Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rap1d

Pages: [1] 2 3 4
1
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 03:45:54 AM »
Looks absolutely great! Can't wait!

2
Thanks for the feedback, I guess I'll experiment a bit and report back!

3
Pretty cool. Just curious, how many Hypershunt Taps did you find during this playthrough? I don't see it installed on any of your colonies, did you use any Coronal Hypershunt?

4
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!

5
General Discussion / Re: Campaign speed-up tweaks (2x? 5x?)
« on: April 10, 2021, 07:16:26 AM »
Quote
I believe you're looking for a setting in the vanilla game's settings.json. "campaignSpeedupMult":2, set it to 5.

That's exactly it, works like a charm! Thanks a ton, I appreciate it.

6
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.

7
General Discussion / Re: How do you kill 150k+ bounty fleets?
« on: April 04, 2021, 08:40:24 AM »
There are plenty of strategies to handle those kinds of fleets, but the most consistent one in my opinion is to take the fight in multiple engagements.. Pilot a fast ship, and deploy a fleet that deals somewhat better with small targets first, play carefully and kite back, and kill of frigates and destroyers, then retreat. Then re-engage and kill the rest. I Play Ironman, and on the really big fights I sometimes fight over 3 or 4 engagements.


You can finish pretty much any fight in the game with just 120 deployment points if you play well and do it over multiple engagements.

8
General Discussion / Re: Does anyone actually play with 120 DP?
« on: April 04, 2021, 08:19:10 AM »
I really like the 120 cap, makes the late game fights pretty challenging and forces you to take them in multiple engagements.

9
Oh I can't wait! I love this mod so much.

10
Quote
They have a 50/50 chance of containing a research station


Wow is it really 50/50? You got that from some game files, or is that a sort of guesstimation?  That's insane if it's true.

11
What about herons instead of drovers, and having all of them carry 3 flash bombers instead? That would surely be a sight to behold, however flash bombers are a lot harder to come by compared to sparks and lux. The damage output of flash bombers is really insane tho.

12
All the videos you uploaded make an excellent showcase! I constantly keep swapping between the Lux fighters and Sparks and Can't decide which one is better. I am using Lux fighters for now because I have some missiles on my main ship and the flares synergize nicely with that.

13
As others have mentioned already, having 1mil credits and some ships to move cargo and fuel around is a great start, however to overtake the galaxy you need a fleet of high quality ships, or at least a good capital ship, or better yet - blueprints. Some AI cores help. And you need to salvage stuff and explore ruins to get those. Also, if you find a synchotron core or a forge along the way, that helps a colony to get profitable a ton. My go-to strategy for this is to rush a small fleet that can kill any sized derelict drone fleet and a mothership, and after that just take some exploration missions that are bunched together and run to the edge of space and start salvaging and surveying everything, top to bottom, left to right. My go-to fleet is one sunder with some range upgrade and a high intensity laser and either graviton beams or ion beams, depending on your skills so you can stay flux positive to keep the 50 speed boost, and 2 omen frigates. With these 3 ships you can destroy pretty much any number of derelict drones. The rest of the fleet is a couple of shepards and drams and cerberus frigates, just to carry around enough crew and machinery to be able to survey every planet and have some salvaging bonus for the juicy research stations, survey ships, etc... You need like 260 machinery and 300crew, you won't be able to survey gas giants but there is nothing on gas giants anyways mostly...



It works really, really well, kinda makes the game a bit easier than I'd like, but getting the sunder initially is a bit about luck. It's not that uncommon, but you can get pretty unlucky with that.

14
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: May 05, 2019, 10:17:11 AM »
Hello! First of let me say that I love this faction mod. The ships are IMO generally only a bit stronger than the vanilla ships, which doesn't screw up the balance, which is something I look for in these faction mods. However, holy damn, the AI cores at the DA bases are ridiculous. I captured a market which had like 6 alpha AI cores. That is incredibly balance breaking and a bit ridiculous really. What was the reasoning behind this in an otherwise balanced mod like this? Is there a possibility of you adding an option of disabling this sort of thing?

15
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: May 04, 2019, 05:24:11 PM »
Quote
You could also remove the weapons from the carriers, and they will behave like non-combat ships.

Do they need to have no weapons at all, not even missiles? I only ever have PD weapons and salamander missiles on them.

Pages: [1] 2 3 4