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Messages - Yunru

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31
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.

32
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",

33
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.

34
General Discussion / Re: Hyperspace Storms QOL Mod
« on: October 14, 2022, 03:45:16 PM »
IGNORE ME (Where tf is the delete button?)

35
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?

36
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.

37
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.

38
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?

39
Suggestions / Re: the use of missiles on the global map
« on: October 14, 2022, 02:22:19 AM »
Because we're talking massive distances where your weapon won't reach the other fleet... Well ever, given they'll get moved by something before then (even if it's just local gravity).

There's a reason fights only happen when drive bubbles intersect.

40
Wouldn't be me, I've never (successfully) touched market code*.

(*The Bazaar technically counts, but all that does is C&P vanilla code, and then adjust numbers based on industry id.)

41
Modding / Re: Comissions?
« on: October 13, 2022, 02:25:48 PM »
I'll happily do basic coding (including testing of said code), but can't offer more than that.

42
Mods / Re: [0.95.1] Slightly Better Tech-Mining
« on: October 13, 2022, 01:38:40 PM »
I have a question, when other mods have added special items, can they be obtained through this mod's tech mining?
No, because this mod overrides the old tech mining industry as far as I understand. But patching whatever mods you're using for compatibility takes 5 minutes. I use DIY planets and Industrial Evolution and have both set up to work with Slightly Better Tech-Mining

For each mod go to data/campaign/procgen/drop_groups for the mod you want to add and copy the entries with the group column "rare_tech" to a new set of rows in the same excel document. Then change the "groups" column for the duplicate entries to yunru_techmining

I find the rare_tech drop rates are about appropriate for the vanilla drop rates, but they can be adjusted up or down. Higher = more.
Don't know how I missed that one. To expand on what you said:
Items for said mods would still potentially appear, as the random parts of tech-mining were left untouched. However, they would probably appear at a reduced rate (especially compared to other colony items) without the quoted changes.

43
TFW people ignore the existence of a config file.

44
Am I missing a trick with weapon projectiles (.proj files)? Trying to create a ballistic projectile that splits on proximity:
   "behaviorSpec":{"behavior":"MIRV"
doesn't appear to work with:
   "specClass":"projectile",
The simplest way is to make the projectile a torpedo, although that does have some side effects.

45
Even better, get the missions from the plot station, and take any survey missions which pop up in the area.

If you do the repeatable core missions first it will frequently add more exploration missions without a time limit, and they tend to group up.  You can easily get three to five repeatable plot missions and a couple of time limited faction exploration missions all in the same area.

It rapidly makes a lot of money.  It can fund an early colony if you keep at it and do not attract much attention as well, although it is easier to wait a bit on the colony until you have the cash.

Hmm?  The Galatia missions are massively overpaid compared to everything else.

Try taking exploration missions sometime.  You will just barely break even at best after fuel, supplies, and crew costs.  Mostly, you will operate at a loss.  You will only remain viable via bounties, commissions, and smuggling.
Exploration missions can very much be worth it. They're basically the bread and butter of my playthroughs.

You're going to have to be more specific, because I can only imagine this works if you're only moving from objective to objective, not actually exploring the systems you stop in, which can take months by itself.  If you're able to survey a gas giant, you've likely got 10k in expenses, which will add about 30k to a modest trip outside the core.
Why would you survey a gas giant if you're not getting paid for it, if it lacks ruins at least? (Colonisation, of course, but other than that too.)

Any time an orbital, research, or arsenal (although that one's modded) station scan pops up, I fly off, get a whole bunch of goodies basically handed to me, do a quick visual survey of the system, build a comm relay, and then it's off to the next thing.

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