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Messages - Pokpaul

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46
Modding / How to mod colony administrators
« on: October 01, 2019, 04:10:23 PM »
Hello, looked around, both in the forums and in the Star Sector files, and I can't see how to mod colony administrators.

Specifically, I want to make them less irrelevant compared to alpha cores by giving them a chance to have all 3 colony admin skills and not cost so much.

47
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: September 27, 2019, 04:28:31 PM »
Say, I can't seem to get the bonus from the pre-collapse military base on a colony I built.

I built orbital foundries there and moved one of my pristine nanoforges to it, still no love. The tooltip pop-up still refers to my original foundry and pristine for the bonuses, nothing about the newer colony with the base, foundry and nanoforge.

Am I missing something?

48
General Discussion / Re: Pre-collapse military base
« on: September 27, 2019, 04:25:42 PM »
Ah, ty folks.

49
General Discussion / Pre-collapse military base
« on: September 27, 2019, 04:52:42 AM »
I'm not sure if this colony modifier comes from vanilla or a mod, but I built a colony on a planet with one, built heavy industry then orbital works on it, installed a pristine nanoforge on it, but I'm still not seeing the ship quality bonus from the pre-collapse base anywhere.

Does anyone know if/how this modifier works?

50
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 25, 2019, 11:33:02 AM »
I was thinking that rep loss impact should depend on if you are attacker or attacked, specifically you should lose more rep when you are attacking then when defending.

I have gone to pains to make the pirates like me so that I can explore without my colonies being disturbed, and the fact that they still occasionally attack me is just pirates being pirates. I don't think that my relationship should go in the toilet just because some pirate idiot decided to attack me with my transponder on, and pirates being pirates I can't see them caring that much about that idiot either.

Now, if I went on a pirate hunting expedition I can see that *** them off right quick.

51
General Discussion / Re: In the ruins on planet Tartiflette I found.....
« on: September 25, 2019, 10:37:07 AM »
I was actually surprised there was any left.

It's being orbited by a *redacted* station, looks like your stash was jumped.

52
General Discussion / In the ruins on planet Tartiflette I found.....
« on: September 25, 2019, 10:21:47 AM »
over 2000 units of recreational drugs.

 :o

53
This is something I would second.

I actually discovered Star Sector through a reference in the Kenshi forums calling it Kenshi in space. I also saw it referred to as Mount and Blade in space. Both of those are very favourable comparisons and I would suggest checking them out if you're not familiar with them.

Kenshi is a squad management game, where you can have one or multiple squads doing things. In Kenshi industry is done by your characters, you have them mine the ore, refine the ore, make weapons and armor with the ore. One thing you can do is have one squad at your base being industrious while another squad is out doing the fun stuff of trading, exploring and beating up baddies.

This feature would be very nice in Star Sector to help address the issue of having to choose between babysitting colonies while they build up defenses or having to rush back to defend them from attacks the defenses might not handle instead of doing the fun stuff of missions, trading, exploring, etc.

Or to use an approach from Mount and Blade where you have lords that lead their own armies, that you can give specific soldiers to and orders to such as patrol x or raid x. A Star Sector equivalent might be something like being able to give an officer command of one of your system fleets, tell them to defend the system while you're gone, and here, take these two Paragons I just built with your fleet to keep the pirates out.

54
Say, the tooltip for military base/high command is not very informative on what it improves over Patrol HQ in terms of system patrols. Neither is the wiki.

The only multiplier I see is for defenses, nothing that affects fleets.

What exactly do military bases and high commands do to improve your fleets?


55
Suggestions / Surveying equipment tooltip and small QOL suggestion
« on: September 18, 2019, 04:27:22 AM »
It would be nice if the tooltip popup when you look at surveying equipment would total the effect of all surveying equipment in fleet, just like it does for salvage gantry and resource recovery bonus.

56
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 14, 2019, 05:36:51 AM »
You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.

Nice, thank you. In my searches I read that the events tend towards neutral, I didn't see any parameters that would seem to affect that in the diplomacyConfig, unless it's the min/max RepLevelToOccur?

57
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 13, 2019, 08:33:07 AM »
I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.

I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?

Thanks.

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