Fractal Softworks Forum

Starsector => Mods => Topic started by: Sundog on April 14, 2019, 10:25:10 PM

Title: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 14, 2019, 10:25:10 PM
Ruthless Sector

(https://img.shields.io/github/downloads/NateNBJ/RuthlessSector/total?color=496B8E&label=Download%20Ruthless%20Sector&style=flat&logo=DocuSign&logoColor=white)
 (https://github.com/NateNBJ/RuthlessSector/releases/latest/download/Ruthless.Sector.zip)
Old Versions (https://github.com/NateNBJ/RuthlessSector/releases/)
Change Log (https://github.com/NateNBJ/RuthlessSector/wiki/Change-Log)

Compatible with all known mods.
Integrated with Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181).
Can be added to existing games.
Can be removed from games in which it was already used.
Highly configurable. See the OPTIONS.ini file in the mod folder or use LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0) to edit settings in-game.


The goal of this mod is to provide difficulty options meant to incentivize challenging gameplay.
Every aspect of it can be disabled or reconfigured mid-game.


Difficult battles are rewarded with increased XP, easy battles are not
The combat difficulty XP bonus is replaced with a multiplier that scales based on the ships you deployed instead of all of the ships in your fleet.
Progress toward the next level is removed if your entire fleet is destroyed.
Save-scumming is penalized by reducing xp and reputation rewards for the next battle.
The "danger stars" seen on fleet tooltips are overridden to indicate more precise estimates of battle difficulty.
The factors that contribute to how difficulty is estimated can be configured in great detail.
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Money is earned, seldom granted
Bounty payouts from faction commissions are doubled.
Stipends from faction commissions and the Galatian Academy are reduced by 90%.
The length of the Galatian stipend is reduced from three years to one.
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The Core Worlds and outer reaches are both much more hostile
Most factions will be hostile to you at the beginning of each game, based on your starting faction.
If you start a game without Nex or the tutorial, your starting faction and location will be randomized.
[REDACTED] fleets raid hyperspace outside the core worlds. Their fleets become larger and more numerous the further you venture.
Derelict automated defenses have significantly increased range, making them a relevant opponent. (This is the only way this mod buffs enemy ships)
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Factions respond to your actions toward other factions
The defeat of fleets more powerful than your own may grant improved relations with one of the factions hostile to that fleet.
Factions dislike it when you're friendly with their enemies, and your relations may suffer because of it.
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FAQs
How much harder does this make the game?
It depends on how you play. It's entirely possible that this mod could speed up your progress.
Ruthless Sector is meant to make the game more fun, rather than simply more difficult.

How can I adjust or disable part of this mod?
Everything Ruthless Sector adds can be removed and/or adjusted by editing RUTHLESS_SECTOR_OPTIONS.ini in the mod folder or by using the in-game settings menu provided by LunaLib (https://fractalsoftworks.com/forum/index.php?topic=25658.0).

What's the best way to disable everything from this mod so I can easily enable only what I want?
If you use LunaLib you can:
  • Navigate to the folder at "/mods/Ruthless Sector/data/config/"
  • Rename "LunaSettings.csv" to something else, like "Default_LunaSettings.csv"
  • Rename "Vanilla_LunaSettings.csv" to "LunaSettings.csv"
  • Start/restart the game
  • Go to the LunaLib settings screen for Ruthless Sector
  • Click "Reset Mod to Default"
  • Click "Save All"

How is the XP difficulty multiplier calculated?
By default, it's  (e / p - minDifficultyToEarnXp) * xpMultiplierAfterReduction  where:
e is the total strength of all enemy ships
p is the strength of all the ships you deployed in combat (not including pursuit)
minDifficultyToEarnXp defaults to 0.5, but is configurable in the options file
xpMultiplierAfterReduction defaults to 3, but is configurable in the options file

How is the strength estimation of ships calculated?
It's complicated, unfortunately. There's a detailed breakdown in the options file.

Can I add Ruthless Sector to an existing game?
Yes. It can also be removed without causing any problems.

How does the anti-save-scumming mechanic work?
Ruthless sector scales the amount of XP you get from a battle based on how difficult it thinks the battle was.
The reload penalty reduces this "estimated difficulty score" for of the next battle you fight by a specified percentage.
By default, the penalty increases by 20% each time you reload without saving the results of a battle.
Saving the game will reduce the penalty by 100% (configurable) for each battle you've fought since the last save.
This feature will work even if you Alt-F4 out of an iron mode game.

