-The Stellar Reflector Array and Ismara's Sling have no improvement or AI core bonuses right now. If anyone can think of interesting bonuses (beyond upkeep reduction or increased terraforming speed), please make a suggestion!
Probably not a great suggestion, but throwing it unto the pile anyway:
Once completed, adds the "Orbital Reflector Array" condition to the planet. This improves farming/aquaculture production by +2 and suppress the Hot, Cold and/or Poor Light conditions if they are present. If the structure is shut down, the reflectors in orbit will be removed and the benefits will disappear. Requires Domain-era artifacts to operate if Domain Archaeology is enabled.
Let it suppress very hot/cold as well? Darkness probably not, since that condition usually appears in nebulae and mirrors can't conjure light out of nothing even with an Alpha Core, but it's an option.
Actually, does it normally downgrade very hot/cold down to regular hot/cold? If not that could be an alpha core effect, maybe.
I don't want the mirrors to suppress extreme heat/cold. This is because (1) in vanilla the solar array condition only suppresses cold and poor light, (2) the fusion lamp suppresses extreme cold so I want that to remain a unique feature for that item, (3) reducing extreme hot/cold to regular hot/cold is not compatible with the suppression mechanic.
So because it seems you haven't fixed this yet, I have something that might help. In overlord's additional commands mod, he have a script to add in an maxed out remnant nexus, so this might be of help. If you already have other plans for this, I'm sorry to bother.
Are you using 7.0.0? I think I fixed this in that update!
Just seen the New update
Thanks for the Hard work, Boggled!
I admit, I'm sort of sad to see the Crustacean Job and Astral Gate Quests go: I realise there's more Quests for them to tread on the toes of, especially the Astral Gates, but they were fun and fluffy.
Also, lorewise, I could totally see the Astral Gates being a side-attempt to get a similar effect to the Domain Gates that Bypasses Galatia Academy and Especially Provost Baird's clutches...
Especially if it were now another Faction doing it/funding it on the sly, in a sort of Arms Race deal against the Hegemony. Because Almost certainly There should be those that assume that if Galatia Academy succeeds, the Hegemony will exploit the Domain Gates ruthlessly, and cut everyone else out...
I realise that Game-wise, your options are limited, and so you can't really approach this in a fully story-only Manner, and of course we don't know where the story is actually going, But it just raised a few thoughts I found interesting.
I admit, I really Liked the interactions being able to build (and gift/rent) the Astral Gates created, and it made sense (to me) that you could BuildAstral Gates, but only Use Domain Gates but not Build them (since the things are regarded as being indestructable and inscrutable in their in-game descriptions)
I understand that some players enjoyed the two quests, and I know I spent a lot of time trying to write interesting dialogue, but I don't think the quality of my quests compares favorably to the vanilla ones in 0.95a. Maybe they will make a return in the future, but updating them for 0.95a would take a very large amount of development time, and I don't think that's justified given the quality problems, lore compatibility problems, and the lack of necessity in 0.95a.
As for the Astral gates, they're basically in the same boat as the quests. The implementation is vastly inferior to the 0.95a vanilla gates, and updating it for 0.95a would take a large amount of development time. I know some players enjoyed them, but keeping them in the mod just isn't worth the effort required.
I didn't see any details in the description, so I have to ask... How does normal terraforming work now?
Is it the same as it was before the point system? As in...
-Jungle/Tundra world + shades/mirrors + time = Terran world
-Frozen/Cryovolcanic world + mirrors + time = Water world
-Desert/Arid world + shades + sling/processing + time = Terran world
With default settings, you just put the E.U.T.E.C.K. in the Genelab (on a habitable planet) and it will create a Paradise world. The tooltip on the Genelab will explain that you need to suppress extreme temperatures and poor light in order to terraform, and you'll need water for desert planets.
With non-default settings, it's the same thing, except you can use the options in the colony interaction menu to select a project - then you can make (almost) any planet type you want. The water/temperature/light requirements are also removed.
I didn't see any details in the description, so I have to ask... How does normal terraforming work now?
Is it the same as it was before the point system? As in...
-Jungle/Tundra world + shades/mirrors + time = Terran world
-Frozen/Cryovolcanic world + mirrors + time = Water world
-Desert/Arid world + shades + sling/processing + time = Terran world
Just tried out of curiosity. It works indeed pretty much as the old one but instead of multiple structures contributing to a generic terraforming counter (old way) EUTECK handles everything instead and you can just pick target planet type then wait for the completion time (400ish days), simple as that. Additional targets include maximizing resources, adding mild climate and such.
Not bad at all but I don't like the balance changes that vanilla brought and while station construction is invaluable, I cannot use this mod without qualms of conscience as spamming domed cities or astropoli with god-tier space defences are already too op. Also how does CHAMELEON expose decivilized subcultures? I'm sticking to its description and I don't think they have any encryptions to crack, they are decivilized after all.
Fortunately you can use the settings file (and industries.csv) to adjust the balance to your liking. You can increase the hazard rating on stations, or increase the upkeep costs on Domed Cities.
Uhlang makes a good point about the decivilized subpopulation. I think the description for decivilized planets indicates that there's small arms fire on the surface, so while the government has collapsed, they're still using technology.
Think of CHAMELEON as real-life government surveillance on steroids (it's even named after ECHELON!). Imagine if the US government had Alpha Cores looking at all the spy satellite footage and NSA internet logs, and had quantum computers to break encryption (ex. on Tor/VPNs). Terrorists and criminals would basically be completely unable to operate. It wouldn't even take a significant military or police presence to stop them - just a few well-placed guided missiles and some special forces troops.
Boggled i was testing the new terraforming system and i think found an unintentional feature, if you use the boggled_euteck item and use to maximize all resources it also spawns vast ruins, which doesnt make a lot of sense. The new terraforming system in my opinion is too broken, because you just need to have the item and wait 400 days to have a planet with max resources. Would it be possible to have a option in the config files to use the old terraforming system, i liked that one and it was more balanced.Even then, thank you for updating this mod.
I would consider ruins a resource since they're used to produce artifacts by the Domain Archaeology industry.
As far as the balance goes, unrestricted terraforming is intended to allow the player to do whatever they want. If you think maxed out resources is overpowered (hint: it is!), then just don't use that project! I understand that some players will prefer the previous implementation, but each person seems to want something different with terraforming and it's not possible to please everyone.