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: Simulator Enhancements (03/13/24)

Pages: 1 ... 10 11 [12] 13 14 ... 21

Author Topic: [0.95.1a] Unknown Skies v1.00rc2 (2023/03/19)  (Read 505772 times)

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #165 on: August 01, 2021, 01:06:48 AM »

Yeah, Nexerelin was a big consideration when implementing some part of this mod.
Logged
 

JUDGE! slowpersun

  • Admiral
  • *****
  • Posts: 614
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #166 on: August 01, 2021, 10:15:15 PM »

Two issues:
First would be to create expectations that every fight close to a planet should have such background, so that's a lot of them to make for each type of planets.
Second (and more importantly) those backgrounds are fine in missions, but they effectively make the combat more difficult by lowering the readability of the battle. Small stuff like missiles get lost in the noise. That's the same reason the revamped backgrounds I'm working on will be much darker overall.

Well I guess it wouldn't always be every planet doing low orbit (ie, random whether low orbit or not), but yes, may lead to unrealistic/unpredictable expectations.  But having to do it for every planet type would be tedious as hell, especially since this mod adds extra planet types.

As for the second point, I can also see why that would be an issue.  Still, I had figured the rule of cool might trump background visual loss, but I have rage quit as much as the next person, so understandable from a purely gameplay/design perspective.  Plus, I guess if I really cared, I could always just kludge together a sub-mod.

Curious to see those revamped backgrounds though!
Logged
I wasn't always a Judge...

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #167 on: August 03, 2021, 03:14:58 AM »

I intent to use special backgrounds, including "low orbit" ones for special battles in Seeker, one day... Hopefully...
Logged
 

JAL28

  • Commander
  • ***
  • Posts: 217
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #168 on: August 12, 2021, 07:32:13 PM »

Suggestions for some worlds:

Archipelago Worlds

These are basically “it looks like a water world but actually functions like a non-water world” which isn’t that unique. Instead, I propose that Archipelago Worlds have a special modifier that allows the to build both Aquaculture and Farming industries on the same planet, BUT reduce exports from Farming(not aquaculture) by 1, as well as make it require more upkeep.

Lifeless Worlds

Despite the description claiming that “they are good candidates for colonization” this is never explicitly represented in game. Perhaps a special modifier for that that reduces hazard rating?

Methane Worlds

Garunteed Organics, since methane is a hydrocarbon and “organics” ingame seem to refer to petroleum which is itself a mixture of hydrocarbons. Kinda like Volcanic Worlds but for organics instead of ores.
« Last Edit: August 12, 2021, 07:36:09 PM by JAL28 »
Logged

SpaceDrake

  • Captain
  • ****
  • Posts: 484
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #169 on: August 12, 2021, 08:17:37 PM »

I have also noticed that despite the description of being cold, most Methanes actually have the "hot" modifier.
Logged

MrMagolor

  • Lieutenant
  • **
  • Posts: 53
  • So-called translator
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #170 on: September 10, 2021, 03:15:10 PM »

I think there's a bug where the game doesn't take Ancient Military Ruins into account when deciding which colony to use for highest ship quality.

Then again it still chooses one with a corrupted nanoforge over a pristine in this case, so it probably isn't that, actually.

EDIT: I think it's that it chooses whichever has the highest number of ship hulls available.
« Last Edit: September 10, 2021, 03:19:55 PM by MrMagolor »
Logged

geminitiger

  • Commander
  • ***
  • Posts: 119
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #171 on: September 16, 2021, 01:29:34 AM »

Ancient military ruins? Is that another mod conflict?

I'm really curious if this mod works with industrial revolution, that also has quiet a bit of planetary funkery going on so..
Logged

Soul_liu

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #172 on: September 29, 2021, 06:16:20 AM »

Bug report:
The Parasitic Spore decreases the ship quality by 25% but it is not described in the condition description.
And when I remove it, the ship quality is still decreased.
Logged

Farya

  • Commander
  • ***
  • Posts: 246
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #173 on: September 29, 2021, 07:07:30 AM »

Ancient military ruins? Is that another mod conflict?

I'm really curious if this mod works with industrial revolution, that also has quiet a bit of planetary funkery going on so..
It works with IndEvo just fine. Roider Union also takes US into account, so you could actually benefit from Roider Dives/HQ on your planet with fungus for zero drug demand.
Logged

Gabloc

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #174 on: November 12, 2021, 06:58:49 PM »

Very beautiful mod overall, but I find the texture BarrenF kind of weird --- it's very blue, blue-er than that of the azure world. In game, Barren-F worlds appear some what like translucent water worlds. Do you mind having a look?
Spoiler
[close]
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #175 on: November 13, 2021, 01:12:41 AM »

The whole mod is getting a significant overhaul that sadly has been stalled due to more pressing matters.
Logged
 

IonDragonX

  • Admiral
  • *****
  • Posts: 816
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #176 on: November 13, 2021, 08:00:15 AM »

The whole mod is getting a significant overhaul that sadly has been stalled due to more pressing matters.
Wish you well, Tartiflette. I do hope your health is not in danger.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #177 on: November 13, 2021, 10:22:11 AM »

Oh it's nothing of the sort! I just had other modding priorities that have been eating my free time.
Logged
 

Uff-East

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #178 on: November 24, 2021, 10:30:24 PM »

Nice mod, thanks  :)
Logged

MercerWing

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« Reply #179 on: December 14, 2021, 02:02:20 PM »

Hello, I don't know whether I am stupid or what but I can't find a way to download the old version (0.9.1a) of the mod. Could somebody help my last struggling braincell please?
Edit: Apparently authors having download links for old versions of their mods is pretty rare, am I missing something or can I just not get those mods anymore?
« Last Edit: December 14, 2021, 02:38:28 PM by MercerWing »
Logged
Pages: 1 ... 10 11 [12] 13 14 ... 21