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Topics - Rap1d

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Hey everyone, I have a question regarding modding or editing the game files. Let me start off by saying I have no modding experience and limited coding experience.

I’m wondering if it’s possible to replace a factions default ships with other ships, possibly even modded ones, with some file editing or through console commands. I like adding factions through mods, and I love the standard hand-crafted core worlds and the main questline (instead of random core worlds), but that pretty much means I’m always fighting the same ships. It is always the hegemony busting my balls for transporting illegal trade goods and doing AI inspections on my colonies. If I want a modded faction to be my enemy, I have to pretty much attack it for no good reason, just so it will attack me back. Can I somehow replace all the hegemonies default ships (so all the moras, dominators, onslaughts...) with different ships? I would love for example If it was diable avionics (a modded faction) that would do the AI inspections. If I wanted to do that, would it be easier to edit the diable avionics files or the hegemony files? Is it easier to edit the default ships, or rather the “doctrines” and “laws” of a faction? If I could just swap the faction ships around, for example give the ludic path high-tech ships, and the hegemony midline ships, that would be awesome.

There is a console command (from the console commands mod) “SetMarketOwner” that allows you to swap around the faction planets, but it won’t change their doctrines and policies, so that doesn’t really work, unless I could combine it with some file editing.

I also checked the modding tutorial on the wiki, specifically https://starsector.fandom.com/wiki/Intro_to_Modding#Campaign_Spawning_.28also_required_for_Custom_Production_from_Colonies.29_2 , but if i understand that correctly, I would have to edit all the tags of every single ship, so that seems a bit unreasonable. A file that seems relevant is “*\starsector-core\data\world\factions\hegemony.faction” , but I’m not sure how to go about editing the values, or rather what to edit. For example there is a value called "knownShips", but it has both a list of tags and a list of hulls, so do I need to edit both lists? Do I also need to edit "knownWeapons" and "knownHullMods"? Won’t it somehow break something else, for example the XIV variants? There are also the "illegalCommodities" and “custom” values, which seem to be relevant to my interests, but there I don’t see anything about AI inspections in the file…

I would really appreciate it if someone could point me on the right path on how to accomplish this, I would rather not haphazardly replace some lines that I don’t understand just so my game crashes 5 hours into a playthrough, just because I'm also running nexerlin or something...

Also, I feel like there must be a ton of people that have a similar stance on the hand-crafted core worlds and faction mods, so for those super smart and ambitious modding guys around here, I guess this is like a mod suggestion…

Thanks!

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General Discussion / Campaign speed-up tweaks (2x? 5x?)
« on: April 10, 2021, 05:49:08 AM »
Hello everyone, I have a question.

Recently I saw a starsector stream on twitch, where the streamer managed to edit the campaign speed-up modifier (which by default you get when holding shift on the campaign map) from 2x to 5x. I missed his name and didn't see him since then. Does anyone know how he achieved this? I know about the speed-up mod, which adds the option to speed up combat, and that mod provides an option to tweak the 2x modifier as well, so I thought the campaign speed-up might be a mod as well, but I couldn't find anything. So I figured he might have just tweaked some settings somewhere. But I'm pretty clueless as far as modding goes, so any suggestions where to look would be appreciated.

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Hello. I play this game on ironman, and even though I use like 4-5 mod factions that are generally considered well balanced and close to vanilla, in my own fleet and on my own ship I always only use vanilla weapons and vanilla ships. I also play with nexerlin.


The win condition I set for myself with each playthrough is to fully complete the international bounties, and to completely eliminate one of either tri-tachyon or the hegemony. Depends on what faction I join... And yea I play on ironman and don't save-scum.


One thing I consistently find myself doing every playthrough, is looking for a specific ship when I'm upscaling my fleet. I think most people start with a frigate or a destroyer, and when they have enough currency or their fleet is strong enough they want to switch their flagship to either a cruiser or a capital ship. I think that is a pretty standard situation that happens to the vast majority of players. Every time I get to this point, I have two options. Either store my whole fleet in a market storage, and fly around with a single frigate to keep fuel and supply costs down to a minimum, checking the military markets of the whole galaxy, or use the findship command. The first couple of times I took the first option just from a kind of purist no-cheating standpoint, but then I started using the command. Checking the markets is tedious and very random, sometimes it can take ages if you are unlucky. And it's not like using the command is that strong anyway, you have to be friendly with the faction that is selling the ship anyway.


