MausMaus

Active Member
Aug 2, 2018
719
489
Not sure if this will really help anyone or not, but I noticed this:

C:\Users\(yourname)\LocalLow\NobodyYouKnow\Stationmaster\Unity\(random string of numbers)\Analytics\config

Open config with Notepad++

Change to this:

{"prefs":{},"analytics":{"enabled":false},"connect":{"limit_user_tracking":true,"player_opted_out":true,"enabled":false},"performance":{"enabled":true}}

Should hopefully keep Unity for wasting bandwidth and CPU cycles spying on you while you play.
Hmmm,does this work with every unity game?
 

skyshreder

Newbie
Jan 28, 2018
34
19
Suggestion:

Galaxy map is just too damn big. I can beat a game of Stellaris in less time than this game. What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

Nor would I really want to, to be honest. If we could shrink that galaxy map to maybe 100 planets or less and then add the ability to actually see them all - or better yet, filter them, then that would save so much tedium.
There is a Next Page button in bottom right that shows the next 30 planets. As for the size of the map, I think it's fine but it's too easy to conquer it all and not very interesting. Having done it a few times, it takes me about 2 real world hours to defeat all enemies (that's after buying about 3 Dreadnaughts and 10 cruisers). Problem is that it gets too boring as all you do is wait for your ships to reach their planets so you can send them to conquer another 10.....and repeat. There should be more random events when sending ships, such as mid-space battles, distress calls, wormholes that destroy them or change their destination etc. Also the player gets attacked way too rarely. And once you get the Advanced defences (Level 2) on all your planets, nobody can conquer them. Enemy attack should be much more powerful so it makes it interesting :)
 
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alex7sea

Newbie
Jan 21, 2018
32
24
Suggestion:

Galaxy map is just too damn big. I can beat a game of Stellaris in less time than this game. What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

Nor would I really want to, to be honest. If we could shrink that galaxy map to maybe 100 planets or less and then add the ability to actually see them all - or better yet, filter them, then that would save so much tedium.
I can agree with you if you just want to do a play through on a weekend, but if you want a X4 game where you are going to put weeks, maybe month on it, you can't have a manageable galaxy. Its has to be BIG, explore, expand, exploit, and exterminate. :love:
 
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crash.7ds

Active Member
Nov 18, 2018
882
764
Maybe some kind of "jump fatigue" like in Eve Online? In Eve, jump fatigue is meant to prevent cap and super cap fleets from simply balling up and covering large swaths of space irrespective of where they their staging system happens to be, as long as they have jump access. Because of how it works, it also is balanced to more heavily affect long-distance multi-jump movements while allowing shorter hauls using fewer jumps to be hardly impeded. Something like that to prevent rapid redeployment of ships in SM could help make conquest longer-term overall without imparting an arbitrary penalty to the short-game.

Another thing I was hoping to suggest is to allow ships the be "staged" in systems outside of the starting one so as to add to the defense score for that system in case of attack. Staged ships cannot be used in offensive actions, but help with system security within your own borders, more specifically with defending the system they are staged in. As a counter to this making defense easier than intended, other sources of defense can be nerfed to further encourage this strategy.

Just a thought.
 

stauffi

Member
Jul 23, 2017
247
110
Maybe just implement ship upkeep and a soft fleet limit cap. If you exceed it you have to pay exponentially more for upkeep, just like Paradox games like Eu4 or Stellaris handle it.

The more planets you conquer the higher your upkeep gets and there could be planetary buildings too which increase the cap, again just like in Eu4 or Stellaris.

Finally there could be a mechanic or two that have some slightly negative impact on large empires, like corruption or rebellion, so that bigger is not always better but expansion needs to be done with some care.
 
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StationmasterDev

Member
Game Developer
Jan 14, 2018
388
929
Thanks for all of the feedback! It's helped me design two new voting options to the next vote (after the gender overhaul and a more general "community improvements" patch):

The "Living Galaxy" option will redo a lot of the existing military mechanics to be more like a traditional strategy game, with fleets that orbit planets, larger AI fleets that will need to be defended against with ships, and the like. It will also add stuff like neutral ships that can be explored by your fleets for events.

