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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] Random Assortment of Things  (Read 448350 times)

Uther Phobos

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Re: [0.97a] Random Assortment of Things
« Reply #525 on: May 01, 2024, 07:43:20 AM »

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..
Isn't Ultrarich Rare ore already 25k? Add refinery and trade post and you're well over 30k.

Which is plenty enough to pay for most runnings costs for a full-size fleet.
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Cryovolcanic

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Re: [0.97a] Random Assortment of Things
« Reply #526 on: May 01, 2024, 08:00:12 AM »

Volatiles on Baetis generate 20,000 base (highest I've found so far). What is base for ultrarich ores?
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #527 on: May 02, 2024, 02:07:11 PM »

Released another patch, finaly adding some weapons unique to the boss encounter, also possibly some fixes.
https://github.com/Lukas22041/Random-Assortment-of-Things/releases
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Uther Phobos

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Re: [0.97a] Random Assortment of Things
« Reply #528 on: May 02, 2024, 03:06:48 PM »

Volatiles on Baetis generate 20,000 base (highest I've found so far). What is base for ultrarich ores?
25k. With Refinery and Trade Station i'm getting ~53k.
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JohnVicres

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Re: [0.97a] Random Assortment of Things
« Reply #529 on: May 05, 2024, 06:19:54 PM »

Got me thinking, does the Neural Shard interact with the Support Doctrine skill? Does it cancel the skill, or do they complement each other, or is it gonna catch fire?
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #530 on: May 05, 2024, 11:19:42 PM »

Got me thinking, does the Neural Shard interact with the Support Doctrine skill? Does it cancel the skill, or do they complement each other, or is it gonna catch fire?

It will cancel the effect, as the ships has an officer.
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JohnVicres

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Re: [0.97a] Random Assortment of Things
« Reply #531 on: May 06, 2024, 03:38:11 AM »

Hmm, that would be counterproductive unless you pick a different set of skills. I can't live without Support Doctrine tho. Thanks!
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lannnnnnar

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Re: [0.97a] Random Assortment of Things
« Reply #532 on: May 06, 2024, 05:38:33 PM »

I feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #533 on: May 06, 2024, 06:13:41 PM »

I feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map

Check intel, should have an exo-tech section
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lannnnnnar

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Re: [0.97a] Random Assortment of Things
« Reply #534 on: May 07, 2024, 04:24:13 AM »

I feel dumb but I bought the partnership deed but I can't figure out how to actually find the locations on the map

Check intel, should have an exo-tech section
Ah I was looking at the top part of the intel instead of the bottom
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ttds flat-d major

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Re: [0.97a] Random Assortment of Things
« Reply #535 on: May 07, 2024, 07:27:41 AM »

im noob and need a spoiler.
how to enparterner with exotech? i have their ark map and have traded in countless cores, yet they show no interest in further relationship.
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #536 on: May 07, 2024, 08:10:45 AM »

im noob and need a spoiler.
how to enparterner with exotech? i have their ark map and have traded in countless cores, yet they show no interest in further relationship.

Thats as far as it goes, in case you are refering to commissions, they do not offer one.
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sawert42

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Re: [0.97a] Random Assortment of Things
« Reply #537 on: May 11, 2024, 08:57:03 AM »

Hi love the mod so far, but the Advanced Flux Crystal seems left behind over other hull alterations, even tho it gives 10% total flux not only base, the moment you get other alteerations like Energy Focus why would you use AFC, on any high tech ship, the 15% less flux on energy weapons is way more that 10% total flux stats, not to mention that Energy Focus also gives additional range and damage, and low tech ships have even less reason to use cause their base flux stats are even lower, as example Quality Assurance Gives armor, speed and half of AFC flux bonus, when you don't have any other alterations AFC is good, but the moment you get others is just becomes obsolete.

My idea how to change it would be to instead of it being as a %, how about it would give as a example +5 dissapation and +100 cappacity, for each vent and capacitator instaled, so it would be equaly as strong on all ships in that same size class.

And while i have no idea how hard that would be to implement, and i do get that it's probably not much of an issue i just thought that i throw my idea here.
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atomicturist

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Re: [0.97a] Random Assortment of Things
« Reply #538 on: May 13, 2024, 03:43:01 AM »

Encountered a major problem.
While loading the game with 2.2.0 version of the mod the error box appear
"ship_systems.csv" is missing systems

Made clean reinstal with step by stem reenabling every mod installed and all works fine, untill I try to load RRS.
It worked fine with 2.0.9 version but breaks with 2.2.0

Help. Anyone.
:)
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Lukas04

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Re: [0.97a] Random Assortment of Things
« Reply #539 on: May 13, 2024, 04:34:44 AM »

Encountered a major problem.
While loading the game with 2.2.0 version of the mod the error box appear
"ship_systems.csv" is missing systems

Made clean reinstal with step by stem reenabling every mod installed and all works fine, untill I try to load RRS.
It worked fine with 2.0.9 version but breaks with 2.2.0

Help. Anyone.
:)

Thats an error that happens if you install a mod by replacing the files. Always delete the old mods folder and then copy in the updated one.
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