Does Ruthless Sector conflict with any other mods?
Not that I know of.

Will all those [REDACTED] fleets in hyperspace cause performance issues?
No. They are dynamically generated near you and they despawn when they're too far away.

How can I allow Ruthless Sector to change the relations of my modded faction toward the player?
You can PM me the faction IDs to include, or include the whitelist file in your own mod.
\data\config\ruthlesssector\faction_rep_change_whitelist.csv

How can I prevent Ruthless Sector from changing the relations of my modded faction toward the player?
By default, it won't, unless the user has modified RS settings to bypass the whitelist.
To prevent RS from changing relations even in this case, it can be added to the blacklist.
You can PM me the faction IDs to exclude, or include the blacklist file in your own mod.
\data\config\ruthlesssector\faction_rep_change_blacklist.csv
Any faction that doesn't appear on the intel screen will automatically be blacklisted.
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Miscellaneous

Thanks
Alex and the rest of the Fractal Softworks team, for this excellent game and it's outstanding modding API.
LazyWizard, for making this mod much easier to test using Console Commands (http://fractalsoftworks.com/forum/index.php?topic=4106.0).
Gothars, for inspiration. (Rep gain based on relative fleet strength was his idea (http://fractalsoftworks.com/forum/index.php?topic=14481.msg237628#msg237628))
kazi, for the guide on setting up Intelij IDE (http://fractalsoftworks.com/forum/index.php?topic=10057.0)

Permissions
All assets from this project may be used without obtaining explicit permission as long as...
No laws are broken and Fractal Softworks' terms of service are not violated
The original authors of any code or assets used are credited
Nothing taken from this mod is used for nefarious purposes
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Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Thaago on April 15, 2019, 01:57:58 PM
Oh, nice! I especially like the gaining rep from killing fleets from hostile factions, thats a nice touch.
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 15, 2019, 02:53:04 PM
Thanks! I stole the idea from Gothars  :)
http://fractalsoftworks.com/forum/index.php?topic=14481.msg237628#msg237628
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 19, 2019, 09:45:50 PM
Ruthless Sector 1.0.1 (Beta)

Fixed issue preventing rep gains for impressive victories from occuring if XP gain scaling was turned off.
Resolved conflict with Tiandong Heavy Industries
Modded faction IDs whitelisted for relations bonus:
   sylphon
   dassault_mikoyan
   fringe_defence_syndicate
   adamantine_consortium
   archean_order
   trader_guilds
   scicorps
   interstellarimperium
   shadow_industry
   blackrock_driveyards
   al_ars
   sad
   noir
   Lte
Modded faction IDs blacklisted for relations bonus:
   cabal
   istl_snowgoose
   templars
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 23, 2019, 09:26:10 PM
Ruthless Sector 1.0.2 (Beta)

Fixed error caused by an inconsistent setting id
Fixed error reporting system erroneously blaming crashes on New Beginnings
Modded faction IDs whitelisted for relations bonus:
   junk_pirates
   syndicate_asp
   pack
Modded faction IDs blacklisted for relations bonus:
   blade_breakers
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Bastion.Systems on April 29, 2019, 12:02:44 PM
This is pretty interesting, might try a play-trough with all your mods enabled and see if I have any feedback to give.
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 29, 2019, 03:24:24 PM
That would be greatly appreciated! I need feedback for this mod in particular, as it changes so many things about balance.
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 29, 2019, 03:35:11 PM
Ruthless Sector 1.1.0 (Beta)

NEW FEATURE: Penalty for reloading after battle without saving (an anti-save-scum mechanic)
   The penalty reduces the difficulty rating (and xp/rep by extension) of the next battle you fight
   It increases by 20% (configurable) each time you reload without saving the results of a battle
   Saving the game will reduce the penalty by 100% (configurable) for each battle you've fought since the last save
   This feature will work even if you Alt-F4 out of an iron mode game
Improved accuracy of ship strength calculation
Fixed issue that frequently caused ships deployed during pursuit to count toward fleet strength
"Experience Multiplier" renamed to "Difficulty Multiplier", as it affects more than just experience gain
Improved error reporting
Added static meathods to ruthless_sector.ModPlugin meant for mod integration:
   getDifficultyMultiplierForLastBattle()
   getPlayerFleetStrengthInLastBattle()
   getEnemyFleetStrengthInLastBattle()
Impressive victories can now increase relations with the following modded factions:
   Neutrino Corp
   Junk Pirates
   P.A.C.K.
   ASP Syndicate
   ApproLight
   Immortal Light
   Foundation of Borken
   Celestial Mount Circle
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 30, 2019, 04:08:33 AM
Ruthless Sector 1.1.1 (Beta)

