Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - speeder

Pages: 1 ... 3 4 [5] 6 7 ... 25
61
Mods / Re: Machina Void Shipyards v. 0.55.6
« on: June 28, 2022, 08:48:31 AM »
Who MSV is supposed to be allied with, usually?

62
I edited a save to re-enable the zig motes...

They are hilariously powerful, you can kill almost anything with them (the exception is the tesseract, with the "stock" zig variant you won't kill the tesseract even with the OP motes...).

It was kinda funny wandering in a Ordos, deploying only the zig, and seeing everything die.

63
I am actually playing with a modded Guardian.

Without the unlimited missiles it kinda suck.

WITH the unlimited missiles... then it is a serious powerhouse, and indeed worth some rather high DP cost, the mod uses 160 DP for a pure missile guardian and 80 DP for the other variants.

64
How I add an abandoned station with stuff in storage but that you must fight to get the stuff?

Also, I tried adding defenders to a planet ruins with setDefenderOverride and it works, but prints some "null" errors on the text, how I fix that?

65
Mods / Re: [0.95.1a] Grand.Colonies 1.0.d - More Building Slots
« on: June 25, 2022, 06:59:10 AM »
I need a feature here:

my mod has a "superhabitable" planet, it is a planet that is much larger than Earth but with only slightly higher gravity, making it extremely fertile and have ludicrous amounts of space and construction materials...


Is there a way:
1. make that planet an exception for "cramped conditions" ?
2. (very optional this one) add third page?

66
I tried imitating the tritach guy code but when you assign the admin to a planet, you start to see duplicates.

If you have two of such admins, assigning them both to a planet, make one of them show "unassigned" on the menu, meanwhile on planet list they are assigned properly.

It seems the handling of admins that are AI is very, VERY hardcoded.

67
Alex is it possible to make an AI Core admin that has permanent different than normal name, image and skills? One you can reassign around, that is. (ie: a player owned version of the tritach guy that has the SUSPECTED_AI tag.)

68
Modding / How I make planet texture?
« on: June 23, 2022, 10:13:08 AM »
I looked all over the place, found some tutorials that were deleted or made private, and a image of a cast iron skilled turned into a texture with no explanation. And a silly thread where someone ask this same question in many different ways and people keep giving stupid answers like: "just create the image and that is it!"

So... how I make a planet texture? What resolution and file format it need to be? What is the projection? Are there any common tools for this?

69
Modding / Re: Planet spawned to close to sun, no one can reach it
« on: June 22, 2022, 09:46:33 AM »
Well... why you did that?

I mean, some players might WANT to do that on purpose, to make a fortress planet... but seemly you wanted visitors so why you colonized first planet near a supergiant? (by the way, in real life supergiants output so much wind that they have zero planets, because they push the proto-planets away, some of them make nearby stars have zero planets too, with the wind pushing THEIR planets out!)

70
Why no transplutonics on habitable planet?

I even saw one mod that has a way to literally remove minerals from a planet and I couldn'1t figure why someone would do that.

71
The problem of Diable Avionics is that the "Wanzer Gantry" is needed to use Diable mechs effectively, and if you put other mechs alongside them, the hullmod shafts you :(

One of my dreams is have a carrier full of Wanzers and "Silverbluts" whatever was the name of Rosenritter mechs.

The other thing is Diable behaviour is not a behaviour I like roleplaying, and I like roleplaying so I tend to prefer other factions that are often enemy of Diable.

I have lot of hope the "ARC" mod will be finished one day (it is a mod based off diable, the background story is that ARC is at war with Diable and use their tech against them, they have some cool diable ships painted black and with shaders to make them glow orange when they are firing).

72
There are some mods lately that create custom star systems. I am making my own too.

I was wondering, suppose I decided to make the mod "cheaty" and add exactly one of each planet you need, with perfect market conditions, what is the smallest planets you need and what planets are them?

Idea is:

Assuming you have:

  • Hyperhsunt and Cryosleeper in range.
  • Planets have the perfect condition to install the appropriate items (for example no atmosphere on the planet you will have the fuel factory, so you can use the item that needs no atmosphere)
  • Planets all have enough size to have 5 industries (4 + 1 from hypershunt)
  • You will use AI cores and Story Points on everything that is needed
  • You will install "commerce" in at least one planet to give monetary fuel for your industrial shenanigans
  • Administrator will be whatever is best (player, AI core, NPC, etc...)
  • Optional: assume all planets will have ruins thus 1 slot busy techmining

What is the least amount of planets you will need, to have a well oiled production chain that produces the maximum output without imports from other factions?

For example a good planet for mining probably won't be a good planet for "habitable" stuff.
The best planet for fleet ouput need to be "extreme hot"
Nanoforge must go in a planet it won't pollute

The list goes on.

My take on this so far, probably wrong:
1 very hot planet with no atmosphere, to host Fleet HQ, heavy industry, fuel refinery, metal refinery.
1 habitable planet to be your main source of population growth, it should have maybe farm conditions? it should have I guess the light industry that also get boost from habitable...
1 non-habitable planet but low hazard otherwise, that has all 4 mine-able items, so you can put an efficient mine there...

That is my guess, probably missing something.

73
I didn't ask what mod has the mechs (although what mod has the "frost" ?)

I asked what mod has carriers that play well with mechs.

One candidate I found so far is MVS.

74
Arma Armature has some weapons that degrade flux dissipation if you install with other weapons with same property. It would play nice if you used that same property too in weapons oyu want to prevent people from spamming :) Also would prevent people from using ArmaA superweapons alongside yours. (unless they eat the flux).

See weapon "curvy laser" for what I am talking about.

75
I actually mixed up one of the missiles I tried with another mod.

So, I tried cluster torpedo and indeed kills your own fleet.

Other thing I tried was "singularity torpedo", it is from another mod, but has similar OP costs, and will also similarly happily kill your own fleet.

Pages: 1 ... 3 4 [5] 6 7 ... 25