I'm suggesting to incorporate the command into the game somehow, for a cost. Like you dock to a random market (maybe even restrict the function to just pirate markets, or just markets that you have good relations with) and have the ability to basically search for a specific ship in all the markets for a price that would go up depending on the size of the hull you are searching. The numbers can be tweaked, but for example paying 30000 credits to find a capital ship seems about right to me, since you still need to have good enough relations and then pay for the ship itself. Without the command, I would end up using the most common capital ship almost always, which seems to be the onslaught. And that's kinda boring...


Thoughts?

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General Discussion / Fleet size disenagge limit
« on: November 13, 2017, 03:21:53 AM »
When you reach a certain point in fleet size, after getting in contact with an enemy fleet you get the message that your fleet is too large to disengage properly and you have to fight. What exactly is the limit? I tried searching for it, but can't find the numbers. Is it purely based of the number of ships, or are things like supply cost and ordnance points considered? I wanted to make a fast and nimble fleet with just frigates and destroyers but I got stuck with the message anyway...

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Suggestions / Mod request - cease movement command
« on: October 03, 2017, 04:19:37 PM »
Hello. Would it be possible to make a "cease movement" command? To make it easier by not having to mess around with the UI, you could replace the functionality of either the "rally civilian craft" command or the "show video feed" command. The new functionality would be just hard capping the ships movement at 0 or 1 units per second. A ship can still turn with 0 u/s. This would be like a dream come true for me, It would finally make controlling your fleet actually meaningful and useful in those scenarios where the AI just keeps messing up. Anyone has any ideas how to do this?

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General Discussion / Thought process behind some balance decisions
« on: April 27, 2016, 09:25:17 PM »
Hello, I have a couple of questions on balance decisions, I'd really appreciate if a dev could answer, or anyone that knows the devs intentions from past discussions for example. 


First, missile progression across the different mounts. Can someone explain to me what exactly is the though process from a balance standpoint behind the fact that pretty much no other missile other than the reaper has a linear progression across all mounts? To reiterate, why does the reaper have an adequate option for each slot (Reaper -> Typhoon -> Cyclone) and most other missiles do not? Why don't sabot missiles get a medium/large mount option? Why isn't there any other option for the atropos other than a small mount? I think it would make sense from a balance standpoint to have some unique missile types that could only be utilized in large mounts, but I can't wrap my head around being it the other way - plenty of missile types are found in small mounts and have no alternative in large mounts. I figure there HAS to be a balance reason behind this, because most basic types of ballistic and energy weapons have complete progression from small to large mounts, like the lasers, burst lasers, needlers, the basic explosive weapons etc etc, and if there are any gaps, the popular mods (most notably SSP) pick up the slack and add the missing piece (like adding the flak option for the large mount) but even mods avoid adding the progression for missiles. So why is that? Would for example having a large sabot missile pod be broken?




Second, why are most ships and weapons, even the basic ones, so god damn rare and scarce? Doesn't that defeat any strategy behind building up your fleet most of the time? If you don't save scum every time you lose a ship, or every time a large fleet catches you with your pants down right as you jumped to/from hyperspace, your fleet will be composed of just random crap that was available. I get it when it's just early game, having to be scrappy at the early stages makes sense, but that should stop once you join a large faction and have access to military markets. Your fleet is just glued together randomly without any strategy because the "take what you can get" is pushed to an extreme even after hours and hours of grinding. Wouldn't it make more sense to make the military markets a lot bigger so you can at least build your fleet with some basic strategy in mind? Like having a bunch of long ranged kinetic damage and a ton of bombers, or having a wing of stealth frigates to capture nav buoys/ sensor arrays on the outskirts of the battlefield, or just plain having access to a standardized collection of weapons to outfit your fleet. Also, the fact that its possible for you to pretty much just never ever ever find the cruiser/battlecruiser you want (I'm looking at you, conquest) just because you get unlucky with the market resets is ridiculous. I'm using console commands just for the "findship" command and I can't understand why is almost everything (not just some of the stuff) rare and super scarce. Most cruisers/battle cruisers are sold only at 1 market at a time in the whole galaxy, and that's in SSP with additional systems/planets/stations.

