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Mods / Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« on: August 21, 2021, 05:14:15 PM »
There's an unofficial 0.95 version to be found elsewhere which seems to work reasonably well.
Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)
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.
Is there any way to edit the number of industries you can have based on size?
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 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.
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?
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?
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.
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