My next run just got a lot more painful!I hope you enjoy! Ruthless Sector was a major improvement to my play experience, so I hope I can provide a similar, if lesser, experience back.
I hope to see some really interesting second wave options later on that can really change the way the game flows! The first things that come to mind are the Mutators from Prison Architect and the Second Wave options from XCOM.I hope so too! I haven't played Prison Architect, but I've heard good things about it, and XCOM's Second Wave options was the inspiration for both the name and concept of this mod! If you have any cool ideas, feel free to shoot them by me (in fact, looking at the ones available in XCOM, I can think of a couple that might port well to Starsector...).
Can you add an option that forces you too be hostile too the remnants regardless of tri tachyon commision? this is mainly for use with faction mods that tend too have sort of weird relations pre set. just being able too not have too engage a late game threat/ challenge just by having good relations with tri tach is sorta weird. this could also apply too the blade breakers from DME which function similarly.Honestly, I'd love to be able to do that since I feel similarly, but it's outside my expertise. For the most part, the options included in this mod have been relatively simple and tackling something like that would require skills I don't have at the moment. Additionally, for example, remnants being neutral to Tri-Tach commissioned fleets is a Nexerelin feature and even if I could, it would be awkward, not to mention very poor form, to try to manipulate that back to vanilla settings. You're better off asking Histidine (or Soren for your latter example) to perhaps add a setting or toggle for this.
Quick question on Doctrine Evolution. Basically, it lets the AI fleets scale in size/power as time goes on?Yup! Faction doctrine is split into 3 qualities:
One caveat is that it currently doesn't improve Remnant or Derelict fleets (and probably not Bladebreakers and other similar mod factions), which I'm trying to find a solution for but recently hit a wall. Remnant raids from Nexerelin will of course still be buffed as shown in the screenshots (though I'm not currently sure why they spawn with Dmods...)
Yup; RemnantThemeGenerator uses set fleet points to create the fleets. I've been trying to use FleetFactoryV3 methods to work around this (i.e. adding ships/FP), but my first few attempts failed and now I'm caught up in tournament things and haven't had a chance to revisit things. Thanks for the heads up, though.One caveat is that it currently doesn't improve Remnant or Derelict fleets (and probably not Bladebreakers and other similar mod factions), which I'm trying to find a solution for but recently hit a wall. Remnant raids from Nexerelin will of course still be buffed as shown in the screenshots (though I'm not currently sure why they spawn with Dmods...)
It may be because Remnant fleets are spawned by RemnantSeededFleetManager rather than through markets (Blade Breakers use the same system, and in fact the same script, with minor changes). You might want to take a look at that script and see what can be done with it.
I've also been thinking about making every option available in this mod off by default, so you'd only opt in to features that interest you. On the other hand, I don't know how many people actually poke around in the settings file to do this, so users who don't touch it will end up downloading a mod that doesn't actually do anything. Anybody have thoughts on this?
-Consider making a Hashmap <Faction, Int> so that losing markets is more painful that raiding markets.before you wreck yourself.
Thank you for the input. In that case, I guess the current set up is closest to ideal - accessibility seems like a good barometer. My mind was just going to e.g. XCOM's Second Wave, where everything is optional default off, but obviously that's a different situation.I've also been thinking about making every option available in this mod off by default, so you'd only opt in to features that interest you. On the other hand, I don't know how many people actually poke around in the settings file to do this, so users who don't touch it will end up downloading a mod that doesn't actually do anything. Anybody have thoughts on this?
I'm a firm believer that what the player should get if they just drop your mod into their game is what you consider to be the 'optimal' experience. I'd turn off by default anything that's not finished and anything that's extra punishing, but leave on what you'd say is the most accessible mix of features. If nothing else, it'll get you the fewest complaints.
Noice thx m8, that's some codegasmic stuff right there.Oof, your post reminded me that I had forgotten to update the source when I posted the update (if you're real curious, the updated one is attached below - that particular .java file was changed heavily). Anyways, thank you for the tip; I think I've gotten the hang of using maps, and while Starsector's built-in compiler doesn't support type inference, compiling via NetBeans seems to solve any issues.Quote from: RustyCabbage-Consider making a Hashmap <Faction, Int> so that losing markets is more painful that raiding markets.before you wreck yourself.
(https://i.ibb.co/7zjPqt3/Screenshot.png)
Map ididthismanuallybecause = new HashMap();
ididthismanuallybecause.put("Faction","int");
should do the trick.
