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Messages - DownTheDrain

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16
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.

17
General Discussion / Re: Steam early access a possibility?
« on: August 18, 2021, 06:18:42 AM »
The FAQ states that putting it on Steam is a possibility but I think they should wait before then, because if it were to get savaged in the Steam reviews for perceived lack of content even in Early Access it is hard to recover that standing.

I doubt lack of content would be an issue. SS has more to offer than the vast majority of Early Access titles.
What would kill the ratings is the slow update cycle. Unless Alex wants to commit to a mini update at least once per month I don't see this ending well, no matter how much praise the game would receive initially.

18
Mods / Re: [0.95a] Better Colonies 1.63
« on: August 16, 2021, 10:30:18 PM »
Is there any way to edit the number of industries you can have based on size?

You can change that in the game's settings.json (starsector-core\data\config).
Search for "maxIndustries" and put whatever numbers you like for the different colony sizes.

19
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.

I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.

Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?

Most colonization efforts made after game starts seem to be centered in or near the Core Worlds, unlike spawn-gen colonies which can spawn up to 20+ ly away from the Core Worlds

I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.

20
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.

I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.

Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?

21
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: August 11, 2021, 06:30:53 AM »
In that case you should probably use console commands to give yourself infinite fuel and attempt to use the gate

Googling Star 'Sector Console' it only comes back as a mod? Is there a console outside of the 'Console Commands' mod?

The mod is what you want.

22
I'm surprised you guys actually use those things, none of them seem worth a slot to me.

23
Mods / Re: [0.95a] Some Flags
« on: August 08, 2021, 06:08:32 PM »
Not really a fan of the meme flags but the regular ones are excellent.

24
Mods / Re: [0.95a] Tahlan Shipworks 0.7.2 - Hammerheaderer
« on: August 08, 2021, 11:26:48 AM »
Supposedly the Halbmond spawns in a black hole system, however, through my entire campaign I have not seen it at all. Is it possible to get a random-generated derelict ship mission that will tell me where it is?

It does spawn in a random black hole system but I don't think you can get a mission for it.
Only found it once by accident, got bored the second time looking for it and opened the savegame to find the location.

25
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: August 08, 2021, 08:52:21 AM »
Hasn't this always been somewhat broken even when it was up to date?

26
General Discussion / Re: What are your favorite "bad" ships?
« on: August 08, 2021, 08:46:53 AM »
Is the Mule considered a bad ship?
It always seemed an excellent early game choice to me.

27
General Discussion / Re: Finding Cores
« on: August 07, 2021, 11:34:27 AM »
I guess the current drop rate is fine, it's their use as colony admins that feels really, really wrong for both balancing and lore reasons.

28
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.

I would absolutely love this.
Not necessarily as a special task group, that could be tied to other mechanics or costs, but as a stop-gap measure for early or isolated colonies that can't rely on regular patrols. Might also be cool for invasions or difficult battles where you just want to throw quantity at the enemy without needing a massively bloated player fleet.
It probably wouldn't be very balanced but a lot of fun.

Also, thx for the update, much appreciated.

29
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: August 04, 2021, 05:25:03 PM »
Adding a number to the end of an add item no longer seems to work, no matter what number I add to the end of an additem command, it only ever gives me one, and I'm unable to add multiple of the specials in one go either, as that just adds data to the item

Works fine for me for regular commodities, weapons, wings and ships.
Doesn't seem to work for special items, but who needs 50 Nanoforges, or 20 copies of the same blueprint.

30
Mods / Re: [0.95a] Superweapons Arsenal v1.4 - Pew Pew
« on: August 04, 2021, 01:03:37 PM »
I have yet to find one of these guns in the wild. Only once seen 2 Electromagnetic Railguns for sale at Prism for something like 600k a piece. Bad luck I guess, though I do explore quit a bit.
Then again I rarely pilot ships with large slots and I don't think I'd trust the AI with some of these effects.

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