Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Yunru

Pages: 1 2 [3] 4 5 ... 104
31
Mods / Re: [0.95.1a] Fleet Size By DP
« on: October 19, 2022, 05:25:28 AM »
Seem to have a dead link for the mod.
Works fine for me?

32
Mods / Re: [0.95.1a] Unofficial New Game Plus 2.1.0 (2022/8/28)
« on: October 19, 2022, 05:23:52 AM »
I would very much like it if Detente scaled by max fleet size.
I play with very big fleets (100 max), on both sides, so a fixed 15 cap is basically unplayable for me.

33
Suggestions / Re: An atrocity of this scale can be hidden
« on: October 18, 2022, 11:07:27 AM »
Yes please, I'm tired of repeatedly raiding just to get a planet to deciv the "civil" way.

34
Suggestions / Re: Food problem in game world
« on: October 18, 2022, 11:06:17 AM »
Created a new game without modifications (on the game calendar - March 2, 206 cycles), i.e. the very beginning of the game. We open the contribution of food production and consumption, summarize and get the following figures: production - 91 units, consumption - 293 units. Triple deficiency!
That's not how shortages, or indeed production units, work.

35
Bug Reports & Support (modded) / Re: Game crash log
« on: October 17, 2022, 03:12:45 PM »
I am using bunch of mods, but none is modifying combat.
So none of them add ships, weapons, or hullmods?

36
Suggestions / Re: Can we please have a "ban" option for blueprints
« on: October 17, 2022, 11:56:22 AM »
I just want to be able to set the combat/carriers/phase values to 0, rather than just 1.
Why do my fleets require some degree of phase or carrier?

37
Just a heads up that I also have a hullmod that automates ships.
Ah, I was hoping someone would point it out if there were other methods of automating ships. Thanks! I'll see what I can do about improving compatibility with that feature. Could you tell me which of your mods adds it?
Unsurprisingly, it's Yunru Hullmods :P

Quote
Although it does it by adding the Automated hullmod, so I suppose you could just check for that.
Unfortunately I couldn't rely on all mods with similar features to do the same, so checking for that can get dicey. I think I'll probably just keep checking if ship.minCrew <= 0 and resorting to more complicated checks only if the ship is mothballed. That should be fairly robust.

Edit: This should work in all cases for your mod, right?
Code
    public static boolean isShipCrewed(FleetMemberAPI ship) {
        return ship.isMothballed()
                ? (ship.getHullSpec().getMinCrew() > 0 || ship.getVariant().hasHullMod(HullMods.AUTOMATED))
                : (ship.getMinCrew() > 0);
    }
Definitely!

38
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: October 17, 2022, 02:04:54 AM »
Yes, but then they're only on my copy.

39
Mods / Re: [0.95a] Gacha S-Mods v1.5.0
« on: October 16, 2022, 11:25:37 AM »
I would like the following be added to the blacklist, since they're either a negative to have built-in, or expect other hullmods to be present and would be unstable at best by themselves:
Code
		"yunru_install_confirm",
"yunru_automation",
"yunru_install_gamma",
"yunru_install_beta",
"yunru_install_alpha",
"yunru_arr",
"yunru_fast_fire_missiles",
"yunru_ai_targeting",
"yunru_aiecm",
"yunru_phasedive",
"yunru_remote_fighters",
"yunru_ai_energy",
"yunru_quickstart",
"yunru_dynamic_shield_tuning",
"yunru_dst_incompat",
"yunru_qs_alpha",
"yunru_qs_beta",
"yunru_qs_gamma",
"yunru_dst_a",
"yunru_dst_b",
"yunru_dst_c",

40
Just a heads up that I also have a hullmod that automates ships.
Although it does it by adding the Automated hullmod, so I suppose you could just check for that.

41
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 14, 2022, 03:45:16 PM »
IGNORE ME (Where tf is the delete button?)

42
I could of sworn there was a config option for maximum total negative traits, but can only find one for intial negative traits, am I going crazy?

43
General Discussion / Re: Skills and the Major problem with them.
« on: October 14, 2022, 01:51:20 PM »
Combat skills have far more impact than anything else... if you're good at using them.
I'm not, personally, so I much prefer non-combat skills. But having those skills (especially when elite) means you can do much more with less ships, effecting your logistics, and can take higher bounties with less overhead, effecting your income.

There are still areas that lack overlap, such as removing D-Mods (although one could argue combat skills make it harder for you to get those), but I find that a good thing.

At the end of the day, it will boil down to where you fleet focus is. If you focus on your personal flagship, with the rest of the fleet as ancillary support, the combat skills will be of most use to you. If, however, you prefer less load on yourself personally (maybe even not taking part at all beyond pressing E), then they're only going to be better than an officer in that you can have more of them, with more being elite.

44
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 14, 2022, 11:16:54 AM »
but its so boringly obvious that hyperspace storms add more annoyance than engaging gameplay that it might be more fun to discuss changing them for the better, rather than pretending that they're fine.
To you, maybe, but that doesn't make your opinion fact.

Fact is, I like that not only is there an obstacle I have to decide whether to engage or avoid, but I find it extra enjoyable that I can not only negate that, but turn it to an advantage.

And the mere existence of that opinion disproves your blanket statement.

45
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 14, 2022, 02:27:43 AM »
All of these responses just reinforce why none of you should be game developers. "Just navigate around them" "I've found this trick useful for mitigating the annoyance" etc. etc..

In their current form hyperspace storms add NOTHING of value to the game. Imagine you're playing The Witcher 3, and every time Geralt says "Winds howling..." "Storm's coming....", your stupid horse is blown off course and you have to fight the controls just to go in a straight line to the next town. Frustrating mechanics under a thin veneer of world building does nothing for me, sorry. Either rework Hyperspace Storms entirely or remove them and build the supply cost directly into travel distance.

I wish you luck in your search.
Ah yes, stating your opinion as objective fact, and thus a reason that others are wrong.

You realise that merely makes you objectively wrong, right, since the topic under discussion and the benefits thereof are entirely subjective?

Pages: 1 2 [3] 4 5 ... 104