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Messages - NephilimNexus

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136
Suggestions / Re: Changing ship supplies production around (and stuff).
« on: December 02, 2019, 06:58:34 AM »
Maybe a solution would be to have the base population produce every good at a level of 1/3 the population, so at population 3, 6, and 9 it produces 1, 2, and 3 of each good respectively.  Investing in a specific industry slot simply makes the base population production reach higher levels.

I appreciate the constructive feedback, thanks!

There's no need for any of those ideas.

And then there's this guy...

137
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.2)
« on: December 02, 2019, 06:53:33 AM »
I was joking.  Anyway, a question that I ask of all terraforming mods:  Does this create usable farmland when a world becomes more habitable?

138
Modding / Re: Long range fighters & bombers - Can it be done?
« on: December 02, 2019, 06:49:31 AM »
Naturally I'd want it balanced; my initial idea was to greatly increase their OP cost, thus forcing the carrier itself to stripped down to nothing but PD weapons.  The fighters would remain fairly strong - it's the OP cost that balances them out (we're talking 30+ per wing).

Specifically, I had the idea to do two version of the same craft: One that was manned and another that was an unmanned drone.  The manned version would have a one-shot missile, long range and a high OP cost.  The drone version would have an even higher OP cost to compensate (more equipment needed on the carrier to control them at range).  Escort fighters would come later, assuming I can even get the 1st draft working.

139
Mods / Re: [0.9.1a] Missing ships mod
« on: November 30, 2019, 01:17:06 PM »
A suggestion with the Atlas Salvage Rig:

Instead of the generic Salvage Gantry already in the game, I propose creating a new hull mod of Atlas Salvage Gantry that is automatically fitted to the ASR and can't be used on anything else (i.e. a hidden hull mod) and gives x3 or even x5 the normal salvage bonus.

I often find myself having to drag along literally five or six salvage ships on some runs just to max out the bonus, and being able to get that kind of effect with only one, dedicated, purpose-built ship would be a real headache reliever.

140
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.1.2)
« on: November 30, 2019, 12:59:18 PM »
E.U.T.E.C.K. is nice, but I think we could find a better name for it.  Something that reflects that it is basically a Creation Kit for a Garden of Eden. 

Oh it's right on the tip of my tongue...

141
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: November 30, 2019, 12:56:48 PM »
Question: Do these count as Industries or not?  Meaning do they take up a slot or no?

142
Modding / Long range fighters & bombers - Can it be done?
« on: November 30, 2019, 12:53:58 PM »
Hello!  I have a question or two.  I've noticed that fighters, bombers, both manned and unmanned, seem to all have a range limit of 4000 or less.  While this gives them the ability to strike outside the range of conventional weaponry, it is still a rather limited number when compared to the overall combat map.

My question is thus: Is it possible for fighters/bombers/drones to have a range limit beyond 4000 units?  Or that a hardcoded cap within the game engine itself that nothing can exceed?

I'm wondering because I'm considering trying my hand at this whole modding thing myself and the first thing that I wanted to attempt was creating long ranged fighters that could range across an entire combat map.  Naturally these would have very high OP costs to balance that out, thus forcing carriers that used them to be (as in real life) units that hide the corner due to being excessively vulnerable themselves.

143
Suggestions / Re: Changing ship supplies production around (and stuff).
« on: November 17, 2019, 06:21:24 PM »
Some good arguments here, though no one mentioned the housing thing.  So let me think about what you said and revise some things for you:

Nanoforge DRM/blueprint limits are a good point.  What if there were blueprints for things like domestic goods that had to be found & unlocked before they could be used for that?  Would that be more balanced?  And should they be buyable or loot dependent?

A lot of these nanoforge extensions do indeed revolve around the idea that, frankly, they're overabundant.  I've found that if I've got 3-5 colonies, only one will have heavy industry until their populations get into the 6-7 range.  Yet by the time I've got to even starting 3-5 colonies I'll have already hoarded just as many nanoforges (mostly the glitched kind, but still) and currently have no use for them beyond the first one.  So rather than pitching making them rarer drops I instead tried to find a way to put them to use for something, which I think more people would enjoy overall (I mean, do people actually enjoy loot nerfing?  Why?)