Fixed reload penalty increasing for each engagement instead of each battle, leading to erroneous save-scum penalties
Fixed an error that would occur during some dialogue interactions (the only symptom of the error was the error message)
A difficulty multiplier is now calculated when the player joins an ongoing battle
Officers now increase the strength estimation of their ships by 2.5% per level instead of 5%
The player now increases the strength estimation of their fleet by 1% per level instead of 2%
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Bastion.Systems on April 30, 2019, 12:16:03 PM
Most of the mod is not very noticeable, I do like the new XP mechanics and rewarding massive battles but I never had any trouble with save scumming myself.
The doubled supply cost is the most impactful part of the mod, makes me feel like I am playing with 0.8 economy again (where mod systems caused supplies to sometimes become astronomically expensive),
it's brutal and a very real way to death spiral amazingly quickly, forces me to take bounties and to max out all skills that help to scrape more supplies
Fleet Logistics 2 and Both of the salvage skills under Industry are now an utmost priority.

Interestingly this also makes Salvage Rig a very nice ship to have in your fleet.
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on April 30, 2019, 01:19:00 PM
Thanks for the feedback! A few follow-up questions, if you don't mind:


Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Bastion.Systems on May 02, 2019, 03:24:13 AM
Sorry this took so long to post, had some rough days at work.

1. I previously took it for the 3rd. rank 15% CP increase (to get the 100% CR bonus with combat endurance).
It's now much more worth it but as it needs a four point investment so I'm not sure it's a must pick because Industry and Combat also have very essential stuff.
2. I started form lv1 and the curve was brutal to about lv8 where I had a stroke of luck with the bounties to finance three tankers to get to the distant bounties and exploration missions.
At that point I had enough capital to start exploring ruins and the rewards there are so generous that money stops being a problem for a while.
3. Fairly accurate.
4. Just find a fleet far bigger than yours, just had a pretty bad loss against a huge pirate armada that was 188%, very cool to actually get rewarded for this.
5. I had a few  close shaves that emergency burn helped me out of but pirate Corsairs/Luddic holy armadas have given me far more trouble as of now.
I strategically try not to go to the extreme edges of the map though.

The difficulty really goes down once you get to start looting stuff from abandoned systems, in my game I found 2.6K of transplutonics from wast ruins (just need a couple Atlases to come back for the loot).
Higher fuel and supply costs really help to increase the length of the mid-game and that I feel is really good.

edit: just got swarmed by like a pack of remnant fleets at the edge of the civilized sector, ouch.
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on May 03, 2019, 03:14:32 PM
Thanks for your detailed answers! It sounds like things are mostly working out the way I want them to.

The difficulty really goes down once you get to start looting stuff from abandoned systems, in my game I found 2.6K of transplutonics from wast ruins (just need a couple Atlases to come back for the loot).
That's a pretty amazing haul! It makes for a good story, too. I haven't really considered balancing loot economy. If I were to do something about hauls like that dropping the difficulty too quickly it would probably be something along the lines of adding remnant guardians near abandoned stations.

Higher fuel and supply costs really help to increase the length of the mid-game and that I feel is really good.
That's good to hear. Mid-game is my favorite stage and I often feel like it goes by way too fast. However, Ruthless sector doesn't change fuel cost.

edit: just got swarmed by like a pack of remnant fleets at the edge of the civilized sector, ouch.
How's the recovery effort going?
Title: Re: [0.9a] Ruthless Sector - Rewards Proportional to Risks
Post by: Sundog on May 05, 2019, 05:24:40 PM
Ruthless Sector 1.1.2 (Beta)

