Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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 - Morrokain

Pages: [1] 2 3 ... 68
1
You would be correct regarding faction tech vs commonly available tech. The Dual Micro Repeater is a bit in between those, I'd say. I think I made it so that the Trader Guilds and the Sindrian Diktat tend to use it the most.

My initial thoughts:

- Look at the Pulse Beam and see if a slight damage increase is warranted.

- Reduce the sustained dps of the Dual Micro Repeater.

- Reduce FX size of both Micro Repeaters.

2
Suggestions / Re: Easy Mode Toggles
« on: Today at 11:21:53 AM »
My thoughts on those players who wouldn't want to tinker with the difficulty options or are not sure what they would do is that there would also be global settings that would "auto toggle" the appropriate sliders. So selecting "Easy", or even further separating that into "Easy and "Very Easy", etc, would have pre-selected toggles that could then be further customized. That might be borderline too complex on the technical side, but well it's an idea at least.

I don't particularly think customization is only attractive to modders though, or even just experienced players.

When I first encountered the easy setting, I did not select it even though I was having difficulty in the campaign at the time. Why? Because it operates on changes that are too broad in its sweep for me personally. More salvage might have somewhat alleviated my supply and fuel difficulties, but I didn't have a problem with combat and so didn't want my ship to have even more power creep than officers/skills would already provide. That's a pretty intuitive concept even when first playing the game. Consider too, that increased salvage only generally makes exploration outside of the core worlds easier - not exploration of the core worlds themselves (my initial goal at the time). As another example, salvage includes more than just fuel and supplies. I didn't particularly want to accelerate my play through by finding weapons and fighters more easily either.

I think we can mostly trust that players generally have at least some idea of what they either don't want to deal with in the campaign or what will likely be difficult for them in a game like this.

3
Modding / Re: Attempt to make Luddic Enhancement and AO compatible
« on: February 19, 2020, 05:14:58 PM »
Many thanks for your answer and good statement !!!!

I think i wait for your exellent work and skip the Luddic Enhancement for my very first playthrough of this wonderfull game.... 8)

Thanks for all the work you had put into your mod.
Together with Nex and many others this is truly a masterpiece of 4X Game for me ;
The last time i had so much fun with a 4X Game was X3 , looong ago....

I loved X3! Soo many memories! (off topic but I couldn't help it XD )

4
Since the Adamantine Consortium is an evil faction, lore wise, I'm not 100% set on where to keep them, power-wise. Iirc, I believe I made them aggressive and tend to make war with everyone in the nex config, so giving them a slight advantage as a tier 3 enemy might be the way to go there. I just don't want them rolling over the whole sector every campaign, either.

Are you familiar with Boggled's station building mod?  It's current incompatible with AO, but if you wanted to make it play nice you could turn the AC into a group of super-pirates with that mod.  By this I mean instead of planets give them orbital structures spread out among asteroid belts and gas giants on the fringes (map edges) and have them work their inward while everyone else is working their way outward.  This would make them hard to locate for starters, and with their focus on fuel production (i.e. gas giant orbitals) they would have much longer range in Nexerelin than their rivals.  While that doesn't translate to fleet size, it would allow them to launch raids at victims that may not be able to muster together an invasion fleet with that kind of counter-range to put them down.  Thus they would continue to be a pirate menace for a long, long time, raiding and pillaging with impunity until someone is willing to build out in their direction (and have those new colonies survive long enough to become any kind of threat to them.)

And yes, I stole that idea entirely from Distant Worlds.

Well, I was told that there were no issues from that mod so I added it to the mod compatible list recently. I'm sorry if I was wrong. I did not check personally.
---

The AC already exhibits pirate behavior iirc, so should have a place there. There is some nuance here, though. For one, inspired by games like Fable and Overlord, etc, I want to give players an option to commission themselves with Adamantine Consortium and eventually Pirates (has been on the backlog) whilst also giving them a harder playthrough for being the enemy faction. That can be fun, so I want to retain that feature if possible. In Starcraft, you can still play as the Zerg after all!

Also, there is lore to consider. I have spent quite a bit of time giving some very detailed lore background to the AC. Inspired from the multiple renditions of the Dracula legend (Bram Stoker, Castlevania, Nosferatu, Vampire Hunter D- anime rendition, Fate: Apocrypha- rendition of Vlad Dracul, etc), the Scholomance barons of WOW, the Joker from Batman, zombie apocalypse fiction and the mind control parasite from the Clone Wars, there is a lot I hope to do with the faction as far as story purposes go. Taking away their planetary markets would be counter to that goal.

