Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 33 34 [35] 36 37 ... 54

Author Topic: [0.97a] Random Assortment of Things  (Read 448348 times)

Xhaldor

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #510 on: April 26, 2024, 07:55:34 PM »

(Takko)
Big issue with (Neuron Share Background): Whenever I play with allies which have high DP, the screen completely turns white like a flashbang and gets even brighter every second. Not only that but when looking at tactical, I am somehow commanding a random allied ship (often the smallest DP), and this makes the game unplayable. I am not sure what causes it but this will likely be an issue with either conflicting mod or simply the Neuron Background is unstable to be played with allies.

Update:
It seems the flashbang increases while on allied ship, but when tabbing and pressing X to switch to your own vessel(s), it will slowly turn back to normal. However you can't right click to it, I did and got back into my flagship but it still was whiteout, and when I pressed X my shuttle came out from an allied ship into the flagship... It is playable but the flashbangs hurt my eyes and I have whiteout off, I don't know what is causing this.
« Last Edit: April 26, 2024, 08:01:35 PM by Xhaldor »
Logged

Rockow

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #511 on: April 27, 2024, 10:48:52 PM »

Is the biomodification skill supposed to reduce armor by 10%? I thought by the skill effect it would grant 10% damage reduction not 10% more damage
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #512 on: April 28, 2024, 02:58:15 AM »

Is the biomodification skill supposed to reduce armor by 10%? I thought by the skill effect it would grant 10% damage reduction not 10% more damage

It is not, appears i accidentaly used the wrong stat (armorBonus instead of armorDamageTaken, where the 0.9 modifier is correct)
Logged

Chronosfear

  • Commander
  • ***
  • Posts: 213
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #513 on: April 29, 2024, 12:11:07 AM »

Just passing by saying "Thank you"  This mod is just great.

I love the Abyss and the rewards.
Spoiler
Especially the "Boss-Ship" is cool and the unique Skill ("Revive") changes my playstyle midgame
[close]

Going to do a "settlement" only run (a little bit back to the roots before colonies where a thing)
Would it be possible to increase the limit to more then one in a setting maybe? Placing one in every corner of the map to profit from the reduced fuel consumption :)

Logged
Be the change that you wish to see in the world.

My words are backed with nuclear weapons
Gandhi (Civ)

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #514 on: April 29, 2024, 01:06:24 AM »

Just passing by saying "Thank you"  This mod is just great.

I love the Abyss and the rewards.
Spoiler
Especially the "Boss-Ship" is cool and the unique Skill ("Revive") changes my playstyle midgame
[close]

Going to do a "settlement" only run (a little bit back to the roots before colonies where a thing)
Would it be possible to increase the limit to more then one in a setting maybe? Placing one in every corner of the map to profit from the reduced fuel consumption :)

The feature is essentialy coded with just one settlement in mind, so no.
Logged

Anthares IX

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #515 on: April 29, 2024, 02:49:07 AM »

Is it possible in future to make the abyss a respawnable dungeon?
Like there's an abyss rift, it remains for a year for example, and then it respawns in a new place with new loots.
If you have defeated the boss it will respawn without it, just with some delicious abyss loot (especially leviathan cannons)
Or make some smaller random spawning abyss rifts in addition to the main one?
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #516 on: April 29, 2024, 02:51:59 PM »

Is it possible in future to make the abyss a respawnable dungeon?
Like there's an abyss rift, it remains for a year for example, and then it respawns in a new place with new loots.
If you have defeated the boss it will respawn without it, just with some delicious abyss loot (especially leviathan cannons)
Or make some smaller random spawning abyss rifts in addition to the main one?

Pretty much all of it is made in mind with it being finite, so nothing about making it infinite is planned
Logged

awisebeast

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #517 on: April 29, 2024, 03:21:57 PM »

Idk if it's because i have 70 mods installed but when i get to the boss fight my game freezes during it. no crash page or anything. just "starsector not responding."

Spoiler
right after i get its health down it seems to go to a phase 2 of the battle and freezes
[close]
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #518 on: April 29, 2024, 05:10:37 PM »

Idk if it's because i have 70 mods installed but when i get to the boss fight my game freezes during it. no crash page or anything. just "starsector not responding."

