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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration  (Read 62200 times)

Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #60 on: September 16, 2024, 08:07:32 AM »

Hey, thanks for reporting! It looks like this happened while starting a new game. Were you able to start with this mod enabled afterward, or did this error continue to prevent you from starting new games?

Wonderful Alien

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #61 on: September 17, 2024, 11:20:24 AM »

Hey, thanks for reporting! It looks like this happened while starting a new game. Were you able to start with this mod enabled afterward, or did this error continue to prevent you from starting new games?

It stopped happening after I started a new game, thank you for the great mod!
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #62 on: September 20, 2024, 08:15:35 AM »

Ok, gotcha. Thanks! I'll have a fix for this in the next update, but that probably won't be for a bit. From my understanding the underlying issue is something that happens very rarely while a game is loading (including new game starts), so there's no risk of losing game progress.

Darloth

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #63 on: October 08, 2024, 05:55:46 AM »

Maybe I'm undervaluing cargo space, and overvaluing protected fuel. I'll test it out some more.
Since this mod includes fuel scooping, and most systems include at least a little bit of low density nebula, cargo space is -also- effectively fuel capacity.  The efficiency is not good (1 supplies to 4 fuel for a low density scoop, meaning you lose about 60% of the credit value) but you can certainly extend your range a LOT by just taking way more supplies than you would usually need, and converting them to fuel once the first lot of fuel has mostly run out.

If there happens to be an actual nebula along the way then this becomes a lot more efficient!
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #64 on: October 09, 2024, 08:04:35 AM »

Yup! And operations that convert volatiles and organics into fuel are one of the most common, so having those in storage is also almost as good as fuel.

skairunner

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #65 on: November 10, 2024, 10:18:51 AM »

Very cool mod! I've never had to feel like there's genuine risk I can't come back when heading out for exploration missions before.

A few tweaks I feel might be nice:

- Core worlds barely sell enough fuel to top up to head out for another expedition. Might need to proportionally increase fuel stocks to make up for the fact that they're cheaper.
- Same for the Distress Call: The fuel they give you is basically just enough to get to hyperspace again and then fall back into the gravity well. Multiplying the fuel they give by 1/(fuel price multiplier) would be helpful.
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #66 on: November 12, 2024, 08:38:25 AM »

Thanks for the feedback!  ;D
The increased difficulty in finding fuel on the market is actually an intended part of this mod. But I can certainly see the value in adding a setting for adjusting and/or toggling that. For distress calls I might just do exactly as you suggest if I can find a way to do so without overriding too much.

Farya

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #67 on: November 12, 2024, 09:08:57 PM »

What about replacing now nerfed Expanded Fuel Tanks with something like Shielded Fuel Tanks? To make ships like Venture count as Protected even if at the cost of losing some fuel capacity to protect the rest. Because otherwise even the largest tanker is not really that useful compared to Atlas full of supplies to scoop new fuel from nearby nebula. Which is a valid option to have, but  having tankers remain somewhat useful is still something desirable.
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #68 on: November 14, 2024, 09:56:02 PM »

Well, the indirect (if drastic) nerfing of tankers is intentional. The whole point of the drive field anomaly is to limit travel range in a way that leaves a niche for tankers (that is, significantly extending travel range immediately after leaving a market, but with diminishing returns the further you travel). So they're still useful as a one-way ticket to distant stars, or as a way to travel between distant colonies without stopping for gas. Or, at least, I find them to be useful for those things. I tend to even bring a Dram or Phaeton on expeditions just to eke out a bit of extra range when I get a surplus of fuel. I feel like I might be missing the point of the suggestion though... Do you feel like tankers serve no purpose with this mod? Or that the mod limits fuel range too much?

SirHartley

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #69 on: November 17, 2024, 12:46:18 PM »

Just for confirmation - does Perilous Expanse adjust or rely on vanilla skills (not abilities) being present? I'm doing a run using second in command, which is a full skill replacement, and I was wondering in how much trouble I was.
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #70 on: November 17, 2024, 01:30:20 PM »

By default some operations require certain vanilla skills to be performed. If you're using Second in Command I recommend changing "Enable Skill Requirements" to false (under the "Planetary Ops" tab)

I'm looking forward to using SiC for my next run (eventually). I'll probably end up disabling the option by default for the sake of compatibility, but I'm hoping to find a decent way to integrate skill requirements with the SiC skills.

SirHartley

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #71 on: November 17, 2024, 02:06:59 PM »

Awesome, thank you for the quick and detailed response. I'll disable the setting then. I look forward to playing Perilous Expanse, too - first time running with it, and it looks like a mod with a very high overall impact on the experience.
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #72 on: November 17, 2024, 10:18:13 PM »

np, it was lucky timing. And, yeah, the impact on exploration is very high indeed, and certainly not everyone's cup of tea (hence nomadic survival). Hope you enjoy!

thebrickhead

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #73 on: November 20, 2024, 07:12:50 PM »

now that ive figured out how to mostly survive the mod i should use it with adjusted sector and experience true pain
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #74 on: November 21, 2024, 10:15:13 PM »

Godspeed, intrepid starfarer!
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