Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 - Sutopia

Pages: [1] 2 3 ... 67
1
At least you respawn and your offshore assets are preserved?
Do you expect “recover” to be a 30 cap fleet with 150 S-mods?
Might as well just save scum.

2
Quote
Story point is a pathway to many abilities some consider to be, unnatural.

I think it is owe to be hard to acquire. In fact, due to how ordos calculated exp gain, they’re not all that hard to come by.

3
Suggestions / Re: Pirate factions (notice plural)
« on: March 24, 2022, 02:53:15 PM »
Reminds me of pirate factions in EVE online where each of them have their unique doctrine and are often more powerful than their standard military counterparts. Falcon P stands out to be a similar case.

4
Mods / Re: [0.95.1a] Concord 3.5.2b
« on: March 17, 2022, 06:12:57 PM »
I notice that while this mod is enabled, in a new game the "list ships" console command always returns 0 items.
Updated. I don't actually know what went wrong because the fix was delaying a certain thing from loading.

5
General Discussion / Re: Are admins super limited now?
« on: March 17, 2022, 04:40:21 PM »
tbh in the older versions, the only reason you never bought admins was cause you could find the double-skill ones as rare drops while exploring. In this version, it made it alot more worthwhile to buy admins when there was no distinction between the ones you could buy or find.

You didn’t play enough. Double skill admins do spawn in regular markets at about 3% rate of all admins spawning at a planet.

In current version? I've never seen any skill other than Industrial Planning. Unless I was overlooking one with a +2 in that skill.
In previous version. I always check comm list for admins since I can’t find any double skill admins in cryo pods.

6
General Discussion / Re: Are admins super limited now?
« on: March 17, 2022, 03:48:13 PM »
tbh in the older versions, the only reason you never bought admins was cause you could find the double-skill ones as rare drops while exploring. In this version, it made it alot more worthwhile to buy admins when there was no distinction between the ones you could buy or find.

You didn’t play enough. Double skill admins do spawn in regular markets at about 3% rate of all admins spawning at a planet.

7
General Discussion / Re: No autosave? Seriously?
« on: March 15, 2022, 09:12:05 AM »
Random idea: Make autosaves happen in background (i.e. game continues running).

I think it would be a good timing when player travels through a jump point, making a snapshot of current game state then do the slow file IO part in the background afterwards.

8
Concord has been updated to fix this mod's issue. Future modders may still stumble upon this if they decide to do a full hullmod getEffect scan for whatever reason.

9
Alright so I've narrowed it down, Its Seeker thats causing the issue.
the mod says it need an older version of magiclib, tried using the molder version but it still crashes.
I'll reach out to the mod creator.
I think it's actually an incompatibility between Concord and Seeker. It looks like Concord is trying to do something with SKR_plagueLPC when the game loads that causes the crash:
   at org.sutopia.starsector.mod.concord.adv.ConcordAssembly.onApplicationLoad(ConcordAssembly.java:43)
Plague LPC has bad implementation using a variable not initialized. I fixed it on concord side but it's seeker's code problem. It will be triggered by any mod trying to loop through hullmod spec and inspecting get effect.

10
Mods / Re: [0.95.1a] Fair S Mods
« on: March 12, 2022, 01:49:14 PM »
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.

Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?

1.1 is up with configurability.

11
Mods / Re: [0.95.1a] Fair S Mods
« on: March 12, 2022, 08:52:47 AM »
Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.

Great mod but I have a question. Is the 25% reduction a deliberate balance decision? If so, would you mind exposing it in a config file so we can adjust it?

Sure! Lemme do that in a few hours

12
General Discussion / Re: Are admins super limited now?
« on: March 11, 2022, 03:14:17 PM »
They have been stripped out. Only alpha core has the additional skill that effectively have all the old skill effects.

13
Mods / Re: [0.95.1a] Fair S Mods
« on: March 11, 2022, 08:09:45 AM »
Could you please include the list of hullmods and their refund values on S-Mod Compensation tooltip? Do include an entry with 0 if it does not contribute anyway...

Not entirely sure if it would work well since current implementation is adding all the differences of applicable hullmods then modify it by x0.75, and finally math floor it. It would be awkward if I displayed the floored value for individual hullmods since it may not add up; and doesn’t make much sense displaying float value.

14
Bug Reports & Support (modded) / Re: missing files?
« on: March 10, 2022, 11:38:32 PM »
Are you trying to use some kind of mod manager?
It seems like you have up to date Modern Carriers hullmod CSV but none of the graphics for the additions since .... idk what version.
Try re-download the mod

15
Mods / [0.95.1a] Fair S Mods v1.1
« on: March 10, 2022, 11:00:44 PM »
Download link
Source

Requires CONCORD 3.5 or above version



This mod is meant to make building in cheaper hullmods viable.
For example, if you build in an "Advanced Turret Gyros" on a capital which originally costs 10 OP, the difference is 20 OP, so you get 20 OP * 75% = 15 OP added to your hull.

Using Better Deserved S Mods or Progressive S Mods reduce the effectiveness to 25%; Using both nullifies the mod.
The ratios and base bonus multipliers are adjustable in settings file (data/config/settings.json)

The mod can be added mid-game and is automatically applied.
The mod is currently SAFE TO REMOVE after CONCORD 3.5.2a

Pages: [1] 2 3 ... 67