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Topics - Squidcod

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1. Start new game
2. Customize Faction
3. Enter faction name
4. Tab to go to next field (works which is great)
5. Press shift to capitalize next letter

Notice the steam overlay pops up. (My game responsiveness goes to shit here)

This also seems to happen in other areas too, but this happens EVERY time.

General Discussions / Patch1.2.0.8 - Still Excited
« on: March 17, 2016, 03:42:57 AM »
1. I was wondering when those Ceridan would show up...
2. So much yes.  I'll feel less inclined to rush sectors now. Which will be nice since sometimes there are just not enough resources to support adding industry to these sectors. (Considering no longer picking bureaucrat)
3. All the perf! Yeah this is great!  At first I thought it was the asset panel that was getting a perf update and was mor excited, but since I run the largest map size, I'm sure I will benefit from this.
4. My crashes have been MUCH less frequent, so less crashing is really going to be great!

Development and Suggestions / Steam Cloud Storage
« on: March 11, 2016, 05:32:43 PM »

I wont lie, I play at work.
But it would be great if my settings and saves could be shared.
If it's easy great, if it's too hard to implement that's cool too.
But just a thought.

Despite making ceridan ship parts it appears to not occupy a ship parts slot.
I am uncertain if this intentional.

Some automated mining ships will continue to mine despite having full cargo holds.

Easiest example is to perform the following steps.

1. Use the trader start.
2. Equip the cruiser with a few mining lasers.
3. Turn on automining and center the view on the automatic miner.

Notice occasionally it will fill up it's cargo hold (usually after only one rock) and then move onto another and begin mining again.  It will mine this one (Wasting ore) and then go sell it.

This might have some effects on other automatic miners I would assume.

Troubleshooting / Some factions appear to always have Independent Tech
« on: March 04, 2016, 05:31:35 AM »
Pretty much as written

Start new game
Select map
Select lost fleet
Select Drath
Remove Independent Tech
Notice can build independent tech


Edit: Other factions also appear to have this tech, but wouldn't have much else without it.
Sirak, SPQR, Human...

Perhaps some factions SHOULD have it and don't?
Is the tech only supposed to be ships?

General Discussions / Straightforwards Economy - Ceridan
« on: March 04, 2016, 05:22:19 AM »
So, I figured I'd give a Ceridan play a try.
Went ahead and unticked Independent tech to help make up for the expensive base tech.
Also to keep it from spawning non-Ceridan ships in my shipyard (mainly for this).

Started filling in a system and basically stalled once the mined supplies ran out.

Having tried humans and none, I've concluded the + for straightforwards economy is not so much a + for me.

I'm finding in many sectors I have nothing to build because they do not have a production chain like the food ration chain that is independent of ore.

Humans/None tech have E-Cell -> Wheat -> Cattle -> Food

While ridiculous production simply just makes money and is definitely not usable by myself, it also gives me something to fill in my empty sectors with and any point at all to systems without asteroid fields. Being allied with the pirates, I need every sector I own to be helping rather than just a random void, and space is ore deprived enough that simply importing tons seems to not be a viable prospect.

So.... Long story short I have 3 thoughts...

1. Would be great to have a power cell chain.
2. Their economy doesn't appear to be an upside to the choice for me.
3. Would be nice to be able to block Independent tech auto production of military.

Going to try some other faction starts and see how they compare.

Edit: Ok so building tech is confusing.
Furthermore I always thought small arms was a "Luxury" yet their downside for economy is no luxury good.

Yeah, so factions are a weird mishmash of various independent techs and specialized techs, sometimes coming out as having 2 shipyards despite not picking Independent tech.  Many having most of the independent tech line.

I guess for AI sudden arrival purposes the Ceridan not having traditional economy kind of makes sense, but as far as being playable by a player seems less viable without independent tech like the pirates.  The 2 point cost plus the 1 point for independent tech is painful though.

Also, strange second military base is strange. Seems to be just worse? I dunno what to make of it.

Looks like when I load a game while a station is under construction the cost is getting refunded.
Haven't tried it with multiple stations or unselected builders yet.

saved using v1.2.0.5

General Discussions / Looking forwards to slower mining
« on: March 04, 2016, 02:30:43 AM »
I am actually looking forwards to slower mining.
Going out there and filling my hold before the jump cooldown was done really made me consider that mining % perk worthless.
Also being able to fill up a basic frieghter in one roid was concerning, felt more like just a freighter than a miner.

Started making me think there should be a mid sized freighter at a better class for mining.
I had been using a dock builder. 

