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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95a] The Mayorate v1.1.0 (2021-11-25)  (Read 319980 times)

kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #420 on: June 25, 2016, 06:01:05 PM »

The asteroid belts in Rasht overlap with the dust rings for double stationary hiding bonus.

It's not too odd, vanilla does the same thing in the Magec system.

That part of Rasht is indeed modelled on Magec.

Some oddities I noticed:

  • Planetary AI Core consumes about 2.5 times as many metals as rare metals. Since Ore Refining Complex produces about 20x as much metal as rare metal (and most things consume it at the same ratio), this means Mayorate planets are using up a disproportionate amount of rare metal.
    I did the math and the effect shouldn't be that significant, but I still suspect this is at least contributing to the elevated rare metal prices in my Corvus mode game (350-900/unit being typical), in turn leading to runaway inflation for supplies and fuel (they were at about 150 and 60 credits each at the start of the game; after 2.5 cycles they climbed to 250 and 150).

    On the other hand this may just be because something was totally broken (see below).
  • Rare metal buy and sell prices on Ilkhanna and Inir (which had been conquered by the Diktat) were both zero. Couldn't reproduce with a clean new game (no Nexerelin, no other faction mods, no DynaSector or SS+) though.

Isn't the Sector supposed to be slowly spiralling towards chaos with the economy in shambles? Perhaps things are working as intended haha...  ;)

Jokes aside, Mayorate planets with that market condition predominately consume rare metals and fuel in the place of food, though perhaps I have it turned up too high. If anyone can reproduce this error, let me know. I'm suspecting that much of the reason for the runaway inflation might have been due to the broken prices.
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Blaze

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #421 on: July 08, 2016, 01:54:23 PM »

I can't seem to access the consul; I see the Alhy-whatever person, but the only option when interacting with him/her is to cut connection.

I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?
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Flying_Whale

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #422 on: July 28, 2016, 10:30:35 AM »

Bring large slot on Ravana back! It was the best and the most balanced ship in the entire Mayorate fleet.
Bring it back, bring it back, bring it back, pleeeease :)
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Tufted Titmouse

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #423 on: July 28, 2016, 06:59:38 PM »

I saw that Nexerelin-support was patched in, but maybe it doesn't work in Corvus mode?
It works just fine in corvus mode for me.
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #424 on: July 28, 2016, 10:42:57 PM »

Bring large slot on Ravana back! It was the best and the most balanced ship in the entire Mayorate fleet.
Bring it back, bring it back, bring it back, pleeeease :)

Mayyyyyybe. You'll have to content yourself with other capital ships in the meantime:
Spoiler

(art is still wip, but almost done regardless... should eat other capital ships for breakfast when it's done)
[close]

And yeah, Corvus mode should work fine.
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Flying_Whale

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #425 on: July 29, 2016, 12:42:51 PM »

 :o :o :o :o :o
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kazi

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #426 on: August 01, 2016, 11:46:11 PM »

Aaand done. Now for coding it...

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Weltall

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #428 on: August 02, 2016, 08:00:41 AM »

Aaand done. Now for coding it...

Spoiler
[close]

Looks so kickass! =3 Can't waiiiiiit!
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JDCollie

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #429 on: August 13, 2016, 01:40:57 PM »

My favorite faction is getting even better :D 
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King Alfonzo

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #430 on: September 17, 2016, 09:02:08 PM »

Found a bug - rare metals cost 0 credits on illkhana. Tied seemingly to how many consuls appear in the directory.

Schwartz

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #431 on: October 11, 2016, 03:19:12 PM »

The Grav Driver weapon is available in-game, yet the actual model doesn't show up on ships. The gun works, though.
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Mysterhay

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #432 on: October 18, 2016, 05:27:03 AM »

Is anyone else finding that in Nexerelin the Mayorate are invariably the first to be driven from the sector when the AI factions are working out their differences? (This is with majority of currently compatible factions enabled).

It's not a major issue if you set faction respawning to be unlimited, but I've seen this on my last few starts.
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King Alfonzo

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #433 on: October 18, 2016, 04:47:54 PM »

That's because Mayorate is typically on reduced faction relationships with everyone, and good relationship with pirate. If "Pirates Can into Diplomacy" is added for Nexerellin, they usually end up in an alliance with them. Which means everyone ends up at war with Mayorate. Diable tends to last longer due to not being on good terms with pirates. Putting random faction relationships on at the start tends to fix this.

Mysterhay

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Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« Reply #434 on: October 19, 2016, 12:12:17 AM »

Ah cheers, that makes sense.
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