I might have borked the settings in my current save, but in conjunction with Ruthless Sector, I'm encountering Remnant Ordos in hyperspace with multiple capital+ sized ships during cycle 207.Looking at the source for Ruthless Sector, I see some possible interaction between this mod's scripts and it, but a) I don't think it actually applies to hyperspace remnants; and b) none of it should have any effect as early as 207. I'm getting pretty standard behaviour even in 219, so I don't think there should be any problems.
runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());
1. In RCSW_SETTINGS.ini, do you have "DEuseTimeBonus" set to true? If so:Yeah, those are all default values, so it's just an unlucky Ruthless Sector roll, I think. Adjusting the start year to a later date wouldn't affect this. Deleting remnants.faction from the mod folder would help, but that's about it.
1c. What is the value of "DEtimeBonusStartYear"?
206
1b. What is the value of "DEpointsPerCycle"?
0.8
1c. What is the value of "DEredactedTimeBonus"?
2
runcode FactionDoctrineAPI doctrine = Global.getSector().getFaction("remnant").getDoctrine();
Console.showMessage("For faction '"+"remnant"+"':");
Console.showMessage("The Officer Quality level is: "+doctrine.getOfficerQuality());
Console.showMessage("The Ship Quality level is: "+doctrine.getShipQuality());
Console.showMessage("The Ship Quantity level is :"+doctrine.getNumShips());
Officer, Ship Quality, and Ship Quantity all at 5
I'll probably just change the start year to something more reasonable.
Found an issue that causes CTD on new game or load when Doctrine Evolution is disabled in settingsSpoiler797208 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.DoctrineEvolution.DoctrineReturnToOriginal(DoctrineEvolution.java:114)
at data.scripts.ApplyRCSWChanges.advance(ApplyRCSWChanges.java:61)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
if you think a set of changes would significantly switch up the game in the way SWO is meant to, couldn't they just be added as a set of uncommented lines in the config settings file with recommended values so people have to actually enable the changes?Dunno if you've checked in the mod files, but you may be surprised :)
I haven't used Slow CR since it seemed overkill with all the other masochistic changes I made, does it affect enemy ships too or just your own?Only your fleet for the moment. I may expand it to include other fleets in the future, but I a) don't think it would see much use, and b) don't really have an incentive to make enemy fleets strictly worse.
Ultimately, I'm still not convinced that it would be a worthwhile addition.
Hello, thanks for making this mod. I made a forum account to report a bug. Using the current version (0.5.1) with default settings that are in the download, I encountered a bug where I found the second wave modspec that adjusts the chance for recovering ship hulls, despite not having the option enabled in the settings. I only encountered the modspec later in the game (around lvl 40-45), so there might be a time or level based trigger causing it to spawn.Welcome to the forums! That's really annoying; I thought I had it fixed at least for Nexerelin raids, but couldn't test if it was happening through regular salvage. I'll try to figure out some way to stop that, thank you for the report.
Keep up the good work, I shall wait with bated breath to see what's next.Thanks, and please do keep sharing your thoughts. I'm an intensely uncreative person so sharing ideas is very much appreciated.
Another dumb idea: an option to make crew require small amounts of food. Lack of food could cause an initially slow but exponential loss of crew, random loss of ships or other bad events as crew gets desperate or a reduction of maximum CR fleetwide (down to say 40-45% max) as crew are forced to eat tiny amounts of crappy emergency rations (a bit less punishing), perhaps in addition to large abandonments on docking with no food in cargo. To me it makes more sense that supplies are for feeding ships, not crew (even though the description says otherwise).How do I actually change officer's cost?
In the vanilla settings there is a "suppliesPerCrewPerDay" and "suppliesPerMarinePerDay", so a food requirement seems like it might not be too difficult to implement. Personally I have set crew and marine supply usage to 0.0004 and 0.0005 respectively because it kinda makes sense that more crew means more stress on life support and other non-organic things supplies are supposed to be used for like protective equipment and tools/parts.
In addition I changed crew/marine cost to 250/500 and monthly salary to 20/25 respectively. This makes sense to me, since life is cheap in the Sector, but not that cheap (entire population of the Sector less than Earth right now and vastly more spread out). I imagine the initial cost is a mix of life insurance, contract buyouts, and equipment/transport costs, with marines getting a bit more hazard pay than regular crew.
I also changed officer cost and salaries to 200/40 to balance out crew costs, since the choice between officers and no officers is never an actual choice, and a 50 fold pay difference between a standard crewman and an expert captain seems more reasonable than the ludicrous disparity it was originally.
With all the changes I made above it accomplishes a few things, A) making carriers and larger ships more costly to operate, especially carriers as some crew are almost guaranteed to die in an engagement (thus making recovery shuttles, blast doors and other such hullmods and skills more valuable), B) making colonies more expensive to start due to crew costs, C) making planetary raids and invasions more costly and something you need to prepare for, D) making small, focused fleets without huge fighter support more efficient and rewarding compared to swarm fleets, D) making running a skeleton crew a more attractive but risky economic choice, and E) just making a bit more sense thematically to me while also increasing logistical strain AND keeping things balanced and manageable.
tldr: Food cost for crew and other crew related changes. Sorry for another wordy post, originally it was like 3 lines and it sort of got out of control. If you get all the way through it I'd like to hear your thoughts on it all.