I am working on mini-shorts regarding the lore I've mentioned, and I hope to post them in the lore section once they are done, but I would expect most of that to not be ready until 1.0 of Starsector as I am very particular on proofreading and reworking things to get the right atmosphere. (Read as I am obsessive compulsive in that regard.  :P )

I'm very close to the Adamantine Consortium short's conclusion in particular, but modding community concerns have greatly overshadowed any progress on that front. The technical must come before fluff in this case.

5
Just checked and yeah the MarkIX reads very HE (and is very readable). Not quite as dangerous looking as a devastator imo, but that's perfectly fine considering the per-shot effects of them.
Although in the process I did look at the Excalibur and that thing screams kinetic to me (good FX thickness and poppyness though).

I did notice the more high tech weapons have more exotic harder to parse effects. But at least one thing they're not is easy to overlook. Most of the energy weapons with unqiue projectiles I've run into really pop. Maybe even too much in the case of something like the little dual/single micro repeaters. The fx for those is pretty large and the sound is very loud for what they are.

I'd also argue they're probably too cheap on OP for what they do but that's a different topic entirely.

Ok that helps. Maybe I can add a thin orange or red shell to the FX to make it resonate better with HE weaponry yet still retain the exotic look of a different tech weapon?

Thanks for the balance feedback regarding pd weaponry. The micro repeaters' rapid fire nature is intended to be better at rockets and swarm style fighters but worse at large missiles, torpedoes and bombers. Is the dps too strong and therefore makes the weapon too catch-all for its OP?

Loudness for the FX is separate and something I can easily accommodate, I think.

6
Thanks for the reply.  :)

I'll implement those suggestions and see how it feels. I'm inclined to agree with your analysis.

Also made a note to improve the avalanche weapon sprite to be slightly more intimidating. It is technically an "upgrade" though that's not quite how the mod works as far as loadout balance is concerned.

Is the yellow-ish projectile of the Mark IX intuitive enough? And the Excaliber/Photon Cannon is blue but HE. That is kind of integral to the Persean League theme, though. I may give that a pass under "high tech" principles. It's different enough from kinetic weapons to feel mostly unique, anyway, I think.

7
Modding / Re: Attempt to make Luddic Enhancement and AO compatible
« on: February 19, 2020, 01:50:19 PM »
Hi I saw your post in the Luddic Enhancement mod thread. First off, this is totally fine that you are trying to do this yourself.

Keep in mind this post, however:

Thanks for that description! I'm working on changes along those lines for the next update anyway, but since you have taken the time to do this already :) - am I correct in implying from this that I won't have to change all the variant files' corresponding references to those ids in regards to their weapon loadouts in the mod?? That would be awesome if true! I kind of assumed I would have to edit each variant file by hand for that part.

Not crashing is already a great start, but did this seem to mess with the variants at all from your playthrough or upon starting a new game? Also, if you are adding the ids, not replacing the old ones, it may cause additional weapon slots to be available upon the ship outfitting screen (sometimes in the exact same place so it can be hard to see).

Those are all assumptions, though. I've already handled weapons in the variants, but I was planning on working on the weapon ids last- after fighters and hullmods were corrected to be merge-able.

Essentially there will probably be more changes required than just the weapon mounts, but I'll give an example using the Mule since it is the most commonly reported merging problem.

Below is the Archean Order definition of the Mule's weapon slots:

Spoiler
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 001",
      "locations": [
        20,
        39
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 002",
      "locations": [
        20,
        -39
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 0,
      "arc": 227.258759,
      "id": "WS 003",
      "locations": [
        59,
        0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "SYNERGY"
    },
    {
      "angle": 180,
      "arc": 150,
      "id": "WS 005",
      "locations": [
        -57,
        0
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": -90,
      "arc": 186.360001,
      "id": "WS0001",
      "locations": [
        -3,
        -39.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": 90,
      "arc": 186.360001,
      "id": "WS0002",
      "locations": [
        -3,
        39.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": -65.224861,
      "arc": 152.657394,
      "id": "WS0003",
      "locations": [
        45,
        -26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": 65.224861,
      "arc": 152.657394,
      "id": "WS0004",
      "locations": [
        45,
        26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0005",
      "locations": [
        65.5,
        -19
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0006",
      "locations": [
        65.5,
        19
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    }
  ],
[close]

This is the vanilla implementation:

