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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/0.96a] Vulpoids - Lost Project 0.9  (Read 25987 times)

SilverFox

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #60 on: July 10, 2024, 05:50:56 AM »

Heya! Have to say, after finishing the mod in it's current state and messing about with it and suferring especially at the final encounter challenge (i'm not a good fleet designer and it took 8 attempts to get a good engagement!), i greatly enjoyed it!

However, i would like to share my feedback like some have:

- Firstly, the ability to have vulpoid officers is really cool, however as officers they are extremely underwhelming... Not affected by either officer training or cybernetic augmentations, you have officers that are effectively capped to 5 levels (the 1st level takes up their virtual augment skill, which does nothing) and 3 elite skills, which is decent, but compared to officers that DO have both of those skills, you are looking at a difference of 2 extra regular skills you can have over vulpoid ones for the same elite skills cap, and i think this restriction really takes away from their usage as officers for the fleet. (And sure, being able to pick over many more skills at once is neat, but i don't think it makes up the difference especially due to their implied nature of high intelligence)

- Laisa's special trait as an officers is also fairly underwhelming, though that may be more justified considering the fact she's kind of bonkers with 6 elite skills at once. However, giving her and any other vulpoids the special gift of Hypercognitive Assistance IS greatly underwhelming, the idea of it is really nice and interesting, but other than for progressing the storyline, it's just.... not really worth the cost of the item

- The rate of getting profecto vulpoids seems quite high, a bit too much so. I have an industry that produces quite a lot of vulpoids using some boosts and by the current stage of the game (not even finished vulpoid acceptance yet), i have over 40 profecto vulpoids with me and i genuinely have no idea how to make use of them, as administrators they are already capped out, and for research purposes other than seemingly just getting some credit profits they really don't have any other purposes, yet i keep getting one on an average of 1-2 months. On top of that, since the name list is quite small, a lot of them have repeated names for as much as 4 times by now. So many Daisy's...

- And lastly, Laisa's inventory icon should be bit more distinct, as while it does have a slightly different icon to the rest, it's very easy to lose her among the sea of other vulpoids that currently reside comfortably within the luxury hotels that is your pocket dimension of fleet cargo space. It also would be neat to have more interactions with her!


Over all, i do undestand the mod is quite in the beta stage, but it's a solid and quite well put together mod and i greatly enjoyed playing with it! It has single handedly got me to play starsector again once i learned the mod is no longer just a joke!
Keep up the good work!
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Rvell

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #61 on: July 20, 2024, 11:37:04 AM »

Is it normal for Laisa to take a while for it to research?
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Bastion.Systems

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #62 on: August 03, 2024, 03:36:00 AM »

Just got into this, very novel idea that fits well into the themes of the Domain-era out of control corporate research and transhumanism.
Of course a biotech company capable of engineering entire artificial ecosystems and biofactories would search for their own twist to the AI boom that seemed to have been in full-swing in late-Domain space.

The idea of a late-game industry with it's own unique crises is a clever end-game challenge, the security fleet really kicked my ass the first time I got to it.
And wow did you guys make a  lot of art and dialogue for this. Multiple lines for every single market in the game, crazy effort and in a style that very much suits the setting!

I do hope you get some time in the future to continue this, it really deserves to be finished.
« Last Edit: August 03, 2024, 07:05:38 AM by Bastion.Systems »
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AdamLegend

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #63 on: August 03, 2024, 06:27:50 AM »

This is a great mod. I'm looking forward to your future updates!

Very high quality work, would love to see you continue working on it!
« Last Edit: August 27, 2024, 05:46:02 PM by AdamLegend »
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sepulchurz

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #64 on: August 05, 2024, 04:59:57 AM »

How do I get to 1:1 population of vulpoids? The cap for vulpoids seem to always be -2 of total population.
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zeta_echo_indigo

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #65 on: August 07, 2024, 12:41:10 PM »

ludd forgive me for i will sin... a lot
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Venorik

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #66 on: August 07, 2024, 10:04:35 PM »

How do I get to 1:1 population of vulpoids? The cap for vulpoids seem to always be -2 of total population.

You need to increase the import level of the planet, an Alpha core and story point upgrade on the import building will get it up to 1:1.
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Polite Pufferfish

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #67 on: August 27, 2024, 05:23:36 PM »

I wish to provide these suggestions with the best of intentions. These are not demands; they are only proffered ideas to be considered at your pleasure.

As of now, Profectos gain admin skills after time served. If possible, it would be nice to have the useless officer Synapses skill evolve into something useful after the Profecto reaches her max officer level. The effect should be rather strong to reflect the superhuman Profecto reaching the pinnacle of her ability as an officer.

The officer effect of Hypercognition is quite weak for the cost of a sacrificed alpha. The admin version is quite good, but the officer version needs major buffs.

Use the High Maintenance hullmod rather than adding its exact effect to Automatics. That said, I think that's a bad idea. High Maintenance is intended for ships with either incredible combat potential or uniquely potent logistical effects. The maintenance cost increase of Automatics should be around 25% or less.
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Bucket

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #68 on: August 28, 2024, 10:02:00 PM »

It may probably have been said before, but I feel this would synergize more with ViC because of their extreme propensity for gene splicing and any commodities related to bioengineered products
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oddisz

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #69 on: September 02, 2024, 08:20:00 AM »

So, after a bit of testing, I'd  say that buffs that Vulpoids provide to colonies are a bit unbalanced even for Modiverse standard. Yes, they require industry slot(s), but in return they provide a very noticeable population bonus and too much stability - they literally can assist in making any place complacent to harshest of situations. And though, probably, quite up to narrative, it is a bit too much in my opinion - would suggest limiting stability bonus to +1 in general and lower population growth as well... Otherwise they become empire-wide cryosleepers in terms of growth benefits without much logistical hustle

Yeah, wouldn't you have 1000 kids with every single vulpoid? Bro they're literally AI robot girlfriends ofc the population is so high. This is a cheat mod too.
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Kapoocius

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #70 on: September 21, 2024, 11:35:31 AM »

Been enjoying the mod thus far (as a non furry  ;)) but it has a rather annoying compatibility issue with the Astral Ascension mod(and maybe even AOTD):that is that if your colony is above size 10,the vulpoid population will also reach it,but because the mod doesn`t support such vulpoid size,it constantly spams the "Vulpoid Population Increase" notification

I know it might sound a little overpowered to have trillions of vulpoids but it would really be nice if the mod had some sort of compatibility with Astral Ascension +10 sizes.
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Scalartech Gown my beloved

Cooi

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #71 on: October 17, 2024, 07:18:31 PM »

Is there a way to unassign a research project? I assigned Laisa to the 5 -year research project without knowing that you could get other ones. So now I'm locked out of the AI one for 5 years. Thank you guys! If you do help.
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Itziel

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #72 on: October 23, 2024, 05:14:33 AM »

As a question tho, would this be compatible with astral ascension? cause i sense a possible problem with vulpoids trying to increase population after size 10
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BFEL

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #73 on: November 01, 2024, 08:40:22 PM »

Just wanna point out there's basically no reason for the Vulpoid Distribution Hub to be an Industry instead of a Structure
Throwing away 1/4 of your total slots on a planet just to get foxgirls is a bit much imo
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Insolent Peon

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #74 on: November 01, 2024, 11:12:24 PM »

Just wanna point out there's basically no reason for the Vulpoid Distribution Hub to be an Industry instead of a Structure
Throwing away 1/4 of your total slots on a planet just to get foxgirls is a bit much imo

Get enough foxgirls on a planet and you can have five industry slots.
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