The "Progression" option will add a research system, PC stats, and some other stuff to lock content until the late game.
 

R0y

Member
Nov 25, 2017
364
216
Like this game but throw all the men off the ship in to space? I know this game is harsh but wouldn't it be better to give the player a choice.
!. Throw men out in space.
2. Free workers
3 Make the men in to slaves. "gay content"
Thanx for the great game
 
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HeroOfNought

Newbie
Jul 2, 2018
19
10
The Extreme content mod file is just a dummy. The game checks if it's there. Just create a file and name it "ExtremeContent.mod". Then put in in the game folder. That's all.
Is there a specific place we need to put it? At the roote where the launch application is or in the Data somewhere? I just know unity's really particular about where things go.
 

Dale2k

New Member
Jul 10, 2017
2
1
1.Page -> Installation: (Spoiler ) =
" 3 - Put your Extreme Content Mod in the directory where the Stationmaster .exe is "
 
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stauffi

Member
Jul 23, 2017
247
110
The "Living Galaxy" option will redo a lot of the existing military mechanics to be more like a traditional strategy game, with fleets that orbit planets, larger AI fleets that will need to be defended against with ships, and the like. It will also add stuff like neutral ships that can be explored by your fleets for events.

The "Progression" option will add a research system, PC stats, and some other stuff to lock content until the late game.
Have you considered adding a planet conquest minigame with armies too?
This could be extremely fun if you have to research and breed various horrid monsters and machines. Since this is Science Fiction you can do anything. Tentacle monsters, Mechs, Magic, Superheroes, ... .
I personally would love a pornified "Warhammer", just imagine your armies of ugly Nurgle Tentacle Warriors, Skaven Abominations, Dark Elf Witches, Tyranids and Ork Hordes hunting the planets girls after they overcame the local armies.

Each of the other leaders could have their own ground troop styles then, one focussing on robots/battlemechs, another one on powerful mages (like Protoss in Starcraft or Jedis in Star Wars) and a third on superheroines.

Also maybe you know the good old "Custom Slave Fantasy 3" game. This had an awesome "Research" system, you captured the queens or princesses of other countries and had to torture them forcing them to unlock new races and similiar. Imho it was Kiss best slave trainer game they made, wish they would make a modern remake. So some of the best research would have to be unlocked by successfully "interrogating" enemy captured faction leaders.
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,658
So some of the best research would have to be unlocked by successfully "interrogating" enemy captured faction leaders.
Heck, just do the exact same thing here. Give us a reason to go after them. I mean, after 30 planets, it's not like money or more slaves is an issue. Super-tech unlocks from defeating the leaders could be a fresh new sparkly to dangle in front of our faces.


So thinking more about ship combat overhaul. This doesn't need to be too complicated - I'm thinking Crusader Kings 2 number crunching is fine. No special effects required. Give visible ship stats like so:
1 - Class
2 - Hitpoints
3 - Damage vs Class

Example:
Class: Fighter
Hitpoints: 10
Dmg vs Fighter = 5
Dmg vs Bomber = 20
Dmg vs Capital = 1
Dmg vs Planet = 1

Class: Bomber
Hitpoints: 20
Dmg vs Fighter = 0
Dmg vs Bomber = 10
Dmg vs Capital = 30
Dmg vs Planet = 10

Class: Screening Frigate
Hitpoints: 100
Dmg vs Fighter = 10
Dmg vs Bomber = 10
Dmg vs Capital = 5
Dmg vs Planet = 5

Class: Planetary Assault Cruiser
Hitpoint: 250
Dmg vs Fighter = 1
Dmg vs Bomber = 2
Dmg vs Capital = 10
Dmg vs Planet = 100

Very simple and gives more of a "right tool for the job" approach to engaging enemy fleets & planets.

Now as far as tech research goes, oh the possibilities are endless, but right off the bat I can see a need to start with dividing them all into two types: New Stuff and Improvements. New stuff would be the unlocks that give new ships, furniture, cybernetics, slave procedures, etc. Improvements would be all the mods and stat upgrade stuff that is done with things you already know (or have unlocked).

