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

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Messages - Hussar

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1
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 09:34:06 AM »
So, I come to use FIELD REPAIRS perk that gives your ships a chance for removing D-mods over a lengthy period of time. Quite a neat skill however I've noticed that ships that had successfully managed to remove all of their D-mods stay with the (D) suffix to their name. Is that intentional Alex?

Spoiler
[close]

Edit: Also I've noticed that music cuts off often when dealing with the Galatian Academy (most noticeable but it was happening elsewhere as well). Which permanently bugs out music and forces a game restart to restore it... I'm still trying  to nail the exact source of the issue tho.

2
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 11:07:57 AM »
Time to loose myself again and find out what's still broken Alex. ;D

<fingers crossed>

Quote
Randomly generated planets in the core (including Duzahk and Penelope's Star) should no longer be habitable
You know I'll test this to the extreme. I hope you pulled it off since any form of habitables in core worlds was bad. I hope it includes Hegemony space too (in fact they had the most habitable spawns in all core worlds from my memory).

3
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 10:37:38 AM »
AAaaaaaaaaaaaaand there goes all my premium time in some online games. :P

Time to loose myself again and find out what's still broken Alex. ;D

4
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 19, 2020, 08:18:50 AM »
The file is exactly the same with the one I've edited. :)
So it bodes well!

5
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 19, 2020, 07:38:19 AM »
Quote
Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

Do you mean lights overlay? If yes, there would be a problem, as they are different for each sprite and not changing them would cause graphical issues.

Interestingly I had script bug out before on that AFTER I've changed the overlays. Guess will have to investigate it again or just replace the alpha and beta ones with gamma's in the /graphics/stations folder.

Edit: Huh, it worked this time. Guess I had a typo few days ago.

6
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 19, 2020, 06:50:40 AM »
Quote
should do the trick?
Haven't tried, but yes, it should.

Wonderful. I've tried to edit the entites before but I was also changing the overlays as well. Which bugged it. Just switched the base sprites and it seems fine now. Shall see later today then how it will turn out.

7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 19, 2020, 06:37:07 AM »
I've heard it's quite random
I've heard it isn't.  ;D

Then please inform the official helpers on the USC server about that.  8)

Either way thanks for the answer. So, if the stations are constant and we'll always progress from low through mid to high tech - simple change of low and midline sprites to hightech (so all 3 possible astropolises use same route) should do the trick? Asking since I usually take on a theme for my playthrough so I'd like to get a desired effect.

8
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.5)
« on: April 19, 2020, 04:36:15 AM »
Hey Boggled, since certain other mod dropped the ball on customized station building - I'd was rather happy to discover yours some time ago (before you've merged it with terraforming even). It's been a while since i've played and even despite the pandemic I haven't much time yet to get around and dicover everything that your mod has to offer.

I have a question however about the astropolis stations. Is there a way to control their appearance? I'm asking exactly is there a way to build them in a desired style (so low/mid/high techs)? Because I've heard it's quite random, yet I'm only building my first one at the moment. Apologies if that question had been asked before.

Either way, though I've only come to experience some of the new features from your mod so far, I do enjoy them quite a lot. Finding arid lifless worlds now just makes me rub my hands with glee on a prospect of terraforming them.

9
I really should be checking here more often. Damn u USS-Discord! Damn you! [shakes fists into the sky]

In the current economy? I have to agree.. If it was changed into more grounded one, tracking consumption and internal exports/imports before external - then that would fix gamma cores INSTANTLY. Which is gonna be (I think) a vaild point in my feedback that I'm currently writing (lol, finally - not that it matters, it's just a different viewpoint). Of course the topic of economy is something totally different.

Also the supposed scenario is more than hard to achieve because trade disruptions might still very well affect your gamma'ed industries and at this point ai-coring everything won't have that much of possible impact I think. The only real and newbie-friendly usage right now, would be for tech-mining outposts where an admin with Fleet Logistics 3 can help alleviate the deletion of starport, while we gamma up the Population & Infrastructure. Tech mining outposts like that can function just fine without suffering any negative penalties in most cases. Plus that GCAI is pretty disposable so nobody shall weep if we disband the colony via management screen - instead of going in person and taking the GCAI off by hand first.

And you know my opinion. I would like for economy to 'get a little more real' which would instantly do 2 things that Alex would want: fix gamma cores and make them actually and really useful and it would also curb the excessive moneymaking via exports. Which I think will get broken again if things like new comerce that can give +100% income bonus will become a thing. But let's not jump into that rabbit-hole here.

You know this wasn't the point of this post haha. But yeah, till somethings done to either GCAI itself or economy - I have to agree.

10
Actually it appears that latest hotfix might have fixed the issue the way I'd hoped it would if that was addressed. Namely removing demand translating directly into % of demand met (so exactly what you've proposed). I just noticed that in my new game I've begun yesterday but it was one with a single colony. Still, it might be that Alex again had done some changes that weren't mentioned in the changelog. But for this one i'd be happy about if it would to be found true. I'm yet to verify that as honestly I wasn't doing any testing as of late - but something had been done as applying gamma cores doesn't change the global market values - thus it doesn't manipulate the prices either. Of course if we're playing with Nex we can influence that still by creating independent/other colonies that aren't under our banner - but that's entirely different topic.

Quote
Any input on why this should not be a suggestion thread? Or even a bug report? Because it sure feels like a bug
The intention of this thread (and having it linked on unofficial discord in the help section) was to help people understand and not loose money by using gammas. I myself are going to give feedback on that once my thoughts will settle in about this update - but I'm sure others had made their own feedback as well. Still that's a fair point but as said - the intent was to help people not make a petition. Hope you can understand.


EDIT: Actually no, I was wrong. The 'guide' does still hold true mostly from what I see in testing.


11
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P
Unless they are mostly the other type, yes

One can also merge plugins (mods) together ;)
But I've made my point :P

12
People play on 1000 mods on Skyrim and noeone cry that Skyrim cant handle them.

Except Skyrim can't handle them as it have 255 plugin limit? :P

13
If you do this, please consider some sort of 'decay' of old reputation. Even if it's just an option that takes the old rating and multiplies by 0.9 or 0.95 before factoring in the newest reputation. It would be nice to know that a couple bad battles early isn't going to doom your ship to have negatives forever. Give people a reason to hang on to old craft. :D
That sounds like it might actually be exactly what I had in mind:
new_persistent_rating = old_persistent_rating * 0.9 + battle_rating * 0.1

Could this perhaps be tied to fleet performance too? I mean, it is possible to loose bad traits, it is however quite hard thing to do for an dedicated PD escorts? So perhaps victories in hard battles could influence that even if the pd boat iteself haven't really did much damage? Unless shooting down missles and fightercraft is counted towards that already?

I'll request that it be moved to the Mods subforum (and I'll stop calling it a BETA) once I'm fairly confident that the design goals have been met and that all bugs of any significance have been fixed. Basically, once its core features are "done."
I respect that :P

14
When it be moved to "Mods"?

An excellent question.

15
General Discussion / Re: Returning player with questions
« on: May 14, 2019, 07:34:49 AM »
The 2 hullmod limit applies only towards the hullmods from Logistics category. Other categories are without limits other than the OP available on the ship.

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