Idea: a setting that makes Transverse Jump way more costly in terms of supplies and fuel and/or take way more time to fire.Heya PreConceptor, thanks for sharing the idea. That said, for the time being I'm not too keen on adding any new features. Honestly, if I were to release this mod today I'd probably walk back on a few of the ones that are already in the mod.
just wanted to say thanks a lot for this mod, the game needs some way to gradually grow more challenging which this mod addresses, in addition larger ships are better in all ways that count for most things which this also fixes by incentive's the player to not use them all the time with the slow CR recovery for ship sizes option i run with these settings myself;Super late reply, but thanks for sharing! I like the idea of giving frigates and destroyers an even faster CR recovery rate, rather than simply a smaller decrease.
####################
###### SLOW CR CONFIG ##
####################
"slowCRPerDayMultFrigate":2.0, #Float. Default 0.5. Vanilla 1. my setting is 5 days
"slowCRPerDayMultDestroyer":1.333333, #Float. Default 0.5. Vanilla 1. my setting is 15 days
"slowCRPerDayMultCruiser":0.444444, #Float. Default 0.33. Vanilla 1. my setting is 45 days
"slowCRPerDayMultCapital":0.185185, #Float. Default 0.25. Vanilla 1. my setting is 135 days
and its great, i actually feel i need destroyers and frigates now, i keep larger ships in reserve for when i encounter a fight where i NEED to bring them out or take annoying losses (i also play with a house rule limit on the NUMBER of carrier ships i can bring into a battle at any one time of 6, encouraging the use of large carriers (which this mod makes costly) to spam fighters instead of just bringing droves of drovers)
How do I actually change officer's cost?I believe TechPriest explained this to you early, but for future reference to anyone curious:
starsector-core\data\config\settings.jsonCodeChange numbers appropriately to your liking. Savegame compatible."officerSalaryBase":500, # per officer per month
"officerSalaryPerLevel":100, # per officer per month per level
Oh hello there, great mod what makes game really hard, so some overpowered ships from some mods are actually become mandatory to win (for example: 40+ onslaughts/legions combined force what raids one of your colony). But, there is only one thing what i dislike - confing. Man, i see what you upload new version, but i probably not gonna update it for a while, because it was the most pain in the butt to correctly configure this mod for myself. If ever you gonna make next update can you include some cleanup in to RCSW_SETTINGS.ini ? This thing is complete mess and i don't want to go through it again. For example more spacing between lines, separate paragraphs, better alignment to the left side. Basically just try to make it more readable. Thanks in advance!Hi, thanks for trying out the mod. By any chance are you using the regular Notepad application to edit the file? I thought it looked relatively clean, but I have been using Notepad++ when judging my formatting (which has the added benefit of giving comments a different font color), so YMMV if you're using a different app. In any case, I'll work on adjusting that, thank you for the feedback.
Hi, thanks for trying out the mod. By any chance are you using the regular Notepad application to edit the file? I thought it looked relatively clean, but I have been using Notepad++ when judging my formatting (which has the added benefit of giving comments a different font color), so YMMV if you're using a different app. In any case, I'll work on adjusting that, thank you for the feedback.
Also this text just to dence if you know what i mean. I guess there is just so many things what you can configure, which is nice, but makes things a bit too hard to read. Thats why i suggested more empty strings between paragraphs or even some dividing lines.Alright, I've added some more spacing between different points for future releases, so hopefully this is mitigated somewhat.
I was thinking... is it good or bad idea to make confing somehow compatible to new versions? Is it would be better if new added parameters will go to the bottom of .ini file so user can just copypaste top section from his older .ini/add bottom part to his old confing and use this for replacement. Just idea. it's up to you man. As i said i really don't want to go through all of this again, because i changed quite a bit of parameters, but barely remember what exactly i did so to properly update i should compare them side by side on my screen and manually check everything. Just imagine that pain.This is a very good point. I probably will still place any new additions to the .ini file where they seem to fit most, but I'll make sure to note in the changelogs when there's a new addition and add some stuff to highlight it in the file. Thank you.