So you put points into the red branch and unlock "slave hormone treatment," which give +/- 1 point per month of body change. This would also unlock "improve slave hormones" on the blue side. This would a repeatable option that increases that change value every time that it is repeated. So research it once and you now do +/- 2 points per month. Again an you have +/- 3 points and so on.


One last request: Could the chronosphere thing that controls aging also be made to effect pregnancy as well? Speed up, slow down or even freezing it in place until we're ready to deal with it? That would be awesome!
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,658
Just remembered:

Could we have some solid numbers on how many menials it takes to run a factory? How many bioslaves to run a bioreactor? How much room a storage area adds?

Right now it all feels like guesswork. Also, hydroponics still wonky as hell. Maxed them in one station, but income per month from hydroponics was reported as anywhere from $80K per month to zero... and once it hits zero, it stays there forever.
 

Yukino

Member
Donor
Jun 22, 2017
220
423
Just remembered:

Could we have some solid numbers on how many menials it takes to run a factory? How many bioslaves to run a bioreactor? How much room a storage area adds?

Right now it all feels like guesswork. Also, hydroponics still wonky as hell. Maxed them in one station, but income per month from hydroponics was reported as anywhere from $80K per month to zero... and once it hits zero, it stays there forever.
You can see the slaves in each of the factory and bioreactor.
Each bioreactor can have up to 60 slaves in it, each factory 36.
So i build 1 storage (increases max to 250 slaves of each type), 7 factories (the last one only has 34 instead of 36 slaves) and 4 bioreactors (240 bioreactor slaves) and fill the remaining 4 slots with hydroponics.

For me that whole thing is more roleplaying than moneymaking, because hydroponics produce the oxygen and food your station needs. That is not simulated in the game, but exists in almost all SciFi stories.
The factories could be responsible for everything you build on your station and also maintenance (also only in my roleplaying mind)
I'm not sure about the bioreactors, because living bodies do not produce enough heat/energy to make these kind of reactors really useful.
Maybe as a cruel punishment for disobedient slaves.
 

SwissCheese

Newbie
Nov 3, 2018
55
35
I'm not sure about the bioreactors, because living bodies do not produce enough heat/energy to make these kind of reactors really useful.
Maybe as a cruel punishment for disobedient slaves.[/QUOTE]

Maybe they are repurposing them to make use of their internal organs. Using kidneys as a filtration system, replacing veins to use the heart for pumping, and slave brains for processing power like in Dollhouse. IDK, its really out there but thats why sci fi exists right?
 

alex7sea

Newbie
Jan 21, 2018
32
24
I'm not sure about the bioreactors, because living bodies do not produce enough heat/energy to make these kind of reactors really useful.
Maybe as a cruel punishment for disobedient slaves.
Maybe they are repurposing them to make use of their internal organs. Using kidneys as a filtration system, replacing veins to use the heart for pumping, and slave brains for processing power like in Dollhouse. IDK, its really out there but thats why sci fi exists right?[/QUOTE]
That sounds more like a Terror movie :eek:
For me the Bioreactors are more like a Great Rave Party, dancing up the heat all night long :)
 
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A Common Crab

Active Member
Dec 15, 2018
847
1,536
That sounds more like a Terror movie :eek:
For me the Bioreactors are more like a Great Rave Party, dancing up the heat all night long :)
Call me whatever you want but a bioreactor sounds like the perfect place to throw the undesirables.
> Oh, a slave tried to escape and she doesn't have anything that justifies having mercy? Throw into the Bioreactor!
> Oh my, it seems like one of my rivals got captured... To the bioreactor!
> A freedom fighter? BIOREACTOR!
 
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Yukino

Member
Donor
Jun 22, 2017
220
423
Call me whatever you want but a bioreactor sounds like the perfect place to throw the undesirables.
> Oh, a slave tried to escape and she doesn't have anything that justifies having mercy? Throw into the Bioreactor!
> Oh my, it seems like one of my rivals got captured... To the bioreactor!
> A freedom fighter? BIOREACTOR!
and then listen to their beautiful screams of pain and terror for years, sounds like heaven
 
3.70 star(s) 52 Votes