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Messages - arwan

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31
(note i tried to do a search, and went 5 pages deep into the bugs section and did not see it reported)

when you apply a gamma core to a colony structure or industry it lowers the colonies bottom line income.

this would seem counter intuitive to what should happen, as one would think a colony that has to pay less to import needed materials, would then have more credits at the end of the month for the bottom line.

also not sure if it could be considered a bug or not. but in the same line as above. a colony that uses say all of the resources it makes.. (3 drugs produced) and (3 drugs needed) on a colony will still make a profit for selling drugs. (this happens for all commodities)

im sure as things are now, if it were adjusted so that your colony only made income on commodities its not using itself. it would be nigh on impossible to make a profit on almost any planet with had anything built on it. as the upkeep costs would eat up everything you made and then some.
 
if and assuming this is a bug. a possible fix / re balance i can think of is to make the upkeep what it costs the colony to purchase the resources for that particular industry. if the colony can make all the required resources local or get them sourced within the faction then the upkeep would be 0 or near 0 (for cases where its imported in faction) and then products that industry makes but that the colony does not actually use are what makes a profit if any is to be made by that industry. ( assuming its not a industry supporting another industry on the colony.. aka light industry for the most part)

------

additionally resources we place on a colony in its resource depot could (should) be attempted to be used and or sold by the colony to improve the bottom line. (possible 2nd option next to or as well as use local resources in case of a shortage) possibly keeping say 1-3 months supply available  in case of that shortage.

32
Mods / Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« on: December 10, 2018, 06:26:47 AM »
those pretty colors... it would be so cool if we got variants for the pandemonium based on them. that we could get in the game. 10/10

33
Mods / Re: [0.9.0a] Scy V1.51 (2018/12/04)
« on: December 04, 2018, 06:08:21 AM »
sounds like im going to have to start a kickstarter campaign on a planet to keep it running... well call star citizen's watch it should do very well so i dont have to pay that much :P

34
Mods / Re: [0.9.0a] Scy V1.51 (2018/12/04)
« on: December 04, 2018, 05:28:49 AM »
i take it the intelligence command center is a thing you build on your colonies? if so do you benefit from having more than 1?

edit: also the DL link is broken ATM. keeps telling me i have no power here... i keep asking it who #2 works for.

no but really its not working.

35
General Discussion / Re: Alpha Admins
« on: December 04, 2018, 04:25:18 AM »
uuuh.. when i tried to remove an alpha core from a colony it had other (blackmail) ideas. just saying there are some downsides already in game.

36
I learn blueprints as soon as possible precisely for this reason, unless it is a Pirate/Ludd pack with ships I do not want in my patrols.  The only bad blueprints are those that taint your patrols with bad ships because we do not have a blocker that forbids ships from appearing in our patrols.

i have not checked so  i can not guarantee, BUT there is a way to prioritize what ships show up in your patrols. as well as what weapons and fighters, bombers that they use.  and when i was generating fleets using these prioritized ships i really saw them very heavily picked over other ships in the same class (capital, cruiser, destroyer, frigate, fighter/bomber.) i assume the same would be true for weapons.

37
wait does that mean that graph mean i would normally need almost 200,000,000 exp to hit level 84. that is quite the curve. if i get to max level i may just install this to see my level jump LMAO

38
Mods / Re: [0.9a] Combat Alarm Sounds mod v1.32
« on: November 28, 2018, 01:44:02 AM »
if its good for 0.9a now need to get it updated in the mod index to show :p .

39
Mods / Re: [0.9.0a] Diable Avionics 2.00 (2018/11/25)
« on: November 25, 2018, 08:42:12 PM »
also in relation to the new blueprints in game..

is there a way now to acquire the "gulf" ship in the game.

if not could we get it as a rare BP drop maybe. its my favorite ship in the pack. just wish i didnt need to use console to use it.. i always feel bad, because i feel like im cheating somehow just getting the hull.

40
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 24, 2018, 02:03:51 PM »
is there a way to turn around the "decivilized" trait a planet can get? whether from finding it that way or from bombing?

41
Mods / Re: [0.9.0a] Scy V1.50rc2 (2018/11/24)
« on: November 24, 2018, 01:58:11 PM »
can you guys upload your saves where this is happening so we can see it?

and possibly get a list of the mods your using. even if it seems to only be scy related. there may be more going on.

42
Mods / Re: [0.9.0a] Diable Avionics 1.99rc4 (2018/11/22)
« on: November 23, 2018, 01:40:05 PM »
its not completely ready for 0.9a yet. it was just udated to a usable state. but not all things 0.9a are implemented yet.. such as blueprints. look for that in possibly the next update.

43
General Discussion / Re: Details about prices in new "Intel" overview?
« on: November 23, 2018, 09:59:50 AM »
the economy tab is really nifty. but i to would like to see it fleshed out a little more. for starters a dedicated tab in the Intel screen. where you can check all the commodities you know about and potential full lists of prices instead of the limited 5 we get in the cargo screen.

this way the cargo screen is like a screen shot of the commodity but if you want to go deep into trading you have an intel screen for that.

44
General Discussion / Re: Planet size
« on: November 23, 2018, 09:54:53 AM »
my 2 cents. if planet size were to affect anything. i would say it should affect survey data value, and possible pros and cons you get on a planet. and the number of them. larger planets could have a larger number of or possibly higher quality of perks associated with it.

45
General Discussion / Re: 0.91 Wishlist
« on: November 22, 2018, 11:27:24 AM »
so far the one thing i would like to see very badly is fewer barren planets.

like for real i have mapped out at least 30% of my maps planets. so far well over 50% of those are barren. and i have only ever seen one jungle. and none of the even more rare planets like artificial.

all i want for Christmas is a non barren planet thats good for growing crops.

unfortunately so far i have spent no less than 3 hours just jumping from star to star looking at "barren, volcanic, gas giant, cryo volcanic, toxic, irradiated. frozen, ice. planets.

i eventually got tired of going from one nebula to the next surveying them and then getting ambushed by the huge fleet i could not see until it was 2 inches from my face. that i just started reloading and going in different directions till i ran out of gas. and in every direction, in every nebula i have been in those are the only planets i have seen. except for the 1. yes (1) small crappy jungle world i saw. when i first saw that pop up.. i felt like i got a present from Santa.. then i surveyed it... and it was all negative effects. and i cried a little on the inside.

so all i want for Christmas is a few less barren rocks that kill anything that touch them. and just a few. more Terran, jungle, water, worlds. heck even desert for good measure.

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