Fixed occasional spawning of swarms of [REDACTED] fleets (At least I'm pretty sure I did, please tell me if you find out otherwise)
The campaign notifications for Battle Difficulty and lost experience now highlight their values
Moved settings file from /data/config/settings.json to RUTHLESS_SECTOR_OPTIONS.ini for ease of access
Renamed "Difficulty Multiplier" to "Battle Difficulty" because I'm fickle and can't make up my mind


Also, I updated the FAQ with explanations for what 'Battle Difficulty' affects and how it's calculated.
Title: Re: [0.9a] Ruthless Sector 1.1.2 - Rewards Proportional to Risks
Post by: Sundog on May 11, 2019, 08:01:27 AM
Would a moderator kindly move this to "mods" please?
Title: Re: [0.9.1a] Ruthless Sector 1.1.3 - Rewards Proportional to Risks
Post by: Null Ganymede on May 19, 2019, 01:41:42 AM
Love the savescum penalty. Subtle but encouraging.

Not entirely sold on more [REDACTED] in far reaches. Having to pay attention is nice, but logistic starvation is the eternal terror out there. They kind of serve as fuel trucks. (Perhaps there's a way to make them drop less fuel and supplies? :p)
Title: Re: [0.9.1a] Ruthless Sector 1.1.3 - Rewards Proportional to Risks
Post by: Sundog on May 19, 2019, 07:39:54 AM
Love the savescum penalty. Subtle but encouraging.
Glad to hear it!

Not entirely sold on more [REDACTED] in far reaches. Having to pay attention is nice, but logistic starvation is the eternal terror out there. They kind of serve as fuel trucks. (Perhaps there's a way to make them drop less fuel and supplies? :p)
I think there is, and I think I'll add that as a setting. I prefer to think of [REDACTED] as predators of the player rather than prey for the player, so I like the idea. I'm not sure if the setting should be used by default though. I generally find it reasonably difficult to end up with a net-gain against them, at least in terms of supplies. Of course, fighting them doesn't cost any fuel, but I think fuel should be a little more dynamic out there anyway. I'll have to do some play-testing and see exactly what I can change about the loot they drop.
Title: Re: [0.9.1a] Ruthless Sector 1.1.4 - Rewards Proportional to Risks
Post by: Sundog on May 20, 2019, 10:23:31 PM
Ruthless Sector 1.1.4 (Beta)

Fleet danger indicators are now overriden by ruthless sector, and based on fleet strength calculation
Added settings for adjusting credits and salvage looted from battle
Weapons and commodities (including supplies and fuel) dropped by [REDACTED] have been reduced by 50%
Fixed battle difficulty failing to update for manual pursuit battles
Fixed battles against automated defenses not being handled by ruthless sector, other special encounters should be handled properly as well
Fixed an issue that was preventing the removal of a ruthless sector script, making affected saves unable to be opened without ruthless sector
Increased strength estimation for stations
Reduced "battleDifficultyExponent" setting from 2 to 1, making difficulty estimations much less polarized

(https://i.imgur.com/AOeLuK4.png)
Title: Re: [0.9.1a] Ruthless Sector 1.1.4 - Rewards Proportional to Risks
Post by: agrophobiac on May 21, 2019, 06:12:51 AM
My game crashed before joining a Sindrian <---> Pirate Battle


Possible typo? NexCompatibleFeetEncounterContext

Spoiler
[581385 [Thread-4] INFO  com.fs.starfarer.loading.scripts.new  - Loading class: ruthless_sector.campaign.NexCompatibleFeetEncounterContext
581386 [Thread-4] INFO  ruthless_sector.campaign.NexCompatibleFleetInteractionDialogPlugin  - NexCompatibleFleetInteractionDialogPlugin chosen
581420 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
581514 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
581517 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
582938 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at ruthless_sector.BattleListener.setBattle(BattleListener.java:41)
   at ruthless_sector.campaign.NexCompatibleFeetEncounterContext.setBattle(NexCompatibleFeetEncounterContext.java:13)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:288)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:339)
   at com.fs.starfarer.ui.newui.Objectsuper.Õô0000(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.Objectsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
]
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Title: Re: [0.9.1a] Ruthless Sector 1.1.4 - Rewards Proportional to Risks
Post by: Sundog on May 21, 2019, 01:35:21 PM
Aw, crap. Sorry about that guys. I'll have a patch out soon.
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Sundog on May 21, 2019, 01:54:13 PM
Ruthless Sector 1.1.5 (Beta)

Fixed a crash caused by joining an in-progress battle. My apologies to those of you affected!


