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Topics - Cabbs

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                                                       CBCC v0.1 (Download)
                                                                           Requires Lazylib and Magiclib.
                                          Can be added to an ongoing campaign, but not removed due to hullmods.

    Colony Based Campaign Content!

    Or "Cabbs' Colony Content", or "Campaign Content", or "Cabbs' Bad Ideas". Name to be finalised. 

    This mini-content mod currently includes two NPC contacts that provide simple services for the player. 

    I wanted to throw my hat in the ring of Vanilla-friendly content mods, expand the number of 'things' to do at your own colony, and let you 'customise' ships some more. So, after starting from scratch and spending an awful lot of time achieving simple stuff, I've decided to get what is functional so far in front of you fine folks, before it's all made irrelevant by updates, or inadvertently duplicates the features of another mod.

    These work via rules and commands, so should be compatible with nearly everything.

    Shipyard Liason
    Spoiler

    If your colony contains Heavy Industry or Orbital Works industries, a Shipyard Liason will appear in the Comms Directory.

    He or She can manage 'Combat Tweak' perma-mods for your fleets ships, one per ship, at a credit cost, with removal being free.  Some of these are locked behind Orbital works.

    These 'Tweak' hullmods provide small adjustments to your ships, with zero Ordnance point cost and a suitable downside.

    All available Tweaks:

    Spoiler

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    [close]

    Recruitment Liason

    Spoiler

    If your colony has a Military Base, a High Command or the Academy from SirHartley's Industrial.Evolution mod, a Recruitment Liason will appear in Comms Directory.

    He or She can start a 'Recruitment Program' to attract an Officer with specific skills and Personality to your colony; You specify Personality and skillset, with a level of funding depending on how fast you want this to occur.  Only one program can be active per colony.  If you have a High Command on the colony, the resulting Officer will be a higher level, and start with more skills from the skillset pool you wanted.

    If industrial.Evolution is active :
    - Base costs are about 40% less, with an Academy reducing it further.[/li][/list]
    - The personality is selected from a range, one either side of what you choose, so only a 1-in-3 to get what you want (or 1-in-2 for Reckless or Timid). 
    - Intention is that you use SirHartleys Academy to fix this if you need to.



    [close]

    Not much right now, kinda proof of concept. With that in mind:

    - Combat tweaks are intended to be felt and I didn't want anything that said 'just don't get hit' like adjustments to damage dealt or taken.  As a result I probably made them kinda boring.
    - Attempted to balance Recruitment time and cost sensibly, mostly based off of the 60-day time required for SirHartleys academy to change an officers personality by 1, which made sense to me. Does this take a hammer to officer balance?
    - I swear, I have tested these things.  They are self-contained and there isn't much to go wrong...
    - hosted above files on my google drive.  Bad idea? I'm too tired to work this out right now.
    - I want feedback! You don't even need to have played it.  Any ideas on how to make these feature more balanced/relevant/interesting would also be appreciated.

    Future plans may include:  repeatable quests from these NPCS, faction-specific bar missions, swap out some Tweaks for something more bespoke, a low quality ship or two to fill out Vanilla trash fleets with more than just Ventures, maybe a short break from staring at NetBeans.

    I do not know which new things I will get around to due to time, but would love to develop whats here a bit further beyond just refactoring it.

    Many thanks to:
    Spoiler
    Alex for this game, answering my questions and the AsteroidInteraction example.
    SirHartley for his help and permission to use his event finding code and implementation of OfficerManager.
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