Spoiler
right after i get its health down it seems to go to a phase 2 of the battle and freezes
[close]

Issue with Java23, if you can increase your allocated ram, if you cant, switch back to java8.
Also make sure you are on the latest version of the java23 conversion.
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 557
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #519 on: April 30, 2024, 03:18:48 AM »

Is there a way to change the button to switch ships instantly from RMB to something else?
Spoiler
"Neural Shard" background-related
[close]
Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.
« Last Edit: April 30, 2024, 03:40:05 AM by Takion Kasukedo »
Logged
If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #520 on: April 30, 2024, 03:46:56 AM »

Is there a way to change the button to switch ships instantly from RMB to something else?
Spoiler
"Neural Shard" background-related
[close]
Clicking your defense button only to switch ships mid-battle can be disorientating, and very annoying.

latest patch added a config for that in lunasettings, keyboard binds only though
Logged

Racct

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #521 on: April 30, 2024, 04:32:47 PM »

Hi there! First of all - great mod, a must have for me!  ;D

Here to report an issue tho: when picking "Personal Army" on new game, after you save and load that save, the officer cap reverts back to vanilla values from 16 to 8, and the game wont let you use officers above these caps, so you end up with having 8 (or 10 with skill) nerfed officers.
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #522 on: April 30, 2024, 05:11:14 PM »

Hi there! First of all - great mod, a must have for me!  ;D

Here to report an issue tho: when picking "Personal Army" on new game, after you save and load that save, the officer cap reverts back to vanilla values from 16 to 8, and the game wont let you use officers above these caps, so you end up with having 8 (or 10 with skill) nerfed officers.

Known issue, will be fixed in the next release.
Logged

Darloth

  • Admiral
  • *****
  • Posts: 650
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #523 on: May 01, 2024, 02:52:40 AM »

I'm enjoying this mod, but I have noticed a couple of balance concerns with settlements.

Having just the one, obviously you want the effects to be reasonably strong, but they are -very- strong for really very little investment.  This could be 'fixed' by lowering the number of structure slots at a settlement, but I think that would make it less fun.  They're as strong as a full skill point at least, and much easier to access once you have a little money.  Perhaps we could get config settings to pick between a range of strengths for them? (I'd go for about 50% myself I think)  I know config options are a pain, sorry, but I felt I should ask.

Here's one combination that I think ought to be changed either way though - if you have a storage, storing things is free, and it also generates quantities of supplies and fuel for you.  The issue is those are free to take, and it generates them reasonably quickly.  Especially if you ALSO have a trading post, where you can sell things at effectively full price (-20% tariff), you can end up visiting your settlement, not needing all of the supplies, and selling off say 650 supplies for ~50,000 credits, effectively free since it'll generate more later, with a startup cost of only perhaps 200,000 credits on top of the settlement cost itself... and you're getting other benefits as well!  This also applies to fuel and heavy machinery, of course.

I don't think the generated supplies and fuel ought to be free - most likely the free now, pay later approach like a waystation or outpost from nex or most of the other supply generators would work.  Thing is, you've almost certainly thought about that and decided it wasn't a good approach.  Do you feel like explaining why not?  Another possible idea is to reduce the cap on generated supplies, or perhaps make it tied to other buildings - maybe the storage on its own only generates 100 free supplies, but it gets +100 for trading post, +200 for logistics base or industry or whatever makes the numbers work, and similar for fuel and machinery. 

Another alternative solution might be to make a submarket -just- for the generated supplies and stuff, and have them a lot cheaper than usual but pay-now, maybe closer to 50% cost instead of nil.  That would still make them cheaper even than a waystation's pay-later supplies, but without making the large quantity of them such a big deal?

In counterpoint, the actual passive income generating parts of the settlement are very weak - even settling on a fairly good rare ore vein (instead of ruins, which I now regret having got a bit of experience with the mod, but that's fine!) my settlement could if I focussed all the slots for it generate maybe at most 30k a month passively... I'm reasonably sure that I can get way more than that selling supplies, fuel and machines back to its own trading post every month, though I haven't measured it so I could be wrong.  Still though, the refinery feels like a pretty wasted slot with a massive payoff time given it's 100k to build it and then won't actually pay itself back for over a year and doesn't really do anything else...  No ideas to 'fix' this though (if it even needs fixing), because I get the sense the settlement shouldn't be as good at this as a well built colony, and I agree.

