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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Suitable Star Systems 2.4.4d  (Read 118515 times)

Audax

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Re: [0.97a] Suitable Star Systems 2.2.3
« Reply #60 on: March 04, 2024, 09:19:52 AM »

Wait this is the first system? I thought it'd be the second since there's an AI Nexus there

The planet for the remnant system doesnt have an AI nexus, the remnant fleets spawn directly from the planet. The AI nexus for the colonizable system just has an AI nexus for an added challenge. I might have to remove in the future as people keep confusing it for the 2nd system.

nekoworkshop

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #61 on: March 12, 2024, 10:59:07 AM »

I befriended the Remnants in my current playthrough. It's hilarious seeing the Ordos casually strolling around my system and hunt down anyone else dare to bother me, including those poor trade fleets.

Too bad they also contributes to the colony threat so eventually I guess I'll have to get rid of the nexus :(
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MM10000

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #62 on: March 15, 2024, 01:48:31 PM »

Question what does the colony system contain?
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Audax

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #63 on: March 16, 2024, 07:33:18 PM »

Question what does the colony system contain?
About 6 planets barren, lava, terran, barren-desert, frozen, cryovolcanic

Vundaex

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #64 on: March 25, 2024, 02:26:20 PM »

Random core worlds is not enabled, and I cant find this system.
Can you provide any more hints or guidance to find it?
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Audax

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #65 on: March 25, 2024, 08:19:18 PM »

Random core worlds is not enabled, and I cant find this system.
Can you provide any more hints or guidance to find it?
Find the closest constellation near the core worlds then look for a binary system with a blue super giant and orange star. It should be pretty easy, not a lot of binary stars spawn near core worlds. Refer to the preview, you might have already found it just haven't found the undiscovered entities.

Vundaex

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #66 on: March 26, 2024, 08:45:11 AM »

Random core worlds is not enabled, and I cant find this system.
Can you provide any more hints or guidance to find it?
Find the closest constellation near the core worlds then look for a binary system with a blue super giant and orange star. It should be pretty easy, not a lot of binary stars spawn near core worlds. Refer to the preview, you might have already found it just haven't found the undiscovered entities.

I found one, but it contains a remnant nexus with lots of remnant fleets, that's not what I was expecting to say the least.
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Audax

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Re: [0.97a] Suitable Star Systems 2.2.5
« Reply #67 on: March 26, 2024, 09:47:06 AM »

I found one, but it contains a remnant nexus with lots of remnant fleets, that's not what I was expecting to say the least.
Ahh, that is the system, I made it so you'd need a mid-level fleet before you start colonizing as it is doable to kill a nexus at that point.

I have been planning on removing it and making the colonizable system easier to colonize but have been busy with other mods and life.

So sorry about that, you can always use console commands to kill the nexus if you don't want to deal with it directly.

Audax

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Re: [0.97a] Suitable Star Systems 2.2.8
« Reply #68 on: April 02, 2024, 09:15:21 AM »

Small mod update!

- Made it easier to identify the system that can be colonized by revealing all special structures and removing remnant presence.

That's pretty much it.
« Last Edit: April 02, 2024, 09:17:56 AM by Audax »
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Vundaex

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Re: [0.97a] Suitable Star Systems 2.2.8
« Reply #69 on: April 04, 2024, 12:49:53 PM »

Small mod update!

- Made it easier to identify the system that can be colonized by revealing all special structures and removing remnant presence.

That's pretty much it.

Thanks! Is it possible to add a gas planet specialized in volatiles?
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Audax

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Re: [0.97a] Suitable Star Systems 2.2.8
« Reply #70 on: April 04, 2024, 10:51:59 PM »

Thanks! Is it possible to add a gas planet specialized in volatiles?
It used to have one but it was sort of a liability, since you couldn't install planetary shields and it can only use upto 3 special items that isn't that impactful.

In short, raids, invasions, and pathers cells have a higher chance of succeeding even if the entire system is maxed out, which happened a few times in some old saves I had. I can only assume it would be worse now that colony crisis exists.

I'll try to get a playthrough with a gas giant and see how it plays in the long run to determine whether or not I would add one again.

Gris

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Re: [0.97a] Suitable Star Systems 2.3.1
« Reply #71 on: April 16, 2024, 09:00:42 AM »

Good day Audax!  :)

Will this mod be compatible or conflict with Wyvern's Planetary Shield: Access Control Mod?  :-\
Since you introduce the [SUPER ALABASTER] Purple Planetary Shield.

Will it have also the Red Planetary Shield effects of Wyvern's Mod?

That is all and thank you!  :D
« Last Edit: April 16, 2024, 09:15:49 AM by Gris »
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Audax

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Re: [0.97a] Suitable Star Systems 2.3.1
« Reply #72 on: April 16, 2024, 09:43:54 AM »

Good day Audax!  :)

Will this mod be compatible or conflict with Wyvern's Planetary Shield: Access Control Mod?  :-\
Since you introduce the [SUPER ALABASTER] Purple Planetary Shield.

Will it have also the Red Planetary Shield effects of Wyvern's Mod?

That is all and thank you!  :D
It uses its own shield texture so it should be fine

Gris

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Re: [0.97a] Suitable Star Systems 2.3.1
« Reply #73 on: April 16, 2024, 09:47:43 AM »

Ok Thanks for the Reply!  :D
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Seamus Donohue

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Re: [0.97a] Suitable Star Systems 2.3.1
« Reply #74 on: April 16, 2024, 02:13:26 PM »

Secrets
For the omega system, you need the planet killer and then use it on the planet to make omega fleets start spawning.
(The mini-quest can be overridden in the settings.json file found in the modname/data/config. So you don't need the planet killer and the omega fleets will immediately spawn. Can be enabled and disabled any time)
[close]
In my current game, I spent a Story Point to have the Historian give me the location of a special item (in my case, Soil Nanites), and the resulting Intelligence entry pointed me to this planet.  I used the planetkiller on that planet and defeated the Omega fleets, but I can't survey the planet, explore the ruins, or delete the intel entry from the Historian.  I'm stuck with that intel entry.

The only workaround seems to be to load an earlier savegame from before I spoke to the Historian so that I don't get the intel entry in the first place.  I don't know if there's a specific console command that I can use to delete the intel entry.
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Polyvessel Pilot, Capsule Cleared
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