Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.
Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the
Boardable Unboardables mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).
If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?
They'll use the NPC agent-handling AI, which does whatever seems helpful to their faction. In particular, it can:
- Raise relations with factions that are in the inhospitable-favorable range with us ("us" being the agent's faction)
- Lower relations of factions that are favorable or worse with us
- Sabotage industries or destroy commodity stocks of economic competitors that are neutral or worse with us
- Disrupt military buildings of hostile factions
- Destabilize markets of people who are inhospitable or worse with us
Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
Maybe? The variability should be quite limited though.
(When calculating the defender's strength, the estimated strength of the patrol fleets in system is deliberately off from the "actual" value (which is in itself an average). It generates a random Gaussian value and multiplies the actual patrol strength by a number ranging from 0.7 (at -3 sigma or lower) to 1.3 (at 3 sigma or higher). Stations are also incorporated in the defense estimate, but no variance is applied to them.)
Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
Would you mind explaining how frequent is, say the default, 24000?
I don't actually have a head for how much the values are; the figure is more a benchmark for "this feels right" than anything like "Hegemony averages one invasion every 14 weeks". As in, if you think invasions should be approximately half as frequent as they are now, just set the value to 48000.
(Points are accumulated primarily based on the availability of supplies, ship parts, fuel, marines, and heavy armaments on each of the faction's colonies, with bonuses for in-faction supplies. One of the effects of this is that mods which add new colonies for vanilla factions, and the various things that can happen in game, will affect the frequency of invasions.)