I think calling it a settlement is a little weird to me as well, since it's so focussed around supporting the player's fleet rather than being a place of its own like a colony already is.  Might it be a better idea calling it an operations base or something?  Would also make it fit flavourwise better with how you can place it onto a world owned by another faction, which is a feature I love!

I haven't found any hull alterations or ventured into the abyss yet, but I'm looking forward to that as well, and I'm enjoying the additional exploration content and the backgrounds!
« Last Edit: May 01, 2024, 02:56:15 AM by Darloth »
Logged

Lukas04

  • Admiral
  • *****
  • Posts: 644
    • View Profile
Re: [0.97a] Random Assortment of Things
« Reply #524 on: May 01, 2024, 04:11:17 AM »

I'm enjoying this mod, but I have noticed a couple of balance concerns with settlements.

Having just the one, obviously you want the effects to be reasonably strong, but they are -very- strong for really very little investment.  This could be 'fixed' by lowering the number of structure slots at a settlement, but I think that would make it less fun.  They're as strong as a full skill point at least, and much easier to access once you have a little money.  Perhaps we could get config settings to pick between a range of strengths for them? (I'd go for about 50% myself I think)  I know config options are a pain, sorry, but I felt I should ask.

Here's one combination that I think ought to be changed either way though - if you have a storage, storing things is free, and it also generates quantities of supplies and fuel for you.  The issue is those are free to take, and it generates them reasonably quickly.  Especially if you ALSO have a trading post, where you can sell things at effectively full price (-20% tariff), you can end up visiting your settlement, not needing all of the supplies, and selling off say 650 supplies for ~50,000 credits, effectively free since it'll generate more later, with a startup cost of only perhaps 200,000 credits on top of the settlement cost itself... and you're getting other benefits as well!  This also applies to fuel and heavy machinery, of course.

I don't think the generated supplies and fuel ought to be free - most likely the free now, pay later approach like a waystation or outpost from nex or most of the other supply generators would work.  Thing is, you've almost certainly thought about that and decided it wasn't a good approach.  Do you feel like explaining why not?  Another possible idea is to reduce the cap on generated supplies, or perhaps make it tied to other buildings - maybe the storage on its own only generates 100 free supplies, but it gets +100 for trading post, +200 for logistics base or industry or whatever makes the numbers work, and similar for fuel and machinery. 

Another alternative solution might be to make a submarket -just- for the generated supplies and stuff, and have them a lot cheaper than usual but pay-now, maybe closer to 50% cost instead of nil.  That would still make them cheaper even than a waystation's pay-later supplies, but without making the large quantity of them such a big deal?

In counterpoint, the actual passive income generating parts of the settlement are very weak - even settling on a fairly good rare ore vein (instead of ruins, which I now regret having got a bit of experience with the mod, but that's fine!) my settlement could if I focussed all the slots for it generate maybe at most 30k a month passively... I'm reasonably sure that I can get way more than that selling supplies, fuel and machines back to its own trading post every month, though I haven't measured it so I could be wrong.  Still though, the refinery feels like a pretty wasted slot with a massive payoff time given it's 100k to build it and then won't actually pay itself back for over a year and doesn't really do anything else...  No ideas to 'fix' this though (if it even needs fixing), because I get the sense the settlement shouldn't be as good at this as a well built colony, and I agree.

I think calling it a settlement is a little weird to me as well, since it's so focussed around supporting the player's fleet rather than being a place of its own like a colony already is.  Might it be a better idea calling it an operations base or something?  Would also make it fit flavourwise better with how you can place it onto a world owned by another faction, which is a feature I love!

I haven't found any hull alterations or ventured into the abyss yet, but I'm looking forward to that as well, and I'm enjoying the additional exploration content and the backgrounds!

Most of those aspects are on purpose, settlements are essentialy colonies for people that dont quite enjoy the coiony gameplay. Quick, not much of a hassle, and importantly is not meant to provide you with infinite funds of money. I do need to add more depths to them, but them essentialy being logistic skills is pretty much on purpose.
Logged
Pages: 1 ... 33 34 [35] 36 37 ... 54