Spoiler
"weaponSlots": [
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 001",
            "locations": [
                21,
                39
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 002",
            "locations": [
                21,
                -39
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 270,
            "id": "WS 003",
            "locations": [
                60,
                0
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "COMPOSITE"
        },
        {
            "angle": 90,
            "arc": 210,
            "id": "WS 004",
            "locations": [
                -2,
                40
            ],
            "mount": "TURRET",
            "size": "SMALL",
            "type": "BALLISTIC"
        },
        {
            "angle": 180,
            "arc": 150,
            "id": "WS 005",
            "locations": [
                -56,
                0
            ],
            "mount": "TURRET",
            "size": "SMALL",
            "type": "BALLISTIC"
        },
        {
            "angle": -90,
            "arc": 210,
            "id": "WS 006",
            "locations": [
                -2,
                -40
            ],
            "mount": "TURRET",
            "size": "SMALL",
            "type": "BALLISTIC"
        }
    ],
[close]

I've highlighted the brackets since that seems to be the likely source of the error you are getting, but the main thing here is the weapon ids (also in bold).

If you see the Archean Order version, you'll notice differing ids since the ship editor adds a zero and I've heavily modified most if not all vanilla ships for the combat balance changes. So instead of copy pasting the whole entry, it may just be easier to reference the ids and make them match the vanilla version. As far as size and type, I don't think that will matter every time in the current Starsector version, but in the past this could potentially cause a really obscure nullpointer from combat main- so be aware of that. If you get that error, it will not give you a file location to troubleshoot most likely, so my advice would be to try and edit one ship/variants at a time and run Archean Order standalone for each ship you modify to make sure you haven't caused that.

The example I am going to give will also demonstrate further potential complications in that regard. (This may end up being more difficult than you think, but I could be wrong there)

New Archean Order Mule's weapons after changes:

Spoiler
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 001",
      "locations": [
        20,
        39
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 002",
      "locations": [
        20,
        -39
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 0,
      "arc": 227.258759,
      "id": "WS 003",
      "locations": [
        59,
        0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "SYNERGY"
    },
    {
      "angle": 180,
      "arc": 150,
      "id": "WS 005",
      "locations": [
        -57,
        0
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": -90,
      "arc": 186.360001,
      "id": "WS0001",
      "locations": [
        -3,
        -39.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": 90,
      "arc": 186.360001,
      "id": "WS0002",
      "locations": [
        -3,
        39.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": -65.224861,
      "arc": 152.657394,
      "id": "WS 006",
      "locations": [
        45,
        -26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": 65.224861,
      "arc": 152.657394,
      "id": "WS 004",
      "locations": [
        45,
        26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BALLISTIC"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0005",
      "locations": [
        65.5,
        -19
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0006",
      "locations": [
        65.5,
        19
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    }
  ],
[close]

In this case, the only thing I would have to change is to make "WS 004" and "WS 006" available- but!- considering the "WS0006" is a HIDDEN type weapon slot, we can't just take away the zero in this case, and so I changed "WS0003" to "WS 006" since they are both small ballistic mounts.

Now, take a look at the Mule's variant files from Archean Order. ("\Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4e\data\variants\mule")

Here an example of the standard variant:

Spoiler
{
  "displayName": "Mining",
  "fluxCapacitors": 5,
  "fluxVents": 16,
  "goalVariant": true,
  "hullId": "mule",
  "hullMods": [
    "frontemitter",
    "unstable_injector"
  ],
  "permaMods": [],
  "quality": 0.5,
  "variantId": "mule_Standard",
  "weaponGroups": [
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 003": "archean_mininglaser"
      }
    },
    {
      "autofire": false,
      "mode": "LINKED",
      "weapons": {
        "WS 001": "archean_stinger",
        "WS 002": "archean_stinger"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0001": "archean_microlaser",
        "WS0002": "archean_microlaser"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0003": "archean_heavymg",
        "WS0004": "archean_heavymg"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 005": "archean_vulcan"
      }
    }
  ],
  "wings": []
}
[close]

See the bold portion. That references ids that no longer exist! That may cause further issues, so each variant of the stock Mule (this doesn't even include skin files which may also include id references when changing weapon size or type - or removing weapons, etc) would also need the changes from the ship file reflected on the variant- like below:

