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Author Topic: My thoughts and opinions on the new colony system, with some suggestions  (Read 8310 times)

eert5rty7u8i9i7u6yrewqdef

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #60 on: February 23, 2024, 01:57:54 PM »

The battlestation with two buffed up Diktat fleets alongside it was difficult enough, and it took four rounds to kill everything.  After winning the crisis, I saw the reward message that I get +25% income from fuel.  That looks nice, but did I really get it?  I search intel and various screens for the proof that I have +25% income for fuel but saw nothing.  I cannot confirm that I actually got the income boost. 
It should show up when you look at your fuel producing planet(s)' exporting fuel profits.
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #61 on: February 23, 2024, 04:56:13 PM »

The battlestation with two buffed up Diktat fleets alongside it was difficult enough, and it took four rounds to kill everything.  After winning the crisis, I saw the reward message that I get +25% income from fuel.  That looks nice, but did I really get it?  I search intel and various screens for the proof that I have +25% income for fuel but saw nothing.  I cannot confirm that I actually got the income boost. 
It should show up when you look at your fuel producing planet(s)' exporting fuel profits.
I checked again, and I still cannot find any modifier that affects my fuel profits.  However, I checked an earlier save, compared to my other saves after crisis, and it looks like my colonies with fuel plants are making more money than before defeating the Diktats.  I just like to know where I can find that message or proof that I get more fuel income after the crisis since the message appears only once after the crisis ends, and I never see it again.


Right now, I am trying to trigger the Hegemony crisis while away from keyboard.  Set up a temporary colony in the middle of nowhere (where I placed the "Charlie" wormhole).

As for Hegemony crisis, the moment I installed some AI cores in one of my colonies, a big Hegemony inspection fleet suddenly appears just beyond the screen and I almost flew head-on into it.  It is blatantly obvious the fleet magically appeared out of nowhere.
« Last Edit: February 23, 2024, 04:57:46 PM by Megas »
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Goumindong

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #62 on: February 23, 2024, 04:59:01 PM »

It should be in the same place other income modifiers exist on the planet management screen.
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Zsar

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #63 on: February 23, 2024, 06:20:10 PM »

I do not see it there ("Credits/month"?), but it is listed when hovering over the fuel trade good itself on that screen:
Quote
Fuel

[...]

Production, imports, and demand

[...]

Exports

Bakunawa is profitably exporting 7 units of and controls 29% of the global market share. Exports bring in 63,346€ per month.

x1.25 Proven stable source (due to outcome of Diktat conflict)

Increasing production and colony accessibility will both increase the export market share and income.
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #64 on: February 23, 2024, 08:11:13 PM »

I waited about four years (mostly away from keyboard) to build up enough points to get a crisis with Hegemony... but got no warning at 500, and nothing at 600 other than a HA reset.  Hegemony just continues to build up points after the reset, but that's it.  I avoided stealing their nanoforge trying not to break their crisis, but I guess I broke their crisis anyway by stealing their Synchrotron and/or Spool.  Looks like I will never get a crisis with Hegemony in my game and I can use AI cores without anything from Hegemony aside from big fleets that magically appear and maybe kill off trade convoys of their enemies.  Of course, using AI cores to trigger Hegemony also triggers Pather cells, and since the only way to get rid of the Pathers is giving them the planetkiller, and I do not want to do that, I just simply avoid using AI cores.

At this point, I consider my current game done.

Crises I liked:
* Tri-Tachyon:  Best developed (but only if player has contact), makes Arroyo more useful, reward is good if player talks to Arroyo.
* Sindrian Diktat:  Crisis fight is no different than old expeditions at max difficulty.  Reward is good enough.
* Luddic Church:  Fight is a bit easy, but the reward is great if biofactory is not found (drug shortage) and/or more stabilty for Commerce and Free Port world.
* Pirates:  Massive fight, but fleets are a bit weak.  Reward is decent.  Could give Kanta something frivolous to avoid the fight and get a better reward.

