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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a-RC11] What we left behind 4.1.3  (Read 163293 times)

Araneide

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #165 on: October 20, 2024, 02:05:19 PM »

What are you supposed to do with the overgrown nanoforge?

I'm wondering the same thing. I used to suppose that with a fully develop faction (I'm playing with Ind Evo) with all reseached technologies I would be somewhat able to counteract the malus but no, it's just too severe. Like I'm going from 5xx% fleet size with 1-2 smod per ship to 1000% fleet size with 3-4 dmod with all quality giving options cranked to the max. It just doesn't feel worth it. Yes I'm doubling fleet size, but they are all full of crap. I have the feeling that I should have left the nanoforge on its planet and try to just optimise production that way. It feels bad given the amount of money (even if it's kind of irrelevant given the size of my empire now) that I had to invest to cull it.

The best usage I found so far is to slap it on my BioSynth Laboratory to produce an ungodly amound of recreationnal drugs, but in in the end it's limited by the accessibility of the market (and the fact that it increases the overall hazard rating) and only represents and increase of around 35 000 / month.

In my opinion the item is really underwhelming in this state (actually I found it quite underwhelming already before the nerf, only good when my faction ship quality was already terrible at the beginning of a playthrough).
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PJ_2005

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #166 on: October 30, 2024, 11:00:43 PM »

I'm in that system, on the irradiated planet, and i have an issue where every time I raid it just sends me to the normal planet interaction screen until I leave the planet and come back, at which point I am given the option to raid or bombard again. Anyone have any idea whats happening or if thats a bug or what?
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memeextremist

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #167 on: November 01, 2024, 10:36:11 PM »

Howdy!

[EDIT] it wasn't your mod. I found the bug with it disabled today. sorry about that!
« Last Edit: November 03, 2024, 12:50:36 PM by memeextremist »
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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #168 on: November 03, 2024, 12:13:27 PM »

I'm in that system, on the irradiated planet, and i have an issue where every time I raid it just sends me to the normal planet interaction screen until I leave the planet and come back, at which point I am given the option to raid or bombard again. Anyone have any idea whats happening or if thats a bug or what?

No idea. Never had anyone report this before, and I cant replicate it.
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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #169 on: November 03, 2024, 12:14:24 PM »

What are you supposed to do with the overgrown nanoforge?

I'm wondering the same thing. I used to suppose that with a fully develop faction (I'm playing with Ind Evo) with all reseached technologies I would be somewhat able to counteract the malus but no, it's just too severe. Like I'm going from 5xx% fleet size with 1-2 smod per ship to 1000% fleet size with 3-4 dmod with all quality giving options cranked to the max. It just doesn't feel worth it. Yes I'm doubling fleet size, but they are all full of crap. I have the feeling that I should have left the nanoforge on its planet and try to just optimise production that way. It feels bad given the amount of money (even if it's kind of irrelevant given the size of my empire now) that I had to invest to cull it.

The best usage I found so far is to slap it on my BioSynth Laboratory to produce an ungodly amound of recreationnal drugs, but in in the end it's limited by the accessibility of the market (and the fact that it increases the overall hazard rating) and only represents and increase of around 35 000 / month.

In my opinion the item is really underwhelming in this state (actually I found it quite underwhelming already before the nerf, only good when my faction ship quality was already terrible at the beginning of a playthrough).

Ship quality really isnt 1:1 with fleet size in importance. 500 shiips with 5 dmods > 100 ships with 0 dmods.
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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #170 on: November 03, 2024, 12:14:44 PM »

4.0.0 released, with magnetar QOL, new ships, weapons, and a new satellite sprite (as well as some bugfixes). Also a new mission!
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terminal

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #171 on: November 03, 2024, 02:58:54 PM »

Thanks for the update, the new outwork sprite looks much nicer.
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supremequesopizza

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #172 on: November 04, 2024, 02:11:46 AM »

Nice update! I just wanted to confirm per the "not save compatible."
If I already have 3.10 and haven't finished Galatia/am *somewhat* early in my playthrough, is it likely to be a problem if I update to 4.0?
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EnigmaniteZ

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #173 on: November 04, 2024, 06:58:39 AM »

RE: Not save compatible: I would like to know more exactly why this is not save compatible, out of curiosity...is it something to do with generation? a script hook inserted into a vanilla quest?
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #174 on: November 04, 2024, 07:01:20 AM »

RE: Not save compatible: I would like to know more exactly why this is not save compatible, out of curiosity...is it something to do with generation? a script hook inserted into a vanilla quest?