As for the rest of the production ideas, keep in mind that most of this revolves around the early game, or at least the part where players are getting their first colonies started.  They are means in which a player can have a more robust, or at least self-sufficient, means of colony production without having to spam more colonies or try to force their rapid growth through massive spending sprees.  If you look again it's clear that most of this stuff would be pretty irrelevant to someone who already has even 2-3 high population colonies with multiple industries apiece.

OK so instead of industry stacking what if we allowed two AI cores per industry?  Again, these are something that I, at least, often find themselves in surplus of - at least the cheap gamma level ones.  So what if we had some kind of secondary, lesser bonus to using a second core?  Let two gammas act as one beta, or two betas work like an alpha?  Or perhaps something else?  Because frankly I couldn't care less about the whole "trading for money and rep" option.  Screw that, I fought for these things, they're mine - and I want to use them for something, dammit.


144
General Discussion / Re: Colony Questions
« on: November 16, 2019, 07:57:13 PM »
If you're willing to cheat... here's a list of bad planet traits:

<st>poor_light</st>
<st>very_hot</st>
<st>irradiated</st>
<st>extreme_weather</st>
<st>high_gravity</st>
<st>thin_atmosphere</st>
<st>decivilized</st>
<st>no_atmosphere</st>
<st>hot</st>
<st>low_gravity</st>
<st>tectonic_activity</st>
<st>extreme_tectonic_activity</st>
<st>dark</st>
<st>very_cold</st>
<st>cold</st>
<st>dense_atmosphere</st>
<st>toxic_atmosphere</st>
<st>pollution</st>

And here's a list of a few good planet traits:

<st>ruins_extensive</st>
<st>mild_climate</st>
<st>habitable</st>
<st>farmland_rich</st>
<st>rare_ore_ultrarich</st>
<st>ore_ultrarich</st>
<st>organics_rich</st>
<st>volatiles_plentiful</st>

Go to Starsector/saves/save_YourName\campaign.xml and open with Notepad++

Use Find & Replace at your whim.  Leaving replace with blank will not hurt the game, thus if you want to get rid of "Decivilized" from your galaxy just F&R
 search: <st>decivilized</st>
 replace:
"replace all"

Poof, it's gone.  You can also look up the names of specific planets, such as one that you're looking to colonize, get your fleet into orbit, save the game, look up that specific planet's name, tack on all the super good traits onto it, save the xml, reload the save and viola - you're now ready to claim this wonderful new paradise for your own.

145
General Discussion / Re: What's Your Ideal Salvage Fleet?
« on: November 16, 2019, 07:45:11 PM »
I've found that Drone Tenders beat out actual Salvage ships in every regard, and they're cheaper, too.  They've both got salvage gantries, sure, but the DT can actually hold a little bit of fuel & cargo and can be fit with cargo expansions as well.

146
Suggestions / Re: More Realistic
« on: November 16, 2019, 07:40:49 PM »
Ok, how would you smuggle a Nimitz carrier?



I'd stick it behind some crates in the back of the cargo hold.   ;D

147
Suggestions / Re: Combat Command Overhaul?
« on: November 16, 2019, 07:29:34 PM »
I'd like to see "Full Assault" also be a command that can be given to just one, specific ship.

"You, in the damaged escort... you retreat.  You, in the untouched battleship, you go blast everything to get their attention.  The rest of you just keep doing what you've been doing."

148
Suggestions / Re: Thinking Inside the Box About Hyperspace Terrain
« on: November 16, 2019, 07:24:17 PM »
Seems like it could be solved and not via trying to implement pathfinding at all.  In fact, I think it could be done with already existing mechanics.