I'm not sure if its some interaction with other mods I'm using but with Nexerin upon returning the core worlds (I usually spend my first 6 months exploring deep space) I get periodic 1 sec freezes about every 6 to 8 seconds. This starts to occur about the same time the AI invasion fleets start. It is not corrected by restarting but somehow seems tied to the save game itself (tested with exiting and reloading the save without relaunching the game, as well as with a full relaunch).Yikes, first I've heard of it, unfortunately. Sorry about your problem and thanks for the report. I've got guesses as to what might be causing it (though if it is what I'm thinking I thought I fixed it in testing :weary:).
Removing Second wave completely resolves the issue with all other settings from all other mods unchanged. Is there anything I can provide that would help you look into the issue? Has this popped up somewhere else that I just failed to find? I saw a post from Alex someplace else in this forum where people were having issues with stations endlessly replicating some type of procurement mission over and over.
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [kite_Interceptor] not found!
java.lang.RuntimeException: Ship hull variant [kite_Interceptor] not found!
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.B.super(Unknown Source)
at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
at com.fs.starfarer.loading.V.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I tested it on my end and it still seems to work fine. My guess is that there were some overwriting issues or a corrupted download.
Try deleting the mod folders from /mods/ and re-adding them. If that still doesn't work, try redownloading and repeat the previous step.
I tested it on my end and it still seems to work fine. My guess is that there were some overwriting issues or a corrupted download.
Try deleting the mod folders from /mods/ and re-adding them. If that still doesn't work, try redownloading and repeat the previous step.
Thanks for testing out all the mods! I'm glad that things are working as planned so far. Better Colonies will likely require some sorcery to get working, but Second Wave Options comes as a bit of a surprise. I'll take a look at fixing that tonight especially now that I have highlight parsing and highlight color logic done for Expanded Fleet Dialogue. Those were the goals for this week.
Hmm. I'm not reproducing this error, but I took a look at the code for Second Wave Options and my hunch is that it's a path separator issue based upon your operating system in the "replace" section of mod_info.json - (found in the first level of the mod directory). Can I get your operating system for informational purposes?
This is the entry in Second Wave Options:Code"data/variants/kite/kite_Interceptor.variant",
This is the entry in Archean Order:Code"data\\variants\\kite\\kite_Interceptor.variant",
Try changing these to match each other in format and the issue should hopefully go away. Not sure which format your operating system would require though.
If there is a way, I think it could round out those settings changes into a bigger feature, as the only issue with them currently is that they make it way too easy to gain rep by trading since the rep gain and loss from trading is coupled in that "economyPlayerTradeImpactMult":3.5, resulting in huge rep gains even from small trades.Oof, that's unfortunate. Does changing "economyPlayerSellIllegalImpactMult" while keeping the TradeImpactMult low make a difference? I'll admit I haven't touched the settings.json file in a long while (also I guess I rarely use the open market so I didn't notice these issues).
good sir...how to disable "Slow CR" feature...i just want major factions to be stronger..thats all...dont want any debuff for my gameplay, and does it can still be disable while in mid-campaign??...and i dont want "Dark sector" default to be enabled right awayYou can open RCSW_SETTINGS.ini with any text editor. Under Features, just switch whatever settings you don't want from "true" to "false".
###########################
####### SECURE MARKETS CONFIG ##
###########################
"SMaffectModFactions":true, #Boolean. Default `false`.
"SMaddGroundDefenses":true, #Boolean. Default `true`.
#Adds Ground Defenses/Heavy Batteries.
"SMsizeForHeavyBatteries":4, #Integer. Default 6.
#At this market size and above, all Ground Defenses will be replaced by Heavy Batteries.
"SMaddMilitaryBase":2, #Integer (0-2). Default 0.
#1: Adds Military Bases/High Commands to non-Pirate/LP markets of a given size (if they did not have any before & they have a free industry slot).
#2: Adds Military Bases/High Commands to all markets of a given size (if they did not have any before & they have a free industry slot).
#0 or Otherwise: No effect.
"SMsizeForHighCommand":5, #Integer. Default 7.
#Minimum market size for High Command to be added if applicable.
"SMsizeForMilitaryBase":3, #Integer. Default 6.
#Minimum market size for Military Base to be added if applicable.
"SMaddPatrolHQ":1, #Integer (0-2). Default 1.
#1: Adds Patrol HQs to non-Pirate/LP markets (if they did not have any before).
#2: Adds Patrol HQs to all markets (if they did not have any before).
#0 or Otherwise: No effect.
"SMaddStations":2, #Integer (0-2). Default 1.
#1: Adds Stations to non-Pirate/LP markets of a given size (if they did not have any before).
#2: Adds Stations to all markets of a given size (if they did not have any before).
#0 or Otherwise: No effect.
"SMsizeForStarFortress":4, #Integer. Default 7.
#Minimum market size for Star Fortress of random type to be added if applicable.
"SMsizeForBattleStation":2, #Integer. Default 6.
#Minimum market size for Battle Station of random type to be added if applicable.