Possible typo? NexCompatibleFeetEncounterContext
Heh, yeah, that's a typo...
Thanks for reporting the crash.
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: agrophobiac on May 21, 2019, 02:30:15 PM
Rapid reaction +2

Thanks for the Fix :)
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Hellya on May 21, 2019, 04:59:13 PM
Well it does make things tougher. I actually raged at you Sundog for making me think and costing me a fortune (obviously my fault). You did good Sundog!
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Sundog on May 21, 2019, 05:24:43 PM
Well, thanks  :)

I actually raged at you Sundog for making me think and costing me a fortune (obviously my fault)
Story time?

Thanks for the Fix :)
No problem  :)
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Thaago on May 22, 2019, 12:02:58 AM
I'm a big fan of the exponent change - before it I got a staggering 11 levels from a single fight, which was a bit much. Now harder fights are moderately more rewarding, but not insane.
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Sundog on May 26, 2019, 11:26:51 PM
Ruthless Sector 1.1.6

Fixed battle difficulty not being reset before battle in some cases
Fixed issue that would prevent mod integration variables from being set after battles against factions that have no enemies
Reduced log spam


I'm a big fan of the exponent change - before it I got a staggering 11 levels from a single fight, which was a bit much. Now harder fights are moderately more rewarding, but not insane.
Glad to hear it  :)
Yeah, squaring battle difficulties was a bit much.
(Sorry for the late reply. Somehow I missed your post.)
Title: Re: [0.9.1a] Ruthless Sector 1.1.7 - Rewards Proportional to Risks
Post by: Sundog on May 29, 2019, 05:13:52 PM
Ruthless Sector 1.1.7

Doubled the range of all derelict automated defenses, making them a relevant opponent
Added new option "rangeMultForAutomatedDefenses"
Fixed sometimes reporting an incorrect battle difficulty to starship legends after station battles
Title: Re: [0.9.1a] Ruthless Sector 1.1.5 - Rewards Proportional to Risks
Post by: Hellya on May 29, 2019, 07:04:39 PM
Well, thanks  :)

I actually raged at you Sundog for making me think and costing me a fortune (obviously my fault)
Story time?

Thanks for the Fix :)
No problem  :)

Lets just say, "Rewards Proportional to Risks" - as long as you are not an idiot fits so much better.

I did not considering the changes Alex, Histi, and you had made as a whole. With the compounded cost of travel (you), increased ship cost and complete repair (Alex), and expanded pirate fleets (Histi) I boned myself hard.

Story time!; I go to do a 120K bounty, no biggie, I have done this a 1000 times with my Apogee and 2 support medusa. Lets go, I am a golden god! WRONG!

I spent a fortune getting there, something, something fuel and supplies costs. When I get there this pirate fleet has turned into a wrecker fleet. Where are those pitchfork wielding plebs I am used to? Where in the Sam hell did this cruiser spam come from? To add some insult to injury I, like a champ, save just before my "fleet" collides with this cruiser spawn from hell. The horror I have wrought!

So the battle rages, no wait that isn't right, teaches me humility 9 times by blowing me up with ease. So I did what any great General that can't save right would do, I order a full retreat right. I flew a Medusa; AI is surprisingly worse than me and doesn't know what RUN means. I get out.... the rest died heroically covering my savage retreat.

I am now ***, not raging yet, but ***. I have lost everything almost. The Medusa holds little in the way of supplies and fuel. To my surprise, I move all of 1 cm and the supplies are almost empty. Now I am in a full on five year old meltdown in a grocery store hissy fit.

I limp back to established empire with one Medusa, no supplies, begged for fuel, and no extra cash (basically broke). I was relegated to cruising the system avoiding too large of pirate fleets trying to pick off garbage for 15 mintues before shutting off my computer in another meltdown.

I now need to pour myself an Old Fashion and sing "Ring of Fire" to try and forget this disastrous chapter of my life.