What we already have is corona, solar flare and pulsar push effects, yes?  Alright, so when we hit the new toggle for "Avoid Storms" in the game then it flip on a similar effect to hyperspace storms.  When you get too close, they just push you away before you can actually enter them (or their area of effect, as it were).  It would feel a lot like pathfinding even though it isn't.

I don't think it would work for hyperspace nebulas themselves, of course, because they're just too damn big and you'd just stop cold because bumping your away around them would be nearly impossible.  But a storm tends to be kind of round in shape already, like a star, and as long as you're going on some kind of curve then your ship should be able to get around it just fine.

149
Suggestions / Changing ship supplies production around (and stuff).
« on: November 16, 2019, 07:18:26 PM »
IDEA #1

Let's consider what probably constitutes colonist Domestic Goods, which are produced by Light Industry: Clothes, toilet paper, toothpaste, shoes, light bulbs... pretty much everything you need around the house that you don't put in your mouth.

Now let's consider what probably constitutes ship crew Supplies, which are produced by Heavy Industry: Clothes, toilet paper, toothpaste, duct tape, spare fuses... pretty much everything you need around the ship including things that you eat.

It looks kind of familiar, yes?  Except for food, ship supplies are probably at least 50% of the same sort of things domestic supplies would have inside their crates as well.  Meanwhile, you've got the Fuel Production facility which makes fuel and... that's it.

Which lead me to wonder: Would it not make more sense to put all this stuff under one roof, or more specifically, one facility?  So here is my idea/suggestion, and if not for main game then at least to consider as a mod:

1) Remove Supplies from Heavy Industry.
2) Remove Fuel Production facility entirely.
3) Allow a small amount Supplies to be created by Light Industry and add organics to their base cost (figure MREs can be made from nutrient paste rather than real food).
4) Where Fuel Production was add a new facility, Space Industry.  This facility produces both fuel and supplies in modest amounts, using the same resources as before (i.e. volatiles, organics, etc).
5) Allow a toggle to allow players to shift priority for the facility for the coming month.  50/50 or 75/25 in favor of one or the other.

This would help a lot on the logistics side, as it would allow even a starter colony provide some kind of support to the player's fleet.  It would also streamline the process of satisfying the needs of things like space stations and starports as well.  You would no longer be forced into spamming Heavy Industry on every colony that wants to have a space station and ultimately end up with far more Custom Production points than you could ever hope to use as a side effect.  Now you could just keep you Heavy Industry to a more practical level while the Space Supply facility would be enough to keep the colony able to support its own fleet/spaceport/space station on its own.

IDEA #2

Allow the use of surplus Nanoforges in Light Industry as well.  Results & reasons should be obvious.  I can't imagine why such an advanced technology would be so limited in its utility.  If it can fabricate spaceships then it should be able to make shoes & toothbrushes as well.

IDEA #3

Allow use of surplus Nanoforges in the base colony slot (1st slot) to build housing and whatnot, thus creating a free bonus to population growth.  Concrete is even easier than toothbrushes.

IDEA #4

Add toggle to Heavy Industry to shift production priorities (see above) - leave balanced, or put an emphasis on ship hulls or military hardware.

IDEA #5

Add a Hybrid Composites facility.  What does this do?  It combines both the effect of a Mining Facility and a Refinery, but is only half as effective as either.  For those with more cash than free space, this would be a handy crutch until your colony grows enough to properly support having both of the more dedicated types of facilities, or for colonies that had poor mineral wealth to begin with and thus aren't really worth investing too much into.

IDEA #6

Allow multiples of the same type of facility.  Dedicated farming worlds that do nothing else.  Dedicated mining worlds that do nothing else.  And so on.  Even just expanding the limit to two of each type would be enough, honestly.


150
Suggestions / Re: Tactical interface woes
« on: June 24, 2019, 10:17:00 PM »
I'd like to chime in with this: Could we have the range bracket overlay turned into a switch that can be permanently toggled off, rather than having to do it every... single... battle?

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