"SMsizeForOrbitalStation":1, #Integer. Default 5.
#Minimum market size for Orbital Station of random type to be added if applicable.
Two observations/questions though:If it's a faction you're commissioned with, then it's just misfortunate. I didn't apply any bonuses to the player's faction, since I thought it a) would help the player snowball too easily, and b) would not properly be reflected by the doctrine UI (not even sure if it would crash or something if the numbers are too high). Snowballing shouldn't be super prevalent in the first few cycles (while the player's level/# of colonies is low), but it really depends on the size of the faction. I'll think about adjusting the weight of the first few planets to even the odds a bit more if you think it's a major problem though (there are some limited options in the .ini if you're interested in managing it yourself, hopefully it's commented well enough).
1) In two game starts with latest Nex version, and the above options: The "problem" is that I find that over time, other factions completely eclipse the capability of my faction to field large fleets. The most I can figure out is that the standing fleets of my faction aren't up to the weight of the main faction fleets. Or is RNJesus just rolling up a series of bad events that affect those particular games?
In my current Dassault-Mikoyan Engineering game: Luddic Church has taken at least three markets from DME. In the Kostroma system, two multi-battleship LC fleets roam around chasing tiny destroyer-weight DME fleets. The closest thing to a "response fleet" from DME is cruiser-weight. Lavoisier Base was taken quite early by LC, and then the second DME planet in that system fell as well. The snow ball effect is in full force.
I'm not sure where the issue is, whether with Nex or other mods...
2) Feature request or maybe I'm overlooking something: Is there a way to boost a particular faction's defense fleet size/frequency?Those seem like reasonable additions. I'll see how the implementation would work out. I'm not quite sure how I would provide more robust defenses without some annoying externalities, but I'll try to think something up.
a) for example:
SMaddHeavyIndustry # that will replace a non-military industry as needed to allow for it
SMaddPristineNanoForge # I suppose this could be imbalancing per se, if that provides a player with perfect ships to buy
SMboostIncome # or whatever will help that faction produce more defense fleets
For example: target a particular faction and boost one of their systems to invest in larger, and persistent, defense fleets.
I.e. lore-wise: if a faction dares settle in the core worlds...it had better have one sector that is formidably defended.
Note that all of this is really simply because if I'm playing a "faction flavor start" on my way to having my own colonies, but I don't want to lose access to the faction shipyards some time in the middle/late game. I could work around this with "enable faction respawn" I suppose.
Further observations on having adequate fleet defense for a colony/orbital: I think that a major element is simply a result of system generation and/or static arrangementYeah, I imagine part of the issue is that there are so many military bases being added under your settings, especially with stuff like pirates/LP who are basically hostile to everyone.
a) many core systems have multiple factions in them, and frequently have pirate colonies in them as well
b) and many of these factions are actively shooting at each other. and always are at war with pirates
c) thus it is a StarSector/Nex given that system defense fleets are going to be drained dry running around and stomping on the respective enemy faction's system defense fleets
d) I come along and set of Second Wave Options to add powerful orbitals everywhere (that repair automatically back to full strength on their own)
e) Thus Mrs. System Defense Fleet in my "Fortress Europe" scenario is doubly overburdened
Which leads to a further pure-sky ideas/suggestions:These ones I'm far more reluctant to implement. It seems like it would add too much jank and have a lot of potential for messing up either code-wise or the themes of each mod faction (e.g. Kadur suddenly receiving Oasis would kinda ruin their story background). Out of scope is probably the right way to describe it.
SMaddCoreSystem // adds a random system to (all?) factions that has a colony with a fully upgraded military infrastructure and Star Fortress, and no other factions in that system
(Perhaps the above is out of scope for the mod...but whelp no harm in floating the idea...or perhaps I should suggest this for another mod such as Nex...)
SMhomogenousCapitalSystems // boolean. If true: converts ownership of non-aligned colonies in a faction's capital/home world to be owned by that faction. Improves system defense.
(this setting would make no sense for small single-sector factions though, which I think occur in Valyra's Sector, for example)
Hey, I like your mod, especially "SALVAGE EXPERIENCE HULLMOD" but I wanna keep the base stat of salvage chance of your mod without the increasing chance per level but I don't know how to do that and if it is possible because you say "Currently only uses the values given below and is not adjustable." so I prefere ask to you before doing anything.Oops, the values have been adjustable since 0.5.<something>, but I forgot to remove that comment. Thanks for the heads up and I'm glad you're enjoying the mod.