Spoiler
{
  "displayName": "Mining",
  "fluxCapacitors": 5,
  "fluxVents": 16,
  "goalVariant": true,
  "hullId": "mule",
  "hullMods": [
    "frontemitter",
    "unstable_injector"
  ],
  "permaMods": [],
  "quality": 0.5,
  "variantId": "mule_Standard",
  "weaponGroups": [
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 003": "archean_mininglaser"
      }
    },
    {
      "autofire": false,
      "mode": "LINKED",
      "weapons": {
        "WS 001": "archean_stinger",
        "WS 002": "archean_stinger"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0001": "archean_microlaser",
        "WS0002": "archean_microlaser"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 006": "archean_heavymg",
        "WS 004": "archean_heavymg"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS 005": "archean_vulcan"
      }
    }
  ],
  "wings": []
}
[close]

So if you are up for that kind of complexity, go for it! Just keep in mind I am working on this too, so if it ends up being too crazy no worries! I will have a fix out for all this stuff in time.

8
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.0
« on: February 18, 2020, 07:40:52 PM »
Archean Order replaces a lot of vanilla files with its own, and many of those files have significant changes to the slot ids. The mule is particularly likely to cause crashes, because it looks like the author not only edited every single hardpoint but also renamed them from the format "WS 001" to "WS001", so any other mod that makes a mule variant is going to crash with it.

If you get stuck on any crashes that look sort of like "Slot id [WS 010] not found on hull [aurora_ix]," it probably means that some mod created a variant, "aurora_ix" of the vanilla ship "aurora", but archean order deleted the weapon slot [WS 010] in the original file.

So for Archean Order, you can fix this by going into "Starsector\starsector-core\data\hulls", finding the relevant .ship file, opening with a text editor, finding "WS 010" in that file, copying the entire section between (and including) curly brackets, and then pasting it into the same place in the file of the same name in "Starsector\mods\Archean Order TC v1.3.4e\data\hulls". That section is structured as a comma separated list of bracket-enclosed hardpoint definitions, so you need to make sure that each item has a comma after it except the last one.

I've been resolving most of the incompatibilities with Archean Order this way as they come up. It's a really hacky way of fixing it, but it keeps it from crashing, and I haven't had to restart my play through.

Thanks for that description! I'm working on changes along those lines for the next update anyway, but since you have taken the time to do this already :) - am I correct in implying from this that I won't have to change all the variant files' corresponding references to those ids in regards to their weapon loadouts in the mod?? That would be awesome if true! I kind of assumed I would have to edit each variant file by hand for that part.

Not crashing is already a great start, but did this seem to mess with the variants at all from your playthrough or upon starting a new game? Also, if you are adding the ids, not replacing the old ones, it may cause additional weapon slots to be available upon the ship outfitting screen (sometimes in the exact same place so it can be hard to see).

Those are all assumptions, though. I've already handled weapons in the variants, but I was planning on working on the weapon ids last- after fighters and hullmods were corrected to be merge-able.

9
In my current AO game I checked out some of the markets on a whim and I was shocked to see you actually stuck to vanilla balance and didn't just stick AI cores, synch cores and pristine nanoforges in every single industry like most of the other mods. I hope that continues.

I think iirc I didn't need to add any of those items other than what was already present. Creating more markets to spread out resource acquisition serves the market share purpose without those being necessary. The Luddic Church and Sci-Corps needed heavy industry to allow higher tier vessels according to their faction doctrine, but as far as market share is concerned, the premium add-on items aren't necessary in order for the faction to remain competitive according to vanilla standards.

Incidentally a suggestion: It'd be great if the smaller ballistics, especially the HE ones (autocannons) had FX that was more obvious. They are extremely faint and hard to see against the combat background and that's kind of a problem when you're dealing with shots where you have to decide if you need to raise shields. The kinetics are mostly fine and easier to see and the large mount shots seem better about it too (devastators are very obvious and signal their power very well for example).

Thanks! I especially appreciate those kinds of details. :)

Hmm, do you think it needs a bigger bullet sprite to be more noticeable? (Sound can be a big factor here too, in my experience.) Or do you think the color/glow mechanics are what set the bullet apart in the case of the Devastator? I'm having some indecision there. I really like how the Devastator turned out, though, so I'm leaning towards that kind of effect, but having it be unique is kind of neat in itself, too, so a bigger bullet sprite for smaller HE cannons like the Autocannon (though more noticeable and having a more prevalent sound effect, maybe?) is another possible solution.

As a spectrum of thought:
Standardization of the overall look by damage type is intuitive to the player on the combat level, but can also lead to a homogenized feel to visual effects between various weapons. I kind of go back and forth between the benefits and drawbacks of either design, to be honest.

