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News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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 21 
 on: March 28, 2024, 10:55:50 PM 
Started by boggled - Last post by Cimbri
Is there any way to terraform a very cold or very hot planet?

 22 
 on: March 28, 2024, 10:43:37 PM 
Started by Bungee_man - Last post by Aeson
I'm inclined to agree with the others that the Pathers are likely exaggerating.

It's also a moon so I don't even think there is enough room for that many people
Unless there's a hard number somewhere for the size of Opis, I don't think that that's a reasonable assumption to make. At a population density of a thousand people per square kilometer (about a tenth that of New York City or a fifth that of London, according to a quick Google search), you'd only need an object with a surface area of a million square kilometers to fit a billion people; assuming a spherical body, that's an object with a radius of about 280km. That's not tiny, obviously, but at only about a sixth of the radius of the Moon I don't think it's really straining credulity, either.

The bigger issues with moons as major population centers tend to be things like habitability and economic viability, especially considering that much of the industry it might have had would seem to have been duplicated elsewhere in the system, going by what's represented in the game, and that if we're assuming it's a small moon then it probably wouldn't have had much in the way of natural resources.

Chicomoztoc, which currently makes up a majority of the sector's population on its own, has a population in the hundreds of millions, which would mean that Opis made up somewhere around 90 percent of the sector's population.
I would advise you to be extremely cautious about making these kinds of assumptions regarding relative populations from the numbers we're given in the game, especially given that we do not know if - or how - population numbers are rounded. (something)x108 could be anything from 100 million to just shy of a billion,* we have no idea where in that range the population of Chicomztoc falls, and aside from an unreliable source claiming "billions" we have no idea what the population of Opis was prior to its destruction. Furthermore, there are seven size-7 and five size-6 worlds in the Core, which could between them represent anywhere from 75 million to 750 million people, so while it is certainly plausible that Chicomoztoc is home to a significant majority of the Core's population, it's also possible that Chicomoztoc's population is less than an eighth of the Core's "present-day" total while an Opis which really did have a population in excess of a billion could plausibly have been home to less than half of the Sector's total population at the time of its destruction.

Another point of caution for these kinds of relative population figures is that we do not have reliable - or in most cases any - "historical" population data. Opis may have been destroyed only ~25 years before the game starts, but that's still time enough for significant changes in population to have occurred, especially considering that we know that the Second AI War was fought - and Hanan Pacha and Killa essentially wiped out - in the intervening period.

* Other ranges are possible, depending on how loose you want to be with the numbers. 950 thousand, for example, is a number in the "hundreds of thousands," i.e. size-5, but it's also "about" a million, i.e. size-6, while if you want to be nit-picky you could also argue that size-N must be strictly more than 10N since for example one hundred thousand isn't the "hundreds of thousands" that size-5 is described as representing.

 23 
 on: March 28, 2024, 10:16:36 PM 
Started by ExtremisKO - Last post by ExtremisKO
Hey, just wanted to mention that the Noryang-Class ships have an empty "Built-in Weapon Slot" in place of what (presumably) should be the MAC-- as it stands, if it doesn't get one I would recommend adding one more wing slot-- no real Middle-Ground carrier, it's either the Light carriers with 2 slots, or the Heavy carriers with like 4-5+, and the Noryang would be a good candidate.
Loving the mod and you're constant updates!

Edit: It has an Empty Large Built-In Turret, specifically

I'll look into it. The Noryang is a light carrier and a prior issue with UNSC ships was too many wing slots on them. It is supposed to have a MAC so I dunno what happened with the file.

 24 
 on: March 28, 2024, 10:13:23 PM 
Started by Cycerin - Last post by ctuncks
See: CustomProductionContract.addArmsDealerBlueprints()

In brief, the dealer excludes weapons with no_sell, no_dealer, and restricted, and weapons with AIHints.SYSTEM, but may sell anything that passes those checks, regardless of it being available to the faction etc.