1) There's any way to have a hullmod which affects Illiad mode? Something like longer buffer for ships with serveying equipement? I know that this would require a complete redesign codewise so this multiplier would apply to individual ships rather than to whole fleet at once.1) I don't currently have plans to change any of the existing features into hullmods since I don't think I can combine them (given some effects are only supposed to affect the player) and multiple hullmods looks a bit tacky (and it's already quite tacky as is :p). That said, it wouldn't be too much work to adjust the buffer to change with Surveying Equipment, though getting the UI to reflect it would be a pain. No promises, but I'll see.
2) Also, what about optional "permanent till docking" CR reduction along with all those changes? I mean, that would make sense to have your ships wearing down due to prolonged jorneys.
3) How about optional cross-integration with industrial evolution mod or something based on its "Restoration Docks"? I'm talking about stacking hullmod with all those changes (Take HMI Junk ships as an example with their hullmod which adds OP based on permanent damage.) which could be repaired on prolonged maintenance. Something to reflect that your ships, especialy bigger-ones, would take time to maintain.
Hey, love your mod. I had a quick question about 6.0.Hiya, glad you're enjoying it. If I recall correctly, it is not save compatible, but to be honest there weren't that many feature updates (it was more about adjusting backend things to work a bit less dumbly), so don't feel bad about not updating for the moment.
Is is compatible with my save-game that uses 5.3? Can i update it to 6.0 and still be ok?
- Doctrine Evolution: Factions will now develop their fleet doctrine as time passes and as their markets grow and stabilize. This means their fleets will be larger, of higher quality, and better lead than before. Be careful of dawdling too much lest you find yourself outnumbered and outgunned beyond your control.
Give Me The DetailsFaction doctrine is split into 3 qualities:
1. Officer Quality (and quantity)
2. Ship Quality (increasing by 0.125% per point by default--vanilla settings)
3. Ship Quantity (increasing by 25% per point by default--vanilla settings)
Doctrine Evolution will increase or decrease the values used by AI factions for these qualities through 3 different bonuses:
1. Flat bonuses (disabled by default)
2. Time bonuses (default 0.4 per cycle since 206, 1.0 for remnants and other market-less factions)
3. Market bonuses (based on the size and stability of the markets these factions own, whether it's a hidden market and whether or not they contain military bases or heavy industries).
Summing these bonuses up (they may also be negative), a given faction will have a certain number of points that they will allocate to/remove from the above 3 qualities. The result is that as time passes by and as factions become stronger or weaker in the sector, the size, quality and command of their fleets will change, ultimately leading to a more dynamic, but generally more difficult late game.[close]
I play with Derelict Empire and random core worlds and damn... The Domain Exploration Derelict are no pushovers anymore they have patrols full of tough drones (Guardians, Wall Class and more) battling it out with everyone. Cannot wait to see how invasions battles of their worlds play out in this playthrough.Heh, this mod doesn't add the Guardian to the derelicts faction (and I suspect Ruthless Sector range upgrades make a far greater difference in how dangerous they are), but that sounds fun.
Thank you, you're very kind. I'd like to go back and refine this setting some more in the future, though admittedly I'm having something of a crisis of motivation. :p
- Doctrine Evolution: Factions will now develop their fleet doctrine as time passes and as their markets grow and stabilize. This means their fleets will be larger, of higher quality, and better lead than before. Be careful of dawdling too much lest you find yourself outnumbered and outgunned beyond your control.
Give Me The DetailsFaction doctrine is split into 3 qualities:
1. Officer Quality (and quantity)
2. Ship Quality (increasing by 0.125% per point by default--vanilla settings)
3. Ship Quantity (increasing by 25% per point by default--vanilla settings)
Doctrine Evolution will increase or decrease the values used by AI factions for these qualities through 3 different bonuses:
1. Flat bonuses (disabled by default)
2. Time bonuses (default 0.4 per cycle since 206, 1.0 for remnants and other market-less factions)
3. Market bonuses (based on the size and stability of the markets these factions own, whether it's a hidden market and whether or not they contain military bases or heavy industries).
Summing these bonuses up (they may also be negative), a given faction will have a certain number of points that they will allocate to/remove from the above 3 qualities. The result is that as time passes by and as factions become stronger or weaker in the sector, the size, quality and command of their fleets will change, ultimately leading to a more dynamic, but generally more difficult late game.[close]
I've had this mod installed for a long time and never expressed how great this is. This is meant to fix that.
This is really darn neat!
"HMbaseMultFrigate":1.0, #Float. Default 1.0. Vanilla 1.
"HMbaseMultDestroyer":0.6, #Float. Default 0.6. Vanilla 1.
"HMbaseMultCruiser":0.3, #Float. Default 0.3. Vanilla 1.
"HMbaseMultCapital":0.1, #Float. Default 0.1. Vanilla 1.
"HMincrPerLevelFrigate":0.025, #Float. Default 0.025.
