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

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Author Topic: [0.97a] Better Colonies 1.88  (Read 440119 times)

Timid

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Re: [0.95.1a] Better Colonies 1.85
« Reply #165 on: September 16, 2022, 07:06:25 PM »

There's a bug with the AutoSP where Heavy Industry/Orbital Works get improved and their ship quality bonuses (even the nanoforge) no longer get included to the faction's sector-wide bonus; removing/re-adding the industry doesn't fix the problem.

I really can't replicate this on a save with only Better Colonies as well as a separate one including Nexerelin, I'm sorry.

Frosterus

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Re: [0.95.1a] Better Colonies 1.85
« Reply #166 on: September 22, 2022, 08:31:23 AM »

A way to get rid of the shrine would be great, even if it had a heavy penalty like immediate hostility to the Luddic Church, a rebellion, or even a modification like integration corps where you remove it over a period of time.

Mostly because I was incredibly stupid and assigned an alpha core to my colony since I didn't really understand who "Moloch" was.
So now it's either;

A) -1 stability from angry Luddic faith
B) -1 stability from rogue AI debuff after removing it

Pain.
« Last Edit: September 22, 2022, 08:45:14 AM by Frosterus »
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404

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Re: [0.95.1a] Better Colonies 1.85
« Reply #167 on: September 23, 2022, 08:18:44 AM »

Is there a way to autoreject calls? I don't need any more captains and the church of Ludd has been annihilated... by me.
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Timid

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Re: [0.95.1a] Better Colonies 1.86
« Reply #168 on: September 27, 2022, 09:52:20 PM »

Changelog 1.86:


  • Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
  • Luddic Shrines will spawn an NPC contact that allows you to remove the shrine or develop the contact for some reputation gains with the Church.
  • Luddic missionaries will not knock on your door if any new condition applies: pollution, pather cell, lack of a comm relay, or negative rep with the Church.
  • Cryosleeper officers may be available to hire as mercenary officers.

Is there a way to autoreject calls? I don't need any more captains and the church of Ludd has been annihilated... by me.
They should no longer call you if you hit the officer cap or being negative with the Church.
A way to get rid of the shrine would be great, even if it had a heavy penalty like immediate hostility to the Luddic Church, a rebellion, or even a modification like integration corps where you remove it over a period of time.

Mostly because I was incredibly stupid and assigned an alpha core to my colony since I didn't really understand who "Moloch" was.
So now it's either;

A) -1 stability from angry Luddic faith
B) -1 stability from rogue AI debuff after removing it

Pain.
The Luddic contact that should come with the shrine now can remove it.

Corelious

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Re: [0.95.1a] Better Colonies 1.86
« Reply #169 on: September 27, 2022, 10:18:11 PM »

Save game safe?  I learned the hard way to not assume lol
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Timid

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Re: [0.95.1a] Better Colonies 1.86
« Reply #170 on: September 27, 2022, 10:18:32 PM »

Save game safe?  I learned the hard way to not assume lol
yes

Zr0Potential

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Re: [0.95.1a] Better Colonies 1.86
« Reply #171 on: September 28, 2022, 02:02:33 AM »

Changelog 1.86:


  • Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
  • Luddic Shrines will spawn an NPC contact that allows you to remove the shrine or develop the contact for some reputation gains with the Church.
  • Luddic missionaries will not knock on your door if any new condition applies: pollution, pather cell, lack of a comm relay, or negative rep with the Church.
  • Cryosleeper officers may be available to hire as mercenary officers.


Nice work, can't wait to try out the new update  ;D
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Dadada

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Re: [0.95.1a] Better Colonies 1.86
« Reply #172 on: September 28, 2022, 03:19:32 AM »

Removing ruins should re-generate a new seed hoping to ensure a more variety of special items.
Nice
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e

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Re: [0.95.1a] Better Colonies 1.86
« Reply #173 on: October 04, 2022, 03:19:46 AM »

There's a strange relation when combined with Officer Extension:

1.- Officer Extension allows you to hire officers even if you are past your capacity, the issue is that the sleeper officers from the special instance added by this mod can't be hired if you are at your cap.
2.- Said officers start at level 7, however if you demote one of their skills via the functionality of the other mod, their new maximum level becomes 6, I'm guessing this happens because the "pod officers" added by that mod have five elite skills, which allows them to be retrained to level 7, while sleeper officers from Better Colonies are basically normal officers that are level 7. I understand overlooking this one as it would break the balance hard if you could get a full squad of lvl 7 custom officers with 5 elite skills, but I think it is worth noting regardless.
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Frosterus

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Re: [0.95.1a] Better Colonies 1.86
« Reply #174 on: October 04, 2022, 12:25:35 PM »

Wow, appreciate the update!

If you don't mind me asking, what's the point of removing ruins from a planet?
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Dadada

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Re: [0.95.1a] Better Colonies 1.86
« Reply #175 on: October 04, 2022, 12:41:06 PM »

You get a reduced amount of loot, compared to story point + alpha core juiced tech mining, faster. Making a colony and siphoning the ruins with tech mining takes time... If you mean just removing without taking the loot? Ehh... Umm... Yeah.
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Frosterus

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Re: [0.95.1a] Better Colonies 1.86
« Reply #176 on: October 04, 2022, 12:59:06 PM »

So it's an option if you don't want to take the slow way. Cool.
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Aldazar

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Re: [0.95.1a] Better Colonies 1.86
« Reply #177 on: October 25, 2022, 05:10:18 AM »

Is it possible to get the luddic shrine npc again? I want free salvage in my system.
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MrNage

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Re: [0.95.1a] Better Colonies 1.86
« Reply #178 on: October 25, 2022, 10:55:18 AM »

Is it possible to add Nex defense bonuses to the Cryosanctum? It might not do much for the player, but at least its description would have some effect.
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Timid

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Re: [0.95.1a] Better Colonies 1.86
« Reply #179 on: October 25, 2022, 11:55:32 AM »

Is it possible to add Nex defense bonuses to the Cryosanctum? It might not do much for the player, but at least its description would have some effect.

I could, but it'll be off by default for next update.
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