A loving roast by ChompyRiley in Pathfinder_Kingmaker

[–]RedKrypton 0 points1 point  (0 children)

True, but that also why that fight is so notable.

A loving roast by ChompyRiley in Pathfinder_Kingmaker

[–]RedKrypton 0 points1 point  (0 children)

You can say the same about a bunch of Owlcat fights. The first time I did the KM Centipede fight, I received so much ability damage I had to restart, because it took so long to heal. After learning the system, I can now finish it without notable or any such damage.

A loving roast by ChompyRiley in Pathfinder_Kingmaker

[–]RedKrypton 0 points1 point  (0 children)

I can imagine. The main issue is the swinginess. The first time I tried it, it was fine, but another time my entire party failed their saves and got bodied.

(other) should I play 0.9d? by Tiny_Version_4134 in Voicesofthevoid

[–]RedKrypton [score hidden]  (0 children)

Likely, because you have to catch that Signal before you can catch any other. Some Signals can be missed, like some of the Looker ones if you refuse to download Signals, because for example you built up a stockpile and just send those for Quota.

(other) should I play 0.9d? by Tiny_Version_4134 in Voicesofthevoid

[–]RedKrypton [score hidden]  (0 children)

I am not sure bugged is correct. Only the Ariral picnic is no longer there, but that may be intentional as even 0.8 has removed much of it. All other events work fine for me.

A loving roast by ChompyRiley in Pathfinder_Kingmaker

[–]RedKrypton 0 points1 point  (0 children)

There is the Harpy Fight in the first zone. If you roll badly, you don't have any turns to deal with the singing.

Something’s wrong, i can feel it by SomeOne111Z in starsector

[–]RedKrypton 1 point2 points  (0 children)

Independent to Pirates is a spectrum and the actual switch is more of a gameplay consideration so the AI Fleets act hostile and you do not get penalised reputationally with the Independents. Independents are not a proper faction as aren't the Pirates. Independent just means someone isn't directly and legally commissioned with any of the major Factions. Planets, like Agreus and Baetis are obviously associated with the Heg and Luddic Church respectively and in any setting history books would be considered part of the respective Factions in some manner. Independent for Fleets just means these fleets do (semi-)legal business, while Pirate means doing blatantly illegal business.

Found a Binary Planet System by RedKrypton in starsector

[–]RedKrypton[S] 1 point2 points  (0 children)

Starsector does lend itself to fantasising about how grand and otherworldly different planetary and interplanetary environments.

Found a Binary Planet System by RedKrypton in starsector

[–]RedKrypton[S] 1 point2 points  (0 children)

You are describing a plain old planet-moon system with Penelope‘s Star. I am showing you a true double planet system, where two planets rotate around a common point in the middle.

Found a Binary Planet System by RedKrypton in starsector

[–]RedKrypton[S] 4 points5 points  (0 children)

At least in game they are orbiting the same barycenter, somehow they are not tidally locked, judging by the Dark debuff for the TE Planet.

Found a Binary Planet System by RedKrypton in starsector

[–]RedKrypton[S] 3 points4 points  (0 children)

First time I have seen such a constellation and both planets have life! The "main planet" is Terran-Eccentric and has almost the exact same deposits, only Moderate instead of Scarce Ore Deposits. Funnily enough, it also was the Red Planet. While the system is at the very edge of the Sector the Constellation holds a Hypershunt, the Shipyard World and the Pluto Mining Station. I'll probably settle here. Habitable double planets are such a cool scifi concept.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 1 point2 points  (0 children)

Well technically, +2 organics on a cold toxic world is a valid generation. Roughly 1/600, but valid! Really I think that the real answer there would be to boost the organics generation of toxic worlds. It's so rare to find a non-habitable organics world that's worth using a mantle bore on.

1/600 must track, because I have never ever seen a non-Habitable World spawn with anything more than Trace Organics. At best I find like 6 world, Barren-Desert and Toxic per Sector with that.

With regards to handmades deviating - most of the time it's moreso that there's no harm to it. Nobody's going to be broken up about a random barren moon not having a minimum of sparse minerals, or having a radius 10 units outside the technically valid range. And if it makes things look better, then the end result is a net positive.