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Bug Reports & Support / Gryphon never using missile autoforge
« on: April 27, 2016, 08:54:14 PM »
Hello, so I just spent like an hour in the simulator watching the AI control the gryphon with several different missile setups and different enemies, and as the title states, the gryphon pretty much never ever uses it's ability, if you have any replenishing missiles mounted, like salamander or pillium. It's quite a shame because it's a pretty great support ship, but it's ability is pretty much useless.

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General Discussion / Pre-ordering now mandatory?
« on: January 31, 2016, 10:40:17 PM »
Hello, I was enjoying the 0.7 release a while back and I just downloaded it from the release page and played and had no issues. I didn't play for a few weeks, and now I finally got some free time and I saw a new version was released, so I uninstalled the old one and downloaded the new one and now it asks for the activation code. Is there anyway I can go back to the 0.7 version? I can't find the download link anywhere, the links on http://fractalsoftworks.com/2015/11/19/starsector-0-7a-release/ link to the 0.71 version.

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Suggestions / Order following
« on: October 25, 2015, 05:18:56 AM »
Hello. First of, let me say that I enjoy this game greatly and have put a ton of hours in playing it. As everyone else here I'm really hyped about the new patch and I keep checking the forums for updates. I've read the patch notes and while I really love some of the balance choices you made (the nerf to MIRV was super necessary), I was a bit sad when I didn't see more AI changes.

More specifically, my biggest gripe with this game right now is the AI of your ships in battle, even more specifically the way they follow commands. The ships don't act according to the command description at all. The problem is they are too aggressive and prioritize chasing enemies over anything else. It doesn't matter if you order your ships to either assault or capture a capture point, they will chase frigates with their much slower ships til the end of the battle without actually capturing the point. The BIGGEST problem tho, is the defend command. I start each battle by selecting all my ships except my main ship, and ordering them to defend the area behind the closest capture point. Then I myself go in front of them, to capture the point myself, and position myself between the oncoming enemy and the rest of my fleet, I basically want nothing else from my fleet other than covering my back side. So the map from top to bottom looks like this :

-Incoming enemy forces
-various capture points
-My main ship that I'm controlling on top of the lowest positioned capture point
-the rest of my fleet, usually two to four ships.

Sometimes if a good capture point like a nav point or a sensor point is on the side I position my fleet behind it's outer side and put my ship between my fleet and the incoming enemy forces, you get the idea. However how the battle ALWAYS ALWAYS ends up if it takes more than a couple of seconds, is that the rest of my fleet abandons their defend point, and either go chase the enemy to the end of the world, or in many cases go right in front of me and into the crossfire, so I have a hard time not doing any friendly fire. That's utterly ridiculous if you ask me, failing so hard at following the simplest command, that isn't even issued during the fight but before it begins. Here are some examples, but honestly, If you want I can take like 10 screenshots like these during any day I have time to play. Remember, each one of these screenshots started the same way I described above, and for clarity, my main ship is the conquest.  -http://imgur.com/a/WQ9nj  I tried this same strategy with the rally taskforce command instead of the defend command, and issuing a command to each ship to go to the rally task force point, and It makes no difference. Examples - https://imgur.com/a/Ohozd

The distance that ships can go from a point that you issue a command on should be hard capped, and the hard cap could be somehow calculated from the ships top speed and effective range, if that's not too big of an issue, just any arbitrary hard cap would be fine tho, like a third of a screen for cruisers and capitals, half a screen for destroyers, and a whole screen for fighters and frigates. This change alone would make the combat soooo much more enjoyable, it would actually make sense to take increase your command points. For now, they are pretty useless if you want to keep your whole fleet together.

Another change that would make combat a bit more enjoyable and challenging is if the enemy forces attacked at once. The way it is right now, I usually destroy like 80% of the frigates and fighters before being in any danger, and only after that the destroyers cruisers and capitals come. But that's a bit more complicated and would require testing, while the change that I suggested above seems like easy enough to implement and would improve the gameplay dramatically.

If there is anything I could do, like provide you with more examples or even videos, or play test some scenarios for you, I'd be happy to help.

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