But the price point is kind of vacant for economic vessels.
It essentially goes from 50k to 2million where military has a intermediate selection in the 300k and 1.X million ranges.

I think I should start looking at how modding works and try it out.
But not this weekend, I got plans till tues.

Development and Suggestions / Cost Modifiers - Stations and Ships
« on: March 02, 2016, 03:03:51 AM »
I was thinking last night, it might be more interesting if the game was slowed down for the AI and the player on the production side.

Increasing the costs of Stations and Ships would make wars more brutal and costly and make expansion slower.  This would draw out the settling phase and make progression otherwise slower.

Of course this wouldn't be a cup of tea for everyone, so an adjustment slider is what I would consider.  Something like 50% for super fast, and x10 for much slower.

Troubleshooting / Disappearing Sectors
« on: March 01, 2016, 05:12:34 AM »

So... I think a mysterious force is eating sectors.
Like wiping them right out of existence.
At first it was the small faction at the trader start. Their capital sector empty.
All that remained was the jump gate and that was invisible.
So I moved in, and was like, this is cool.

Then there was the war with the humans.  I obliterated their fleet early and then pushed into their systems outnumbering them greatly...
Then suddenly I couldn't see my construction ships, or my war fleet.
I couldn't see them rush the enemy stations, or build the support infrastructure I assigned them to.
Then I thought, well save and reload and it will fix everything...
Of course it did, it fixed everything by tidying up my ship list.  I had no remaining military.

I attached the three most recent saves in case you need comparisons.
Ignore my spontaneously exploding solar power plants, they were a contingency to cripple the human's power production. I don't know if it's working, however the humans sure have done a terrible job of removing my stations from their space.

Some mysterious foe consumed the whole thing, and now just like I felt, the humans decided... this is cool.

The forums apparently is in on the conspiracy and won't let me share my saves, something about being too large I think.  I'll be sending the likely responder a link to my google drive with the files.


General Discussions / Import/Export
« on: February 29, 2016, 05:36:45 PM »

I'm curious how import/export functionally works.
I know you plop down a trade station to use it.
I know you can change the goods through colonies.
But what I want to know is if the colony consuming the good has any benefit?
Or if the exports require imports? (do they generate despite lack of imports)

It seems to me that if there is no benefit to imports (such as the colony paying for them) then there would not be any reason to put down a trade station for import only colonies as you would probably just be spending large sums of money for no benefit. (Military Colonies being a prime example).

Development and Suggestions / AI And Friendly Fire
« on: February 29, 2016, 07:05:56 AM »
Might be... Less spontaneously disastrous if the AI had similar potential friendly fire settings as the player.

I just lost 150 points of diplomacy due to what was probably a spat between two factions outside one of my warp gates.
Long story short, -1 Shipyard, -1 Military Base and a Fleet of my ships and another factions exploded in an apocalyptic incident that could only be instigated by something like that.

Not the first time it's happened, but now I have to feed them my precious profits until standing normalizes.

Just seems like it might throw some consistency in.

I have similar issues when flying away from a gate in a transport and a stray shot clips my ship, my fighter escort goes berserk and everyone dies.
Everyone being me, because I'm the one that matters.

When I look at a chart in the empire menu, set the filter to money and then my faction, then I switch to assets, to say assign a new trader, or to empire to shift money or see exact values, then switch back to the line graphs, for a brief moment the previous filter is there then it resets to the old filter.

This only happens for the empire selection, fortunately it still remains on the money graph.
I'm getting ready to rename my faction to Aardvark Asteroid Activists to ensure I'm at the top and easy to find, The Consortium always seems to get lost in the middle.

Not world ending, but I do like to see the trends for my cash, and when playing on trader mode my chart is blown out by real empires.

Development and Suggestions / Political Sector Exchange
« on: February 26, 2016, 08:18:13 PM »
This may be a bit out there in terms of complexity,
but I've been in the situation more than once now where I wanted to yield my sector/stations to a greater power without waiting for war to start.

It would be nice if I could sell or gift stations to another faction to prevent war from effects like sharing borders or inter-station conflict due to stray fire. Gifting would ideally come with some high to mid level diplomatic boosts.

In a perfect world it might be interesting to be able to buy stations too, AI probably wouldn't sell stations if it shifted sovereignty though.

Perfect world UI would have the option in diplomacy as well as the simplest UI...
Simple UI:
Would have the F3 for system selling (dropdown for faction, maybe a field for how much you'll get and a submit button)
Would have inside the E menu for stations the price/sale value as with the system selling.

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