Crises I disliked:
* Persean League:  Oppressive just for existing, and mostly unavoidable.  Too many enemy fleets that drain rep.  Reward is practically nothing.  Horus Yaribay was of no use - what a waste!
* Pathers:  Very little difference between the crisis and classic whack-a-mole Pather base.  Basically, no reward.
* Remnants:  Maybe justified given the circumstances, but basically nothing.

No idea on Hegemony since I could not trigger it.

@ Zsar:  I will look again, thanks.
« Last Edit: February 23, 2024, 08:15:00 PM by Megas »
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Siffrin

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #65 on: February 23, 2024, 09:12:34 PM »

No idea on Hegemony since I could not trigger it.
It's triggered by AI core usage and you need to defeat their crisis three times. Afterwards you get to talk to Daud about the whole thing and receive some disappointing rewards (You no longer get harassed which is a given and 3 story points). While it does make sense that the ending is unsatisfying I still don't like it especially when you take into account Task Force Safeguard, the Planetkiller and all this leverage the player now has with their own faction.
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Serenitis

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #66 on: February 24, 2024, 01:28:46 AM »

All these various raider fleets and bounty hunters are some quite interesting fights.
It would be neat to see something like them turn up more often in other contexts.

Also, if you "avert" a crisis by dropping the score below it's defined threshold, can it happen again or is that it?
I'm kinda disappointed that I might have missed out on the Tri Tachyon stuff just because I was having so much fun with the raiders and pirates.
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #67 on: February 24, 2024, 05:13:31 AM »

It's triggered by AI core usage and you need to defeat their crisis three times.
I had AI cores for +18 HA points per month and let HA tick up for about four years for the bar to fill up and reset.  No crisis came.  I can only conclude that I broke it, that is perma-avert it passively and unknowingly, by either stealing the Synchrotron from Nachiketa and/or the Fullerene Spool from Eventide long before I started using AI cores to try to fight HegemonyMan for its power.  I was afraid I would perma-avert Diktat's crisis by stealing the Synchrotron from Sindria, so I went to Nachiketa to steal Hegemony's Synchrotron instead.  Did not know stealing any item from Hegemony would break them too.

I do need a forge and synchrotron for my military bases and fuel plant, and the easiest or most reliable way to get those items is steal them from the core worlds.  I do build up a raider fleet for stealing blueprints from everyone (and I need massive ground power to stealth raid Kazeron for capital/DEM blueprints), so why not steal their other items that I need too?  Fullerene spool, two pristine nanoforges, and one synchrotron from the core worlds is good for four out of my five worlds.  Stealing the items also boosts my income a little (I get more market share) and cripples their fleets if the item stolen is a nanoforge.  I call that a win or would if it did not break crises.

Of course, the reward from the League crisis is so lame that if stealing the forge from Kazeron too early perma-averted them, it would be great because then I have HA point gain to get the other crises sooner too.  Actually, not a good thing because of big patrol fleets stopping my fleet in my home system doing patrol scans like with black market suspicion and/or killing trade fleets of their enemies.  I should be the one doing patrol scans to them when in my home system!

The Hegemony reward sounds a bit lame, but only because I still cannot use AI cores (in size 4+ worlds) because of the undying zombie Pather cells that I do not want on my colonies.  If the Pathers could be neutralized or more easily avoided (that does not involve giving them the planetkiller), then the Hegemony's reward would be more useful.  Unfortunately, the Pather reward merely puts them to sleep for a year, same as blowing up a base - totally lame.

Come to think of it, I should start naming my new commander's name Mega Man because the crises have turned Starsector into Capcom's Megaman after I build colonies.  I have every incentive to start most of the crises as soon as I can destroy them for their rewards.  I do not want to resolve them peacefully if it means giving up income or even simply losing the reward I would get if I just kill them.  Only the Pirates give a bigger reward for bribing them (+20% for humoring Kanta instead of +10%).  Pathers do not count.  I am half-expecting to fight Starsector's equivalent of a Dr. Wily crisis after beating all the crises of every human faction.

