@Zaphide:
So you tried ICE with Exerelin? Any tips for improving the faction (WIP 2 version)? How did they fare in auto-resolve?
I didn't play overly long with them (just enough to see how they go and try out all the ships), but some of the things you have been able to do with the AI is amazing
Probably my favorite fight was trying to take down a much larger ship with a couple of frigates. I also had one of the 'fission drill' frigates (I forget the name) which, right as I am struggling to pressure the larger enemy ship, comes out of nowhere and 'drills' straight through it! Great synergy
I did feel the Phantom fighter was a bit lackluster for it's cost; I was expecting more out of it I think, although it didn't really seem to want to stay on target that often so perhaps that was the issue.
Auto resolve seems OK; They tend to do well but generally the ICE ships seem to out-class an equivalent so I'm not sure how relevant that is in the grand scheme of things. One thing that is apparent is their CR regain and repair tend to take a lot of supplies, and so ICE fleets tend not to hang around as long as fleets from less-supply-intensive factions.
In the most recent DEV version I have changed things around a bit with the fleet resource cost and sizing's. It seems to work a bit better for the less regular factions such as ICE.
- SNIP (Lots of great feedback) -
Thanks spudcosmic for playing the mod and leaving your feedback
The latest DEV version has a re-shuffle of a large number of things. Some variants were missing from the fleet lists for certain factions (although mainly modded ones). This would have affected ship and weapon availability. I'll double check for Vanilla variants.
One thing to bear in mind is that is is random which ships/weapons appear in stores (and also, stores only hold onto a finite number of ships/weapons before replacing them).
- The Trident and Longbow are indeed missing from TriTachyon; I'll add them in.
- I'm fairly sure the Phaeton tanker is used by the Tri Tachyons?
- The Prometheus isn't actually used by any faction, although I have been trying to decide who should get it
I'm thinking TriTachyon
- Gauss cannon should be available to the Hegemony (at least in the most recent DEV)
- Unfortunately I don't think the Storm Needler is actually used by any Vanilla variants. I probably should create one so it appears...
- Bomb bays I'm not sure about. They may not be on any of the variants I've included.
- Atropos Torpedoes, these should appear for Tri Tachyon
- Plasma Cannon, HI Laser and HP Laser should all appear for Tritachyon
- Hmmm, I always seem to find Ion Cannons (RNG perhaps?)
Thanks for the ideas too! Station construction (and destruction) will eventually replace the current boarding mechanics. I'm toying round with the idea of having the factions own the planets/moons and then having the stations as a kind of 'presence in space' for that planet. As stations get abandoned/destroyed around a planet, the planet itself becomes open to takeover. Once a planet is taken over by a faction, that faction can then begin re-crewing/constructing stations of their own around that planet.
I'm not quite sure how to handle gas giants and un-inhabitable moons; perhaps they are just single outposted stations similar to now? Factions can build them if there is a resource need? i.e. low on fuel so we should build a station around this systems gas giant(s).
Currently there is no real supply/demand system, but I think I'll wait and see with what Alex puts together with the Trade update. I'm hoping I can use that to produce the kind of outcomes I'm hoping for
These can then feed into the faction relationships; "We need fuel but that faction controls the gas giant in this system, so we don't like them" type of thing. And yes, I was imagining a sort of demand/offer type structure, where you could make a demand (or offer) to another faction and they would respond appropriately. The current prisoner/agent thing is more of a hangover from previosu StarSector versions where you didn't have nearly as much modding options available
Hmm well many ideas!! Most of which a doable (at least, should be in the next StarSector update), it's just I don't really have the time to implement much at the moment
I'll hopefully get time to look at the station constructing stuff next though, as that is unlikely to change too much in the next StarSector update
Anyway, thank you for the feedback
Indeed it is. Fleets have 2-3 Nova-classes in my current playthrough. I now have all of the ships in my Omnifactory, which is really rare, but awesome.
Oh, and weapons are spawned in automatically through the .faction's ships' variants files as far as I know.
Yep
Although in the latest DEV this has changed slightly. Everything is now in data/config/exerelinFactionConfig/<factionId>.json.
By the way, I played the Citadel on one of long plays recently, really great fun! The faction has come a long way. They definitely have their own play style, fitting style and fleet styles now. Everything feels much more polished and balanced