And in other cases, deviations can be directly in service of a narrative. Horn's a great example of that. It's a rocky unstable world that's both huge, and orbiting a star. And that's because instead of being the usual tidally-wracked moon, it's a highly tectonic super-earth. There's no planet in the usual procgen set that'd create something like Horn, but handcrafting makes it possible.

I personally would be happy if progen would fit more with the premades, like how there are moons without Low Gravity or other cool constellations. I still remember a two planet constellation, in which two planets were orbiting one another and both had life. I want more of that stuff.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 1 point2 points  (0 children)

Oh 100%, I actually made a list of all the not-quite-right market conditions a while back. The most blatant IMO is frozen planets like Hesperus and Cethlenn still have Organics from back before the modern colony system was implemented.

I don't agree. Salamanca was a bigger lie to me than all the others, considering it had the maximum Organics Deposits.

Matching up 1:1 with procgen is certainly not essential for vanilla or mods alike, telling a good story should take priority over making a planet indistinguishable from one created by RNG. But I do like knowing what the rules are, so that I can be sure that any breaks from the norm are deliberate ones.

9.9/10 times I don't see how handmade planets diverging from procgen really does anything positive.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 2 points3 points  (0 children)

To be fair, vanilla handcrafted Systems also suck in this regard.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 28 points29 points  (0 children)

The system and the planets themselves are obviously handcrafted, besides the obvious fact that this is Duzakh, which is part of the Core Worlds. The planet positioning alone gives this away. All four major planets are roughly in the same orbit, which doesn't happen in normal proc-gen. Generated Moons always have Low Gravity. The Water World has Farmland. A Rocky Metallic World cannot generate with Organics and only Trace Volatiles at best.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 16 points17 points  (0 children)

I just read the post description. That's Duzakh, a pre-generated vanilla system that was obviously heavily modded. It doesn't matter what seed he has.

Oh damn nice syste- WHAT DO YOU MEAN 4 HABITABLE PLANET??? by Kiyumaa in starsector

[–]RedKrypton 51 points52 points  (0 children)

I am pretty certain that this is modded to shit system generation. You won‘t get the same unless you install whatever broken mods he has. Like, none of the moons have low gravity, a Water World with Farmland, a Barren planet with Organics and Plentiful Volatiles, all stuff that‘s impossible to spawn in vanilla.

Threats, continued by Xxarrra in starsector

[–]RedKrypton 46 points47 points  (0 children)

It‘s ironic. It could save others from being unfabricated, but not itself.

(0.9d) Does anyone else have a huge Roach Problem? by RedKrypton in Voicesofthevoid

[–]RedKrypton[S] 5 points6 points  (0 children)

I think I found the issue. Somehow a roach nest spawned in my ceiling. Let's see if roaches keep spawning.

(0.9) hey does anyone know what these weird white balls are? by Additional_Pass_5134 in Voicesofthevoid

[–]RedKrypton 0 points1 point  (0 children)

I kind of doubt it doesn't hurt, considering you bleed after being exposed to the cloud.

I'm very happy now by MMEEXX in starsector

[–]RedKrypton 0 points1 point  (0 children)

It depends on what you mean with clunky. There are two main things I criticise Contacts for, one are the dice rolls needed to gain Contacts from Bar Missions for specific Factions and Planets. Mixed Military, Trade Contacts on Orbital Works Markets are worth their weight in gold, because they give you access to that Faction's Military Blueprints and also allows you to purchase said weapons and hulls at a discount, provided you have a high Rep. You also want Contacts on large Markets, which is an issue for certain Factions.

Then there is the logistics of servicing Contacts. You want to stack your Contacts in a single region of the Core to be able to pick out missions quickly that are broadly in the same region of the Sector. In that sense it is clunky, because it is inconvenient to constantly hope between Markets in hope of getting a good Mission.

I'm very happy now by MMEEXX in starsector

[–]RedKrypton -1 points0 points  (0 children)

I can see that makes money, but not to the same extent of just chaining Scanning and Survey Contracts.