"HMincrPerLevelDestroyer":0.025, #Float. Default 0.025.
"HMincrPerLevelCruiser":0.02, #Float. Default 0.02.
"HMincrPerLevelCapital":0.02, #Float. Default 0.02.
java.lang.RuntimeException: Slot id [WS 006] not found on hull [hyperion]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
"weapons": {
"WS 005": "atropos",
"WS 006": "atropos"
}
Mod seems to work (mostly) under 0.95a. There is one crash I've had due to an outdated ship variant, though:I tracked this error down to "mods/Second Wave Options 0.6.1/data/variants/hyperion/rcsw_hyperion_Strike.variant" which references these slots that are no longer present:SpoilerCodejava.lang.RuntimeException: Slot id [WS 006] not found on hull [hyperion]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)[close]CodeCopying the weapon groups from the built-in strike variant should fix this error. There might be other variants that need to be updated, but this is the only issue I've had so far after playing for two hours."weapons": {
"WS 005": "atropos",
"WS 006": "atropos"
}
Great mod BTW. I play with uncapped level 9 officers and I needed a way to give more officers to the AI fleets. It would be nice to have an option to tune AI officer quality/quantity separately from the other values.
"officerAIMax":10,
"baseCombatShipsPerOfficer":3,
"officerAIMaxMercsMult":1,
I've also updated this for .95a and so far haven't had any issues.Thank you! Absolutely, the frankly horrid UI/lack thereof in this mod bothers me greatly, too. Truthfully, I still have no idea how to mod the UI at the moment, but it is definitely on the to-do list to learn and implement in the future (yet another reason why there won't be anything more than a barebones compatibility update for a long while).
One thought for a future update though, perhaps consider a way to make resource penalties more transparent. I now have several mods running that can apply penalties or bonuses to fuel or supplies consumption, and it's sometimes very hard to tell why a ship is consuming a particular amount of resources. This is definitely an issue bigger than just your mod - I'm thinking something along the lines of an intel panel where all of a ships bonuses and maluses - and their sources - are detailed.
The basic reasoning for this is to help inform market purchases and the impact of things like militarized subsystems, expanded cargo holds, and auxiliary fuel tanks. With commissioned crews thrown into the mix, I can't tell if this mod is affecting the base supply consumption or the modified supply consumption with both Iliad and Odyssey turned on when auxiliary fuel tanks are applied to a civilian hull, for example. Other mods also introduce hullmods that increase supply or fuel usage, further complicating the picture. At the end of the day, I often just want to know if a ship I see on market will end up being more or less efficient than the hauler I'm currently using, and I have to think about whether I've recently been to a friendly port, how far I am from the core systems, and how several different mods may or may not interact with each other.
This mod is listed as 091 comp in the mod index thread perhaps leading to many not knowing its up to date (well at least I was before coming to look the thread to see when it would be up to date).yeah... right now I dislike like 90% of this mod and want to rewrite it, so I don't really feel like advertising it at the moment. At least you get a nice surprise or something. :B
can you somehow add options for reduce count of enemy admirals ? for idk ? 8, like you can have and reduce their max level to ordinary max level ?Not 100% sure what you mean here, but there are a lot of options you can tweak in starsector-core/data/config/settings.json to your liking:
"officerMaxLevel":5,
"officerMaxEliteSkills":1,
"officerAIMax":10,
"maxAIFleetCommanderLevel":7,
"commanderLevelForTwoSkills":6,
"commanderLevelForOneSkill":4,
"baseFPPerAICore":20, # remnant fleets
"baseCombatShipsPerOfficer":3, # halved when officer doctrine setting is maxed; not used for AI core using fleets
"baseCombatShipsForMaxOfficerLevel":16, # halved when officer doctrine setting is maxed; not used for AI core using fleets
"officerAIMaxMercsMult":1, # maximum "over-the-limit" merc-type officers that can be added to an AI fleet, times doctrine officer setting
"baseNumOfficers":8; # in a fleet w/o officer management skills
Is there a way to choose which factors in Doctrine Evolution are buffed? For example, I want to let the AI have uncapped fleet sizes, but I don't want their officers or fleet quality to be buffed as well.Hi; not at the moment, no, but I'll keep that in mind whenever I get to eventually updating this thing.
Are there any issues using this with 0.95.1a? I disabled the handmade variants by following the OP instructions - my hope is that the DE feature still results in harder vanilla fleets over time on the latest update.Nope, should be fine!
So my save is already at cycle 230, I need this mod for some challenges, if I install this mod mid-save, would it apply for the 24 years of growth or would I need to wait another 24 years for the difficulty bonus to kick in?former.
