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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.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
"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",
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.
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..Ah yes, stating your opinion as objective fact, and thus a reason that others are wrong.
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.
Don't know how I missed that one. To expand on what you said: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.
Am I missing a trick with weapon projectiles (.proj files)? Trying to create a ballistic projectile that splits on proximity:The simplest way is to make the projectile a torpedo, although that does have some side effects.
"behaviorSpec":{"behavior":"MIRV"
doesn't appear to work with:
"specClass":"projectile",
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.)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.