I removed a ship.
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NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #175 on: November 04, 2024, 07:01:36 AM »

Nice update! I just wanted to confirm per the "not save compatible."
If I already have 3.10 and haven't finished Galatia/am *somewhat* early in my playthrough, is it likely to be a problem if I update to 4.0?

Yes, it is 100% save breaking
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EnigmaniteZ

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #176 on: November 04, 2024, 08:17:51 AM »

RE: Not save compatible: I would like to know more exactly why this is not save compatible, out of curiosity...is it something to do with generation? a script hook inserted into a vanilla quest?

I removed a ship.

okay, that I understand. which one? maybe my scattered brain missed it in the changelog
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

NikoTheGuyDude

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #177 on: November 04, 2024, 08:18:49 AM »

RE: Not save compatible: I would like to know more exactly why this is not save compatible, out of curiosity...is it something to do with generation? a script hook inserted into a vanilla quest?

I removed a ship.

okay, that I understand. which one? maybe my scattered brain missed it in the changelog

AN unused variant of the satellite. I dont know why it breaks saves, but it does.
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EnigmaniteZ

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Re: [0.97a-RC11] What we left behind 4.0.0
« Reply #178 on: November 04, 2024, 08:42:31 AM »

niko_MPC_defenseSatelliteCore_swarm?
did some digging, and yeah it's baked into the save, as are any other pieces you removed: they are both saved as entity data, as  well as saved to the derelict faction as 'known' ships.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Araneide

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Re: [0.97a-RC11] What we left behind 3.10.0
« Reply #179 on: November 06, 2024, 01:31:33 PM »

What are you supposed to do with the overgrown nanoforge?

I'm wondering the same thing. I used to suppose that with a fully develop faction (I'm playing with Ind Evo) with all reseached technologies I would be somewhat able to counteract the malus but no, it's just too severe. Like I'm going from 5xx% fleet size with 1-2 smod per ship to 1000% fleet size with 3-4 dmod with all quality giving options cranked to the max. It just doesn't feel worth it. Yes I'm doubling fleet size, but they are all full of crap. I have the feeling that I should have left the nanoforge on its planet and try to just optimise production that way. It feels bad given the amount of money (even if it's kind of irrelevant given the size of my empire now) that I had to invest to cull it.

The best usage I found so far is to slap it on my BioSynth Laboratory to produce an ungodly amound of recreationnal drugs, but in in the end it's limited by the accessibility of the market (and the fact that it increases the overall hazard rating) and only represents and increase of around 35 000 / month.

In my opinion the item is really underwhelming in this state (actually I found it quite underwhelming already before the nerf, only good when my faction ship quality was already terrible at the beginning of a playthrough).

Ship quality really isnt 1:1 with fleet size in importance. 500 shiips with 5 dmods > 100 ships with 0 dmods.

Hello, yes but with the nanoforge installation are coming some changes in fleet doctrine to try to balance it out just a bit and so in the end it just doubles the fleet size and doesn't multiply it by 5. If this was the case, I could see the argument even if because of self lore reasons I would likely still not use it - as an high tech top quality faction, it doesn't make a lot of sense. I would love if there were options, maybe a research project or something to drastically reduce the maluses of the forge along with its bonuses in order to make it a viable alternative for a faction that doesn't strive on space junk.

Anyway, this mod is quite great otherwise and I thank you for the effort you put in it.
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