10
Any plans with increasing the planets resources then or the rate at which the various factions will colonize then? or the sector size boss?

Not especially, sorry! That's outside of the scope for this mod, though a couple of mods on the index are designed to do some things like that. If they aren't already compatible, the compatibility update should likely fix that.

Off the top of my head, check out Grand Sector and Adjusted Sector. Nex may also have settings in it's config file that can increase faction aggression as far as expanding so I'd check there to be sure.

11
Something I wonder about is crappy(?) fighters with ground support packages.

Sci-corp is absolutely dominating my save. Can't argue with TriTach's Paragon but bloody hell I love the Epiphanies, and since I liked their ships so much I decided to hell with it and made an alliance. They were friends with the Archean order but my starting world sort of spawned in with the Archean's so I couldn't keep them in. Perhaps our purple friends might have had to do with that scientific might.

Is fighters with ground support package possible? Since it's on the ship as a fighter instead of the ship hull itself I'm not sure it would be recognized during that calculation. As a concept though I wouldn't mind trying it out, though I think I would want to reduce the effect but make it stack with ground support package to avoid the potential risk of making the Valkyrie obsolete.

Regarding faction balance using Nex, I have to be totally honest here:

I don't really know the ins and outs of Nex, so... possibly? I have to assume there is likely some chance involved with faction dynamics anyway, so that could be a factor here.

Hey sorry for the late reply but thanks for fixing it, and ya it seemed like only them at the time. I'll give it a run with a few new factions tossed into the ring here in abit.

As for the others talking about the order kicking ass over others, mine are currently on the back foot after having three raids/invason's on the capital system shattering them.

No problem and if you run into anything else let me know. I appreciate it.  :)

Ah, good, it helps to know it can happen to the Archean Order too. Are you running a random-generated game with Nex or the core worlds playthrough?

-----------------
Generally in this regard, though, an update regarding faction industries and resources for the next release with some transparency for design goals: (Is this helpful or too much detail?)

Since I'm reworking the economy anyway to separate out industries over the market size cap, naturally this is a good time to try and make it as balanced as I can from the perspective of faction market share, market size, and resource access, etc. The first pass was mostly a compatibility placeholder until I better understood the .9 market system. I originally wanted to, at least generally, retain the original resources from .8 markets - which operated differently. I've spent some time tinkering with the market balance in the TC in order to hopefully create fun, balanced, nex campaigns.

A secondary design goal here is to make the player's choice of where to raid/invade more interesting. One way to do this is to isolate out resource types among multiple colonies in order to make some new factions slightly more vulnerable to tactical sabotage of their resource acquisition. Another way: balance resources so that some factions have weaker overall market share in some resource types and stronger share in other types- to create some small trade dependencies in the ecosystem depending upon differing factors and events. (Ideally anyway... disclaimer: hopefully I didn't break things too bad, haha)

Some detail:
Sci-Corps has a couple more markets added for this purpose, and the size of some markets and their resources/industries have been reworked. (They can actually field the Astral in their fleets now, as intended). This also includes some independent markets they interact with.

Luddic Church has had a slight revamp of Meiros and has another military market added with access to fuel production and heavy industry (blasphemy!  :D ) so they can produce more capital power upon the campaign map. This also lets me write some cool lore to justify those resources, so that's a nice bonus!

Archean Order, Adamantine Consortium, and pirates: I didn't add any markets- but revamped market size, resource access, resource quality per market, and the raid-ability of some of their markets to various degrees. (Side note: Ilyss, lore-wise, is a resource treasure trove, so it still has really good resource conditions. The size of the market has been halved for a net loss to compensate, however, so the Archean Order doesn't have too large of an impact to the overall market share.)

These changes are under the assumption that, in Nex, market share matters more to faction dynamics (and I would guess resources do too?) and sticking to market sizes within vanilla faction comparisons will hopefully avoid any unintended imbalances within the 4x layer. Since the Adamantine Consortium is an evil faction, lore wise, I'm not 100% set on where to keep them, power-wise. Iirc, I believe I made them aggressive and tend to make war with everyone in the nex config, so giving them a slight advantage as a tier 3 enemy might be the way to go there. I just don't want them rolling over the whole sector every campaign, either.

These changes will likely take a lot of testing. I want to try and have a stable release (within reason) so I may take some extra time in this case for the sake of limiting the number of times saves are broken by bugs I have to fix down the line with updates I can't hotfix. I'm not sure exactly how long this will take, but I'll post progress updates here as they seem relevant.

