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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Astral Ascension V1.2.7 - A Mod that Uncaps Colony Size  (Read 82813 times)

Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #15 on: November 09, 2023, 05:11:14 PM »

V1.2.5 RELEASE
- Improvements to Planet Graphics, planet types can now make strategic use of the "planetary shield" effect.
    - Hyperspacial Ecumenopolis, Matrioshka Worlds, and Astral Worlds make use of this feature.
- Tweaks to the Graphics for the Matrioshka World.
- Colony types now have corresponding and very Overpowered market conditions.
    - Effects include - hazard rating increases or decreases (depending on which stage), accessibility bonuses, income bonuses, and military bonuses.
    - Effects scale based on the market type, a partial Ecumonepolis provides the least benefit while an Astral World provides the most.
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Hey, while you're here, why not try out my mod - Astral Ascension, a mod that uncaps colony size limit.

ctan

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #16 on: November 09, 2023, 09:55:19 PM »

is it safe to update mid campaign? thanks!
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TheSAguy

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #17 on: November 10, 2023, 07:03:12 AM »

FYI, I got a crash updating from 1.2 to 1.2.5 mid game.
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Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #18 on: November 10, 2023, 09:33:51 AM »

Sorry for late reply, yes 1.2.5 will crash current saves if installed mid-game. I changed the planet changing script's class name for internal clarity, and unfortunately this will cause current games to bork up because they remember it being called something else. Make save copies before you update.
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Hey, while you're here, why not try out my mod - Astral Ascension, a mod that uncaps colony size limit.

Maelstrom

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #19 on: November 10, 2023, 06:26:31 PM »

you should test to see if the new planet types you added have conflicts with the terraforming mods out there like DYI and boggled's mod

Another thing you might wanna add is superstructures as cloud layers to the planets similar to the ones with blade breakers
« Last Edit: November 10, 2023, 06:30:12 PM by Maelstrom »
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Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #20 on: November 11, 2023, 05:58:02 AM »

Quote

Compatibility is on the docket, but the superstructure cloud layers has been implemented - take a look at a Matrioshka World in Version 1.2.6 as an example.
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Hey, while you're here, why not try out my mod - Astral Ascension, a mod that uncaps colony size limit.

Uther Phobos

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #21 on: November 11, 2023, 06:47:09 AM »

Astral Ascensions is a relatively simple mod that uncaps colony sizes. Now instead of theoretically reaching size 10, a colony can reach size 100 - a full Googol of people living, breathing, and dying across the breadth of a single planet. Such a population size would be more attainable on a maximally extended Birch World than a conventional telluric planet of disorganized, loosely-piled Metals, Silicates, and other assorted materials.
It is estimated that there are 10^80 power baryons (that is, protons and neutrons) in the observable universe.  So, at colony size 100, every 100 quintillion (== 100,000,000,000,000,000,000 == 10^20) people each have a proton OR neutron... to share.  :P

[edit] As I recall, colony growth gets slower as the population gets bigger.  Does your mod address this, as yet?  How long will it take to get a colony from size 3 to size 100? [/edit]

The total volume of the observable universe is on the same scale. So each person has a personal space of about 10^(-20) m^3.

Hope you like cuddling.
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LetTheGalaxyBurn

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #22 on: November 24, 2023, 08:00:41 AM »

Maybe I will start to plan when I make industry mode based on Endless Space 2. Although most of the industry only can be built on a certain population size.

for example:

The trade Industry/structure will boost accessibility, income, and some upkeep reduction.

Eco-friendly Nanoforge and catalytic core that worked like cryo-thematic engine.

planet-wide gene editing on the human population to make them more attractive.

Star Fortress but bigger

more planetary conditions

and etc

Additionally, are there any plans to put a cap on astropolis and Gas/ice giant?
« Last Edit: November 24, 2023, 08:08:01 AM by LetTheGalaxyBurn »
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Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #23 on: November 25, 2023, 11:15:32 AM »

*SNIP*
Not sure what you mean. Do you mean making industries that improve colony development, and/or further ways to expand upon Planetary Features/Industries? (Like Super-Shipyards, Continent spanning Industrial Complexes. Sky-farming etc?)
« Last Edit: November 25, 2023, 11:41:03 AM by Planetace »
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LetTheGalaxyBurn

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #24 on: November 25, 2023, 06:13:09 PM »

*SNIP*
Not sure what you mean. Do you mean making industries that improve colony development, and/or further ways to expand upon Planetary Features/Industries? (Like Super-Shipyards, Continent spanning Industrial Complexes. Sky-farming etc?)

Yes

The trade industry/structure is mostly waystation/spaceport like structure and other logistics building that increase income* and accessibility, decrease upkeep, building time, and cost.

