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Author Topic: [0.96a] [WIP] Ashes of The Domain  (Read 21718 times)

Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain
« Reply #180 on: June 01, 2023, 11:24:56 PM »

Hi, I got recommended by my fans to check out this cool new mod which rumored to be an extension to colony building and goes well with Indevo but so far - there's also others whom told me its pretty buggy and tend to crash often. How stable is the current build and do you recommend I should try it out now or wait a couple versions? I plan to stream it as well, so I'd appreciate if its all clear and wouldnt crash often.
Hi tbh i would recommend waiting for week, two if eventual gamebreaking bugs will occur, yes i need to admit that  in past 3 days it has been very buggy mess , due to the fact that my private beta testers did not reported gamebreaking bugs, and i was releasing hotfixes every day as i gathered like 2-3 bug reports per day. I really would give an eye and teeth to avoid those bugs before release but that s why i was patching every single day, its called Beta for a reason. When i will be sure that it has no gamebreaking issues in that period of time i will message you about it on forms. As with third hotfix i have patched all gamebreaking bugs reported to me , and now i just wait , to see if yet again sth would be found that will break the game. And if you want more info or more direct contact i recommend messaging me on dsc. I usually answer in 10 -20 minutes Kaysaar#1181
« Last Edit: June 01, 2023, 11:32:34 PM by Kaysaar »
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DrTechman42

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Re: [0.96a] [WIP] Ashes of The Domain
« Reply #181 on: June 02, 2023, 09:03:34 AM »

Kaysaar, a thing about biotics and retifi…. Blue ball box commodity. These markets, despite having huge consumption, have only a handful of producers. Thus, when you make a farming colony, you can set it to biotics right away and possibly produce around 100k a month with just a size 3 colony due to it immediately becoming a major producer (currently the case with a subsidized+item size 4 with no other industries). It feels moderately wrong. Maybe add minor production to any farming industry and make it so that choosing a specialization just changes the main export? Like 60:20:20 with main and two secondaries?
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Kaysaar

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Re: [0.96a] [WIP] Ashes of The Domain
« Reply #182 on: June 02, 2023, 12:08:51 PM »

Kaysaar, a thing about biotics and retifi…. Blue ball box commodity. These markets, despite having huge consumption, have only a handful of producers. Thus, when you make a farming colony, you can set it to biotics right away and possibly produce around 100k a month with just a size 3 colony due to it immediately becoming a major producer (currently the case with a subsidized+item size 4 with no other industries). It feels moderately wrong. Maybe add minor production to any farming industry and make it so that choosing a specialization just changes the main export? Like 60:20:20 with main and two secondaries?
I was thinking of sth else but but this idea id much more intresting as i wanted to Ask modders for permission to place AotD industries on their planets. I know that this is especially na issue with modded gameplay but for now this was not highest priority
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rigidjelly

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Re: [0.96a] [WIP] Ashes of The Domain
« Reply #183 on: Today at 05:20:00 AM »

Very cool set of features. Research in particular makes player colonies a much slower "I win" scenario while still providing benefits.

Minor Bug - Vaults of Knowledge has the entire vanilla player.faction instead of just the single entry for the new portrait.

Minor Bug - Stellar Arrays dont boost the various farm type yields. IMO if it works on aquaculture it should work on all the farms.

Not actually tested - Interstellar Imperium mod adds wine to Farming similar to how lobsters are added to aquaculture. When/if it updates it should at least work with artisanal farming so that when I conquer liberate Byzantium I can upgrade their farms.

Unavoidable Balance Issue - Supply and demand of new goods is wonky. In addition to upgrades having something like a 60/20/20 production split as suggested by DrTechman42, a similar consumption split might help.

UI Issue - Capital Structures only have flavor text and not their benefits in the construction menu.

Suggestion - Specific config option for number of Cryosleeper uses in addition to max population size.
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