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Messages - BringerofBabies

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16
In the FAQ it says that mothballing a ship removes the traits. Will putting a ship in colony storage also remove the traits?

Only if it is mothballed before storage.

17
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 04, 2020, 09:54:07 AM »
Code style suggestion:
Would it not be cleaner to use a switch statement on all those types, which would also avoid the worst case scenario of calling getTypeId() 91 times?
Spoiler
switch (planet.getTypeId()) {
    case "nebula_center_old":
    case "nebula_center_average":
    case "nebula_center_young":
        return "star";
    default:
        return "unknown";
}
[close]
I haven't worked in Java, so I'm just assuming that that will be supported and work properly (looks like it was added in JDK 7, which I believe Starsector uses?).

18
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 03, 2020, 04:59:36 PM »
Plus, Ogygia probably has little to no magnetic field because it lacks an atmosphere to begin with, right?

I think that you have cause and effect reversed there - a magnetic field would come from a rotating (read: hot/liquid) electrically conducting (iron is good for this as well as being dense for gravitational purposes) core and the presence of such a field would help retain an atmosphere by preventing solar winds from stripping the atmosphere away. The presence of an atmosphere does not affect the magnetic field in any way. Additionally, magnetic field or not, an atmosphere would require enough gravity to hold it in place - Mercury has almost no atmosphere, but a strong magnetic field.

To add an atmosphere to a planet heavy enough to hold one, you would either want to add an artificial magnetosphere or continually add more atmosphere to account for solar winds - Mars loses about 100 grams/second according to the MAVEN mission.

And for the sake of completeness on the topic, we think that Jupiter and Saturn get their magnetic fields from a thick layer of liquid, metallic hydrogen that wraps the solid core.

Edit: A quick search for "artificial magnetosphere" turned up an article about a plan to put a generated magnetic field between the sun and Mars in order to place Mars within the wake of the field, largely protected from solar winds. Another orbital structure!

19
Mods / Re: [0.9.1a] Boggled's Terraforming Mod (v2.4.0)
« on: January 03, 2020, 05:34:47 AM »
I ran into the problem of only 12 structures being possible to build on a planet. Is there any way to build more?

No, that's a hard coded limit in the base game.

20
General Discussion / Re: How is the game balanced?
« on: January 01, 2020, 07:13:16 PM »
Nothing that I know of scales with level, only with a mixture of time passed and interactions made. My understanding of all scaling mechanics currently present is:

Fleet bounties: Scale with time passed, with one minimum rank bounty available at all times in case of fleet wipe (and thus starting from a small fleet again)
Station bounties: If left alone, station (and difficulty) increases from size 1->2->3, with the reward scaling as well. Larger stations also can support larger raids against core worlds/your colonies.
[Redacted]: Difficulty scales up as you defeat them.
Factions: Always have a mix of fleet sizes traveling/patrolling around, but have little interest in you at the beginning of the game due to neutral relationships. Regardless of relationships, may send fleets after your colonies once you have advanced far enough to establish and grow them. I'm not sure how the difficulty of these fleets scale, but they are a non-issue until you can presumably go toe to toe with them.

In addition, there is a general balance of "fleets of small vessels can't fight fleets of large vessels, but tend to have an easy time avoiding them in the first place" which allows the player in the early game to not get involved with most of the things they can't handle.

21
Suggestions / Re: Balancing fighter swarms with out nerfing fighters
« on: December 24, 2019, 06:18:23 AM »
There's only so many ships that can fire on a single target

This particular part I think should be fixed - PD/Anti-Fighter weapons should be able to fire over friendly vessels (when targeting fighters), much like the Tempest's drones. Then ships could better support each other against fighters, particularly dedicated PD escorts. It would however, have the side effect of making it harder for missiles in general to reach their targets.

22
I think it would be really nice to have a prominent thread where users discussed mod balance as there are so many mods that it really makes it quite a chore to personally test mods to find which ones are balanced and which are not.

I suppose it would also be a way for modders to find feedback on their mod (albeit inconveniently since it's not in their mod thread)

I've thought about making such a thread myself but my attention span is a little spotty and I also don't know if it's even a good idea.