So in theory if I were to make a modded weapon that I want a faction to use, but not sell, while still allowing for Arms dealer production I would have to:

1. Set Weapon Tier at 5 for no sale.
2. Do not add the SYSTEM AIHint.
3. Do not add the no_sell tag.
4. Do not add the no_dealer tag.
5. Do not add the restricted tag.

For other control on how the weapon could be gotten (or not) I could also make use of:

1. no_drop. This is post combat loot and salvage if I'm not mistaken?
2. no_drop_salvage. This is location based salvage (Like a Research Station) If I'm correct.

I also assume that the SYSTEM hint also prevents drops of the weapon in question too?

 25 
 on: March 28, 2024, 10:07:38 PM 
Started by ExtremisKO - Last post by OmegaInfinita
Hey, just wanted to mention that the Noryang-Class ships have an empty "Built-in Weapon Slot" in place of what (presumably) should be the MAC-- as it stands, if it doesn't get one I would recommend adding one more wing slot-- no real Middle-Ground carrier, it's either the Light carriers with 2 slots, or the Heavy carriers with like 4-5+, and the Noryang would be a good candidate.
Loving the mod and you're constant updates!

Edit: It has an Empty Large Built-In Turret, specifically

 26 
 on: March 28, 2024, 10:01:45 PM 
Started by Kaysaar - Last post by Spardok
How does this mod interact with others? specifically Nexerlin and I am assuming it sorta replaces "Terraforming & Station Construction" and or "Insdustrial Evolution"? Is it worth playing with those 2 and this ? or just use this ?
TASC integrates its functionality with the research tree, requiring you to actually research how to terraform. Ind.Evo focuses more on other parts of the colony.

They work just fine together... once TASC gets the research bugs fixed, anyway.

I assume that's why I can't actually teraform anything. I don't see anything under special interactions with the planet after researching terraforming. : /

It's not done that way anymore, it actually has a button now that you can assign on your skill bar that will open the terraforming interface when used.

>_> whoops.

In other news. I'm not sure if this is a conflicting mod, shouldn't be because I only have ToSC extra for colonies. But it looks like the items for facilities can't be used on the upgraded versions that this mod adds. Is this working as intended? It seems odd to me considering there is an end-game facility that allows you to create said items only to not be usable on end-game facilities. As an example and while I know it's from base game too, I can't put a pristine nanoforge on an Orbital Manufactorium and above.

 27 
 on: March 28, 2024, 09:52:47 PM 
Started by ExtremisKO - Last post by ExtremisKO
hey extremisko. just wanted to hop in again and let you know im loving the mod. faction doesnt feel OP or weak. thanks again for figuring out the jump point issue lol

Thanks. Although if you running Star Wars mod and Star Trek (I think) they are a little op already so this mod might seem balanced when compared to those.

 28 
 on: March 28, 2024, 09:51:37 PM 
Started by ExtremisKO - Last post by ExtremisKO
I mean this in the most respectful manner but the graphics/sprites are really low-quality and don't fit well for the gameplay.

I really want to like this mod and I gave it a shot but the sprites really need to be refined.

Once I get good at art, I'll redo sprites at some point. The existing sprites being render rips allows me to develop this mod at the pace I have. My only real sprite work from scratch was the Aggressor Sentinel, which looks kinda bad and took me like 4 hours. So, yeah. No redone art whilst I'm solo deving this.

 29 
 on: March 28, 2024, 09:13:52 PM 
Started by Planetace - Last post by Jakened
is there any plan to add custom industries thats as op as this whole mod is?

 30 
 on: March 28, 2024, 09:06:29 PM 
Started by Kissa_Mies - Last post by spartan448
Quick question about some of the quest content:

Spoiler
At the end of the questline, how do you keep the Unlimited Production Chip for yourself? I don't want to give it to Kesteven or Tri-Tach, and just going to one of my colonies didn't bring anything up.
[close]

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