Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
Just realized you might not know, Shipbreaking will no longer be industry. Honestly I'm half tempted to remove it completely at this point, originally I removed refining and moved the Catalytic converter to KoC_breaking but CUM requires Tech-mining and refining to be placed on Argeus for certain features. The original idea was the KoC use shipbreaking instead of refining as source of metals. But since refining is now pretty much mandatory....
The lack of orbital station on Argeus is deliberate, the in-universe reason being that the Hegemony are using Arcadia station Starfortress to police the system and both protect, and intimidate the Ko Combine. I imagine Argeus having its own stations is one of the 'red lines' the Hegemony drew when they sold the planet off. As for why MbG have a station, I put that down to Tri-Tachyon meddling, the Hegemony don't like it but there's a legal loop hole somewhere that permits an orbital station, and Tri-tachyon love it because it's one more trouble for the Heg.
Not sure how critical Light Industry is to balance but if they need it for nex, slapping it in Angry Periphery is probably best.
Look interesting, the Angry periphery planets were designed description first, I've rolled in a couple of your changes. Might have to tweak the descriptions if we go too far off tangent:
{ "starSystem":"lagan", "markets":[ { "entities":["lido_moon_1"], "faction":"luddic_path", "size":4, "startingConditions":[ "population_4", "closed_immigration", "toxic_atmosphere", //you could stack this with Irradiated if you feel extra brutal ;) I also have no idea if you could code this but putting in Unknown Skies' Military Virus would be perfect "poor_light", "water_surface", #"inimical_biosphere", //wait why would they have this condition everything's dead "ruins_widespread", ], "industries":[ "population", "megaport", "heavybatteries", "militarybase", "aquaculture", "orbitalstation", ], }, { "entities":["lagan_planet_2"], "faction":"pirates", "size":4, "freePort":true, "startingConditions":[ "population_4", "no_atmosphere", "ore_moderate", //just a suggestion on how to change this up, to make the planet more unique "rare_ore_rich", //just a suggestion on how to change this up, to make the planet more unique "vice_demand", ], "industries":[ "population", "spaceport", "mining", "refining", "patrolhq", "grounddefenses", ], }, { "entities":["jetsam_pirate_station", "flotsam_pirate_station"], //collapsing these two into a stronghold "faction":"pirates", "size":5, //or 4 "freePort":true, "startingConditions":[ "population_5", //or 4 "organized_crime", "poor_light" ], "industries":[ "population", "megaport", //racing track after all, also makes sure stability is preserved despite the commerce + freeport "waystation", //racing track after all, also makes sure stability is preserved despite the commerce + freeport "orbitalstation", //could easily be upgraded "heavybatteries", "patrolhq", "lightindustry", "fuelprod", "commerce" ], }, ],}
How soon do you think that you will release the next official version, and is there any more content that hasn't already been discussed here?
Nyct also seems more experienced than me, you should ask him for his finalised nex files and then compare and decide which ones you like best.
Quote from: vcuh666Nyct also seems more experienced than me, you should ask him for his finalised nex files and then compare and decide which ones you like best.I've used yours. I'm not above tweaking it in the future but you did a damn good job as is.
"maxColonyDistance": 0,
Thinking there can be some potential with KoC developing a Mark X Autocannon...
There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :Techmining and refining are present in vanilla.Industrial.Evolution add a new industry Salvage Yards making the count to 3.And ad you know Everybody Loves KoC add two more industries.As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards.There is also a small mod compatibility issue between Angry Periphery and Dassault-Mikoyan Engineering (and maybe with Volkov Industrial Conglomerate) on the placement of the new systems :The periphery system overlap the nikolaev system on the starmap, values in the New Map of the known Modiverse are not present currently, but there coordinates are quite close. Extract from their respective starmap.json : "nikolaev":[-6800,-19200], "periphery":[-6000,-18500],And the wurzle system is close to the empyrean system introduced by Volkov Industrial Conglomerate mod, even if they does not seems to overlap (I did not find starmap.json file in this mod and I do not know where to find precise coordinates).
Quote from: bodeshmoun on October 08, 2022, 02:03:42 PMThere is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :Techmining and refining are present in vanilla.Industrial.Evolution add a new industry Salvage Yards making the count to 3.And ad you know Everybody Loves KoC add two more industries.As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards..........I'm aware of the clash with Industrial Evolution. There' not much I can do with this one, I could switch off Salvage Yard on my end, but I have no idea how Hartles would take it. Have you tried dropping Hartles a message? The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.....
There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :Techmining and refining are present in vanilla.Industrial.Evolution add a new industry Salvage Yards making the count to 3.And ad you know Everybody Loves KoC add two more industries.As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards......
Did I accidentally avoid a conflict?
Opening the floor in a Mark X Autocannon.Current incarnation is a Mark 9+1, functional but not that distinct.Plans for a Rotary AC felt too close to the Storm needler.And my coding skills aren't up to par for a double-tap Ultra AC (yes, I'm looking to battletech for inspiration)Got plans for an LBX but its going to be tricky.What would you like to see from a Mk.10???