Crises come too quickly when my fleet and colonies are weak, but when my fleet is strong enough to kill any human fleet, the crises cannot come fast enough.  Next game, I probably will build colonies and keep them at size 3 until I have an endgame fleet, then let my colonies grow and aggravate everyone (except maybe Remnants) for maximum HA gain.
« Last Edit: February 24, 2024, 05:24:49 AM by Megas »
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Pizzarugi

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #68 on: February 24, 2024, 06:57:37 AM »

I've noticed fleet HQ makes generating crises a lot more difficult if your goal is to try and hammer out the events. I've yet to get the Sindrian crisis, because progress is painfully slow, and killing hostiles in my system keeps knocking it back down to 0 so it never goes off.

I will try, in another run, to forego patrol HQs in order to speed up crisis progress.
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #69 on: February 24, 2024, 07:56:59 AM »

I've noticed fleet HQ makes generating crises a lot more difficult if your goal is to try and hammer out the events. I've yet to get the Sindrian crisis, because progress is painfully slow, and killing hostiles in my system keeps knocking it back down to 0 so it never goes off.
What I did to speed it up.
* Steal synchotron from Hegemony to add +3 to Diktat.  (Don't do it!  It probably broke Hegemony crisis for me.  If you find synchrotron in salvage, great - use it!)
* Stuff items in industries to get Pather cells (+18 total for me; I did not fight Pather crisis in main save)
* Build a colony in Nexus systems (+20 per system with Nexus in it)

I could have added cores to industries to bring Hegemony in.  (I did not know at the time that I broke their crisis.)  Every other faction I already fought and could not add them to my list.

Then when points were around 450, abandon the excess colonies from Nexus systems and take items away from industries to give time for Remnants and Pathers to disappear from HA so that Diktat is the only one left and gets selected for the next crisis fight.

I already had five colonies, so I did not want to build more than two colonies (-4 to stability), and any alpha cores I had were for Automated Ships in my fleet, so I did not want to lose them stuck to colonies after their 90 day or whatever grace period before they become sticky and refuse to be removed and recovered.

I've noticed fleet HQ makes generating crises a lot more difficult if your goal is to try and hammer out the events. I've yet to get the Sindrian crisis, because progress is painfully slow, and killing hostiles in my system keeps knocking it back down to 0 so it never goes off.
I did not upgrade any Military Base to High Command precisely for this reason.  I still need a Military Base for marine production though, at least for basic Ground Defenses that need it for the +1 stability they give, even after I was done raiding worlds for blueprints.
« Last Edit: February 24, 2024, 07:59:54 AM by Megas »
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Cryovolcanic

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #70 on: February 24, 2024, 08:16:37 AM »

What is the point of speeding up the Diktat crisis? You get +25% income from fuel so that you have more money to do... what exactly?
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #71 on: February 24, 2024, 08:24:07 AM »

What is the point of speeding up the Diktat crisis? You get +25% income from fuel so that you have more money to do... what exactly?
Whatever I want to buy with it, like restoring or replacing ships that get d-mods after a fight.  I will not turn down free money.  You can never have too much money (even if you do), only not enough.
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Ragnarok101

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #72 on: February 24, 2024, 09:31:57 AM »

Yeah...the Persean League registered their objection to my existence with 14 s-modded fleets, on the latest hotfix.

I'm starting a new save.

This time around, no colonies. I'm sticking an outpost in the same seed on a useful constellation just north of the core and leaving all my stuff there until I have a ton of resources and firepower. *Maybe* start a mining station in there that'll stay size 4 forever and never attract attention. Otherwise it's just not worth it, it feels like they're out to get you entirely out of proportion with your actual impact or those of their enemies.
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Megas

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Re: My thoughts and opinions on the new colony system, with some suggestions
« Reply #73 on: February 24, 2024, 09:37:12 AM »

Got to stay at size 3 to avoid the wrath of major factions, League or whoever else.  Still got to deal with Pirates sometime even at size 3, but at least you can bribe Kanta for that (at least if you did not kill Loke).
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