods only change hands if actual ships take them to one place or another (thus you can kill merchant ships to steal their loot and prevent goods delivery and cause an actual shortage, not just an event shortage).

2) Make the prices depend on supply and demand, then balance the prices, and production amount based on this. (I would need to figure how to run the game in a super speed-up mode, to give time to ships to move around)

3) Events should be rarer, they should be true "one in a lifetime opportunity" for a trade, this also mean they should last longer (is very annoying when you see a profitable event only to miss the time to deliver because the event is on the other side of the hyperspace map).

4) Tax should change, stations that lack trade (And want it), or that want to be "free ports" should have low tax, while well supplied stations (specially on capitals) should have higher tax, and "higher tax" I mean higher than a new lower baseline, not higher than the current taxes (that are too high).

5) Well supplied stations should sell better ships and weapons, also slowly increase their population, in a diminishing curve though (ie: because population number is logarithmic, small stations should increase faster than bigger stations, a max population number would be needed though, so that a tiny station don't get billions of people on it).

6) Some traits could change over time, even if very slowly, for example a planet with lots of water, and that is well supplied, could gain the Aquaculture trait after a year.

340
I really like this game combat, it is really, really good.


But, it bothers me that the campaign is not that good, Nexerelin make it much better, but I still don't like the economy, the economic simulator is just bad.

Is it even possible to make a mod to fix it? I have impression you can only change some parameters, and the economy is completely hardcoded and unchangeable.

341
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: November 26, 2015, 07:13:38 AM »
I can understand the inpatience though...

Because of my personality that is more of a trader, and maybe a conqueror, but not a bounty hunter, I find the vanilla campaign for now extremely boring.

But I have loads and loads of fun with Nexerelin (also Nexerelin + Starsector+ has better skills than the stock ones)

342
How I mod the economy and markets? What files I should look into?

343
Suggestions / Re: Alex, pay your portrait artist to make some new ones!
« on: November 22, 2015, 10:51:53 AM »
The "portrait artist" has a name; his name is David, and he posts from time to time.

I knew David made the ships, didn't knew he also made the portraits, thus why I don't used a name :)

Also from what I heard from the Space RPG 2 debacle, David is paid per sprite, thus why I used the term "pay your artist" on the title.

Also, I wish I could hire David too, but I don't have money now even to buy food :( (long story... of what happen when you try to be too ethical on the mobile games market), still, I love his artwork.

344
Suggestions / Re: Combat effectiveness
« on: November 22, 2015, 10:44:30 AM »
Also, if you CAN run-away, you can use this in your favour (example: I won a fight with the starting merchant ship against 3 luddites by running away from them constantly until they can out of CR, THEN I turned on them and killed them fast as I could before my own CR started to deplete).

That's pretty cool, didn't think of exploiting the weakness of safety overrides that way!


On topic: yeah, it's not gonna go away. Basically it is a method to ensure that you can't totally screw up the campaign balance with great combat skills. Before, defeating fleets with single frigates in a tedious process was the "optimal way" to play, as in the one where you got most of your ingame-investment.

Yes, I was very proud of myself when I pulled that stunt =D

345
Suggestions / Alex, pay your portrait artist to make some new ones!
« on: November 22, 2015, 10:42:38 AM »
For a while the current portraits were mostly enough, although I do think they are too few for the player to choose, at least you didn't saw your face too much on enemies and whatnot...

the thing is: now with the new communication interface, where you talk not only to officers but other people, you see the same faces over and over again, I for example see my favourite portrait (the dude with red and green glasses) a lot now.

I know it ins't cheap, I also own a game company, but please, ASAP pay your portrait artist to make some new ones, just to add more variety to the officers :) (and as a bonus, more faces for the players).

Of course, modders can improve this, but the current portraits have really cool art, and rarely a mod can match it (some mods can have art that surpass it, but then things look sort of jarring).

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