*Based on population size and accessibility

Some buildings/development increase stability like easier bureaucracy, accessible/affordable supermarket, city-wide air conditioner for hot planet, and etc

Organize some miners union to improve productivity (mining output) and working conditions (stability)

Industrial school building to give the planet permanent "Industrial Planning"

To a literal dev mode tower like in Elder Scrolls Towers but bigger.

For further example

https://endless-space-2.fandom.com/wiki/System_Improvements_List

Also all of the building can only be built per system, while having effect to the whole system.

So a colony didn't get to bloated with industry.
« Last Edit: November 26, 2023, 05:38:55 AM by LetTheGalaxyBurn »
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Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #25 on: November 26, 2023, 06:42:53 AM »

*SNIP*
I find this hilarious; because the 1.3 Update for Astral Ascension will be a major reworking of the whole planet-size system and the industrial update. A few of the ideas you had have - in some form or another - plans in place already. I'll give more details later once the current update 1.2.6 is released.
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Hey, while you're here, why not try out my mod - Astral Ascension, a mod that uncaps colony size limit.

Planetace

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Re: [0.96a] Astral Ascension - A Mod that Uncaps Colony Size
« Reply #26 on: November 26, 2023, 02:12:26 PM »

V1.2.6 DOWNLOAD https://github.com/Planetace/Astral-Ascension/releases/tag/1.2.6

CHANGELOG
- NEW FEATURE: Omega Core Administrators, possessing three powerful skills to your colonies:
     - Ethereal Enlightenment: Improvements to overall colony effects.
     - Acumenious Oracle: Improves Colony defenses and provides a scaling modifier to fleet size.
     - Delphic Optimiser: Improves Colony Industries and Market Income. Alongside a scaling effect to Accessability.
- NEW FEATURE: Omega Repository, a sub-market that becomes accessible via an Omega Core administrator. Sells Omega weaponry and Vessels.
- GRAPHICAL: Planets now make use of Glow-Masks, including a host of planetary city effects.
     - Partial, True, and Hyperspacial Ecumenopolises utilize the glow effects.
- GRAPHICAL: Redid the Matrioshka Terrain (again)
- TECHNICAL: Omega Core drop chance is now set to a 33% chance.
- COMPATIBILITY: LunaLib Settings support added.
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Hey, while you're here, why not try out my mod - Astral Ascension, a mod that uncaps colony size limit.

LetTheGalaxyBurn

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Re: [0.96a] Astral Ascension V1.2.6 - A Mod that Uncaps Colony Size
« Reply #27 on: November 26, 2023, 07:26:16 PM »

There is Monument/World Symbol you can build to increase system stability in Industrial Evo mod.

Maybe the player should be allowed/add condition to cap the population size of certain planet like Terran, Jungle, Water, Tundra, Auric (Unknown skies), and Archipelago (Unknown Skies) to increase system wide stability. So said planet can become a resort world and to preserve it's beauty.

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Jakened

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Re: [0.96a] Astral Ascension V1.2.6 - A Mod that Uncaps Colony Size
« Reply #28 on: November 27, 2023, 12:57:58 AM »

V1.2.6 DOWNLOAD https://github.com/Planetace/Astral-Ascension/releases/tag/1.2.6

CHANGELOG
- NEW FEATURE: Omega Core Administrators, possessing three powerful skills to your colonies:
     - Ethereal Enlightenment: Improvements to overall colony effects.
     - Acumenious Oracle: Improves Colony defenses and provides a scaling modifier to fleet size.
     - Delphic Optimiser: Improves Colony Industries and Market Income. Alongside a scaling effect to Accessability.
- NEW FEATURE: Omega Repository, a sub-market that becomes accessible via an Omega Core administrator. Sells Omega weaponry and Vessels.
- GRAPHICAL: Planets now make use of Glow-Masks, including a host of planetary city effects.
     - Partial, True, and Hyperspacial Ecumenopolises utilize the glow effects.
- GRAPHICAL: Redid the Matrioshka Terrain (again)
- TECHNICAL: Omega Core drop chance is now set to a 33% chance.
- COMPATIBILITY: LunaLib Settings support added.

will this conflict with nex omega admin? while the only way to get omega cores is using console its still there but will there be a conflict of skill between nex and this?
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Planetace

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Re: [0.96a] Astral Ascension V1.2.6 - A Mod that Uncaps Colony Size
« Reply #29 on: November 27, 2023, 01:20:01 AM »

will this conflict with nex omega admin? while the only way to get omega cores is using console its still there but will there be a conflict of skill between nex and this?

I have tested with Nexerelin and I have found no issues. The Unique Omega Core and their effects overwrite the effects of Nex's Omega Cores.
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