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 - DownTheDrain

Pages: 1 2 [3] 4 5 ... 17
31
General Discussion / Re: How do you post images on the forum?
« on: August 02, 2021, 08:36:15 PM »

32
They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere.  This is also terrible design. 

While everything else in your post sounds like a bug (or maybe an oversight) I strongly disagree with this point.
Factions regularly send out colony expeditions to places I haven't explored at all. It would be "terrible design" if the AI had to wait for you to sell survey data to colonize anywhere outside the core worlds.

33
Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Is there a way to turn that down or at least cap it at a certain size?
I really don't want to wipe the Hegemony, for thematic reasons mostly, but if those inspections keep growing indefinitely...
The numbers are hardcoded (though a mod can in principle modify the events' code). But inspections do cap at 550 FP and punitive expeditions at 350 FP.
(Also, as the inspection or expedition gets bigger, the amount of thing-that-makes-faction-angry needed for the event to occur also increases)

Brief code explanation
Inspections and expeditions have a "threshold" figure. When the cumulative amount of AI use or [things that trigger expeditions] exceeds the threshold, the event is launched.
Fleet size is 50 + (threshold/2), threshold doubles after each event.
Inspection threshold starts at 250 and caps at 1000. Expedition threshold starts at 100 and caps at 600.
[close]

Thx for the explanation.
Good to know there is a cap, though with those values there might as well not be. 550 FP (or 18 Paragons if we're gonna use that as a measurement) is way more than any of my systems could handle on its own.

34
Vanilla fleet types don't use such mechanics. Inspections, for instance, just get larger each time they occur.
First inspection is 50 + 125 = 175 FP
Second inspection is 50 + 250 = 300 FP
and so on.
(yeah inspections are pretty big, they start having enough points for almost six Paragons)

Is there a way to turn that down or at least cap it at a certain size?
I really don't want to wipe the Hegemony, for thematic reasons mostly, but if those inspections keep growing indefinitely...

35
Mods / Re: [0.9.1a] Interstellar Imperium 2.4.0
« on: July 30, 2021, 10:17:12 AM »
But why not ?

Presumably so he doesn't have to deal with the fallout and bug reports if that unofficial update turns out to be broken. Other mod authors have expressed similar sentiments.
There absolutely should be a thread where unofficial updates are collected but it needs to be separate from the original mods.

36
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: July 29, 2021, 10:55:59 AM »
Hi just wondering if this is compatible with nexerelin?

Never had any issues and I use both on every playthrough.

37
I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.

I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.

38
I shouldn't have to it's not a requirement

Nobody said you have to.
Prism Freeport is just one way to (rarely) acquire superweapons, not the only way.

39
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 24, 2021, 12:10:28 PM »
There's a bootleg update floating around elsewhere but I haven't actually tried it so I don't know how broken it is.

I tried it. Safe to say it's not working properly. The game will crash when the Exile fleet tries to settle a planet.

That's unfortunate, guess I don't need to waste a playthrough on giving this a try then.

40
Actually, this is pretty cool. I would never have seen this stuff otherwise.

Same, never even heard of this supposed "biggest project" before.

41
Mods / Re: [0.9.1a] Idoneus Citadel Exiles - (Overdue) 0.41 Update
« on: July 24, 2021, 04:49:54 AM »
There's a bootleg update floating around elsewhere but I haven't actually tried it so I don't know how broken it is.

42
I usually console command faction relations before they get silly.
Not just to prevent super coalitions that go against the lore but also to boost smaller mod factions.

43
Because it's most likely to be furthest away from anything that wants to kill you?

It's also most likely the furthest away from anywhere I want to go.
Not that it matters much since you can always manually pick a different entry point and it certainly beats jumping on top of the star.

44
From what I've experienced, it seems to be the outmost jump point?

My experience as well, not sure about the reasoning behind it.

45
Aren't Omegas like the strategic command of the Remnant forces? I don't think you get to control these, even if you were to capture an Omega core intact. They'd try to take control of your whole faction away from you.

With the amount of alpha cores everyone puts into their colonies that ought to happen anyway.

Pages: 1 2 [3] 4 5 ... 17