12
Suggestions / Easy Mode Toggles
« on: February 17, 2020, 05:37:01 PM »
It could potentially be helpful for new players to have visible in-game difficulty toggle options when starting a first play through. These options could also be expanded to effect more campaign difficulty spikes.

1) An option to reduce supply and maintenance costs or alternatively reduce the credit cost of supplies and fuel.

2) An option to reduce the penalty of inspections/or number of raids generated against their colonies.

(Thoughts of any more?)

Having a visible in-game toggle menu might encourage players to customize their difficulty the first time they play based upon their gaming experience or genre background. For instance, a player may want to reduce supply or fuel costs but not, say, reduce the combat damage their piloted ship takes, or, increase the damage it deals, etc.

A concern: How could this also accommodate mod additions to difficulty mode config? Is it possible to implement a scrolling list in the UI that could read entries from the settings file and populate toggles during in-game campaign starts? (Thereby allowing additions to the list of config options that can be enabled/disabled when starting a new campaign in-game).

TLDR: The main goal is to make difficulty customization more visible to new players and to increase the number of customization options for more elements of the campaign.

13
One thing I have to wonder about: There are literally no ships in this mod that have the ground support package.  There's troops ships... OK, one troop ship, but no ground support - which technically makes it no different than a civilian transport, if you think about it.

Is this intentional and by design or just something you forgot about?  I mention this because while other mods have a plethora of troop ships, adding ship mods to this is always... risky, and their new weapons rarely jive well with the ones from this game.

Whoops, not intended, just forgot. Thanks for bringing it to my attention. :) Fixed for the next update.

Would more troop transports be interesting? Its certainly something I would consider if so- though I want to get the technical merging conflicts out of the way so I don't inadvertently cause crashes for users who are not experienced with the modding ecosystem but also want to mod mix. Crashes first, balance later is the general philosophy right now. Well, I should say that is the current goal other than the brief break to fix the economy for Nex and, while I'm at it (in order to avoid having to do it again), adding the previously requested markets/resources for some of the less currently well-off factions like Sci-Corps and Luddic Church.

14
Did you do all those profile pictures yourself? I have to admit, they really, really are nice. While I'm generally not using Archean often except for some unique playthroughs, I've totally spent the time to offload those icons into a personal mod. It's like, literally the best portrait back. It's so much better having such diversity!

Hey there thanks!

Nope, credit for those is given on the main page.  :)

I may do some portraits eventually for key characters, but the ones currently in the mod are from several portrait packs on the modding forum and a couple other artists/freeware asset sites. The most I did personally was edit backgrounds to better match starsector in a small number of cases.

*EDIT* Oh, actually, forgot I added some purple glow effects and red glow effects for some portrait pack portraits as well- though the originals are still included as stand alone portraits on top of that.

15
Just ran a few battles.

This mod is pretty damn awesome. Was satisfied with the ship power scale up to cruisers, so I bought a paragon off the open market, kitted it with spinal atronarch beams, brought it to some fights I should have run from.

On paper the atronarch beam is a strike weapon which does great damage with each strike. The statline doesn't prepare you to see a single paragon with two science corp eagles smash and bash their way through the center of one of those huge pirate fleets with like 12 Atlas IIs. It doesn't prepare you to watch frigates disappear in a wave of explosions as you walk the beam across their bows. It doesn't prepare you to see cruisers and sometimes even cap ships go down in a single blast.

God that's epic. Of course the other weapons (I really like obliterators) pull their weight, but the quad beam of purple death is too much for anything, even bases.

Dosent need a nerf or anything. I still die if I get too trigger happy bc overload, this is just me ranting about how EPIC it looks.

Nice I'm glad you like it. :) Thanks for the detail!

-----------
I wanted to take a tiny break from merging behavior changes to attempt to address the industry issues with Nex when not randomized.

Changes as of right now:

 --- Campaign Changes:
-------------
    - Revamped most new factions colonies to better follow industry count rules per colony size and size standards within vanilla factions.

 --- Colony Changes:
-------------
    - Reduced Archean Order colony size for several colonies.
    - Removed orbital station from Xolydunne so it can be more easily raided.
    - Reduced the resource deposit quality for Ilyss and Arkmaros in some areas.
    - Reduced industry counts on many Adamantine Consortium colonies.
    - Added Luddic Church colony with fuel production and heavy industry.

Pages: [1] 2 3 ... 68