If it were focused on discussing balance of existing mods, I'd be wary of a thread like that becoming either accusatory or whiny (in the eyes of mod authors, at least). Instead, I'd suggest making a (quickly sprawling) thread about how anything and everything in vanilla is balanced, so that it can be a repository of information against which all mod authors can see balance targets in similar ships/fighters/weapons, as well as what works and doesn't work in terms of balancing particular types of things. Additionally, make it clear that mod authors are welcome to jump in with "I'm thinking of doing this - is there anything that I am missing that would make it OP/weak/not suited for the intended role?"
Of course, the major problem with a thread like that (beyond getting as many people involved/invested as possible) would be organizing the info and making it available - at some point you'd probably have to make the first post (or several, if post length is an issue) purely a table of contents for important topic summaries.

23
Mods / Re: [0.9.1a] Gates Awakened (2019-11-30)
« on: December 05, 2019, 04:37:42 PM »
The ghost ship is from Varya's Sector, I believe.

24
Suggestions / Re: Turning in blueprints to factions/Requesting custom ships
« on: December 04, 2019, 05:03:41 PM »
Note that Alex did say that the next update will have some way of building ships pre-colony, although I don't recall much about what he said (and he didn't elaborate too much). I think it was something along the lines of paying for "heavy industry time" from an existing faction.

25
Modding / Re: Long range fighters & bombers - Can it be done?
« on: December 01, 2019, 07:28:40 AM »
And as a reference for how those two fighters I mentioned are currently balanced:
The Thunder has a wing size of 2, is classed as a heavy interceptor with a light machine gun (kinetic damage), anti-fighter missiles, and an ion cannon for utility.
The Harridan (Soren can correct me on any of this) also has a wing size of 2, is classed as something of a jack of all trades scout interceptor, and has mixed weaponry that I can't remember but is probably similar to the Thunder (minus the ion cannon).

Both have the speed to make use of the 8000 range in a reasonable amount of time, but lack the weaponry to do significant harm to most military frigates, much less anything larger. They allow a carrier to, from a great distance, provide fighter cover for defense or an attack (or just harass the enemy during an attack) but would take a significant amount of spam to have killing power on their own - a carrier with 4 wings of either probably wouldn't have much too trouble taking out individual frigates or even some destroyers, but that is a significant mismatch of deployment points.

26
Modding / Re: Long range fighters & bombers - Can it be done?
« on: November 30, 2019, 01:28:09 PM »
Some fighters, like the Thunder or DME's Harridan have a range of 8000, so 4000 isn't global limit.

27
Blog Posts / Re: Raiding for Fun and Profit
« on: November 30, 2019, 06:19:49 AM »
What are you looking to accomplish with that suggestion? What would improve, gameplay-wise? What do you think might be the possible downsides?

For a little more detail on that, there was a short suggestion thread with ideas for more events on stations (including needing marines) and another for planets with the decivilized condition needing marines to scavenge ruins. The only "problem" that this solves is adding more variety/uniqueness while exploring, rather than any existing impediment to smooth gameplay. I think that that type of thing might end up being popular with modders to add, so I would just suggest making the raid dialog as controllable as possible (custom columns?) for non-raids (no vanilla objectives allowed) to allow for things like the above exploration enhancements, Nexerelin's invasions, and Varya's haunted derelicts.

28
It's a special bonus/challenge area:
Spoiler
Nauvis is a single planet system filled with 6 Remnant stations (good luck!).
Once the planet is colonized, it has a special condition giving a bonus to heavy industry, although as a single planet in a whole bunch of slowing nebulae, in some ways it isn't ideal for a colony (at least one you plan on visiting a lot).
The system is filled with debris fields that are chock full of goodies of various kinds.
There are 4 unique variants of TSC ships floating around as derelicts, waiting to be recovered (each is recoverable).
[close]

29
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 24, 2019, 06:13:02 PM »
2) Does your mod have anything to do with a planet called Nauvis and a star system with a red giant covered in some shield-things? Basically, I found a high-danger system that is riddled with remnants. There's 6 Remnant Nexus stations around a red dwarf, a bunch of Ordos spawning in, along with motherships (the time-slowing carrier ones), and a really odd looking planet called Nauvis which looks like a prospect for a colony but only after I decide to shut down the massive remnant farm (since I have a colony in nearby system, I can resupply there and drop off cargo without going far).

Nauvis is from Tyrador Safeguard Coalition.

30
They should time out shortly after you clear their important status, but probably not until the next time all intel is updated (daily?).

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