Also I don't understand the term "DEmaxNumShipsFromDoc" from settingsI think the point was that the value given would adjust based on what was used in settings.json instead of assuming the default value but honestly I don't remember.
it says "Each point in NumShips above 1 increases fleet sizes by x0.125 (adjustable in settings.json), so 3/0.125=24, so maxNumShips = 25"
Where does the "3" come from? and why is it 3/0.125 , not 4*0.125 ? The doctrine cannot go higher than 5 right ?
It also notes "#10 is effectively uncapped", but the next line says "maxNumShips = 25"
Currently has a minor incompatability with Archean Order. Only mods loaded were Second Wave, Lazy Lib and Archean Order. Issue was that tanker type ships(Drum, Phaeton ,Prometheus etc) are not spawning in markets.I feel like this might have popped up in the Archean Order thread before. At the very least it's vaguely familiar - might want to check there? Else, try deleting any references to tankers in default_ship_roles.json
Does "DEuseMarketBonus" increase performance costs in a nex game? Trying to optimize for my slower cpu, but I don't want to disable anything that's essential to doctrine evolution working properlyShouldn't cause meaningful problems, plus it only runs once a month.
Good modThank you!
The Doctrine Evolution part of this mod made endgame a lot more fun for me. Enemy fleets would end up with heaps of officers and s-mods over time, just like my fleets, so it felt both more difficult and fair. It'd be great if this was updated for 0.96a but even if it isn't I'm glad I got to use it in 0.95aI don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).
I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).I thought since the mod increases factions' Ship Quality that it was responsible for s-mods, but I might be mistaken. Maybe the maxed out Ship Quality just leads to zero d-mods? And great to know that changing the version number should be enough to keep using it!
And an update of sorts might be coming to this mod soon(tm)... :);D
Seems like there's something wacky with a ship variant. (.96a)to be fair, it's technically not updated for 0.96 yet. :p
43808 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
java.lang.RuntimeException: Ship hull variant [aurora_FS] not found!
at com.fs.starfarer.loading.new.o00000(Unknown Source)
at com.fs.starfarer.loading.new.o00000(Unknown Source)
at com.fs.starfarer.loading.V$Oo.getFPCost(Unknown Source)
at com.fs.starfarer.loading.V.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
To bootleg fix it, i removed these lines from default_ship_roles
"aurora_Assault_Support":0,
"aurora_Escort":0,
"aurora_FS":0,
Is there a way to set a cap on how much fleet size scales over time?DEmaxNumShipsFromDoc in the .ini file should be what you're looking for. The comment for it is basically incomprehensible to me now but i'm sure lower number means lower limit
I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).
And an update of sorts might be coming to this mod soon(tm)... :)
Looks like you already found the discord, but... yeah take a look there 8)I don't even remember adding a mechanic that gives them s-mods but that's very cool if it happened! On the bright side, all that needs to be done to play with this mod on 0.96a is updating the version number (as far as I know anyways).
And an update of sorts might be coming to this mod soon(tm)... :)
Any news on an update? I'm just getting back into starsector and found your great mod here. Am giving it a go as we speak :)
Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?Honestly from my testing I'm not sure it works at all anymore. Probably have to approach it from a different direction as Starpocalypse does. You might want to check out that mod, which will at least force you to expend story points to salvage, iirc.
Does the Reduced Salvage Chance for Larger Ships multiplier take into account the recovery chance from built in S-mods, ships piloted by the player, officers and the salvage perk? I WANT my ships with officers and S-mods to be destroyed. If it doesn't take those into account is there anyway for me to modify the game myself?Honestly from my testing I'm not sure it works at all anymore. Probably have to approach it from a different direction as Starpocalypse does. You might want to check out that mod, which will at least force you to expend story points to salvage, iirc.
I removed them since they weren't really working according to their design goals in my experience. Some elements of them might return after a revamp but I have to think about the concepts some more.I agree regarding Iliad and Oddissay part, they kinda felt a bit weird. But Slow CR is great, and actually made me plan around it when exploring or defending my system from bunch of raiding fleets, which is more interesting imo.
In the mean time, you can actually enable both versions of Second Wave Options and just disable any overlapping features to get the same effect.You mean I can just add this 0.95 version with changed version in .json? That's great, thanks!
Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.
Will take those points into account, thanks!
delete it from default_ship_roles.json. not sure if it shows up somewhere else.Yeah I think there's an Aurora variant that might have to be deleted but otherwise you should be good.
Will take those points into account, thanks!
Sorry, how do I delete the variant? Just removing Aurora_FS.variant from mod folder doesn't fix the crashing, with the error still saying this variant not found.
Btw the download link in topic is broken.
delete it from default_ship_roles.json. not sure if it shows up somewhere else.
will fix the dead download link I just don't have access for the rest of the month so it might be a while