Title: Re: [0.9.1a] Ruthless Sector 1.1.7 - Rewards Proportional to Risks
Post by: Thaago on May 29, 2019, 11:04:41 PM
Ooof, yeah thats rough. : raises glass in sympathy :

A few tips to hopefully help it not happen again: you can see a lot of the enemy fleet composition in the intel screen when you select a bounty, so you can tell if one is more difficult than the money alone would indicate. Of course for whatever reason the AI that plonks down bounties likes to choose the same few places, so its possible you ran into a different bounty that was like a 250k or something.

If you tell a ship to 'retreat' it does a funny kind of fighting retreat that sometimes is reallllly bad. If you tell a ship to "direct retreat" it will just run for the border.
Title: Re: [0.9.1a] Ruthless Sector 1.1.7 - Rewards Proportional to Risks
Post by: Sundog on May 30, 2019, 04:10:55 PM
@Hellya: Sorry for your losses! Starsector constantly tries to teach me humility, but it never seems to stick  :)
Title: Re: [0.9.1a] Ruthless Sector 1.1.7 - Rewards Proportional to Risks
Post by: Thaago on June 01, 2019, 02:48:20 PM
Can confirm: doubled range on the automated defenses makes them much, much more dangerous.
Title: Re: [0.9.1a] Ruthless Sector 1.1.8 - Rewards Proportional to Risks
Post by: Sundog on June 06, 2019, 10:42:48 PM
Ruthless Sector 1.1.8

Fixed possibility for retreating to result in an "impressive victory"
Improved accuracy of ship-strength estimation for non-player [REDACTED] ships, including those added by mods

A note about how the strength of [REDACTED] ships are now estimated:
(WARNING: The spoiler below contains actual (but minor) spoilers)
Spoiler
Ship strength estimations are used for determining battle difficulty, so it's important that they're fairly accurate.
The strength estimation of most ships is equal to the supplies required to deploy them, but that value is inaccurate for many non-player factions, like Remnants, Domain Drones, and Blade Breakers (from Dassault-Mikoyan Engineering). To remedy this, the strength of any ship with the UNBOARDABLE tag will be estimated based on Fleet Points instead, but adjusted in order to match deployment cost values according to this formula:
ship_strength = FP * max(1, min(2, 1 + (FP - 5) / 25))
[close]
Title: Re: [0.9.1a] Ruthless Sector 1.1.8 - Rewards Proportional to Risks
Post by: Thaago on June 09, 2019, 03:57:57 PM
Hmm, I would have to investigate the fleet point costs, but I think it undervalues Remnant battleships by quite a bit. Had a deep space patrol with 1 Remnant battleship, 1 cruiser, 2 destroyers, and 4 frigates against my exploration fleet of Eagle, Apogee, Falcon, Shrike, and 3 frigates marked as a 2 star threat. By weight of ship its reasonably even, but nothing in my fleet can touch a Remnant battleship (no SO cheese and I'm not a combat build this time round) so, fighting that fleet is almost certainly a wipe.

[Edit] Lol yes, tried the fight to test. It was a 5 Autopulse + Extended Racks + Harpoon Pod variant with an officer: teleports in and 1 shots each cruiser from full health to dead :D. No way this can check variants and accurately see whats up (not even sure if they are assigned before encounter), but a Remnant battleship with that loadout is probably a 100+ FP threat.

[Edit #2] Well, maybe not! Tried it again the second time, and after it wasted a bunch of shots on a frigate the Kinetics + Ion beams on my Eagle and Falcon locked it down! A vastly different outcome the second fight. That said, it was a 77% fight (before the penalty for reloading), which is a bit low considering the first time I tried it it was a teleporting fleet wipe :P
Title: Re: [0.9.1a] Ruthless Sector 1.1.8 - Rewards Proportional to Risks
Post by: Sundog on June 09, 2019, 05:22:08 PM
Yeah, that seems a bit lopsided to me too, but the strength estimation for a Radiant should be the same as a Paragon, which I don't think is too far off. I can see a fleet like that only getting two stars if you have a high character level and a lot of good officers while the remnant fleet doesn't, but I'll have to do some more thorough testing to make sure the strength of unboardable ships is being assessed correctly. Also, there's a possibility that the danger stars weren't overridden. I've caught that happening before, but haven't identified the exact cause yet.

ShipFleet Points   Strength Estimation   Deployment Points   
Lumen  89.04
Glimmer89.05
Fulgent 1215.411
Scintilla1215.412
Brilliant1623.025
Radiant3060.040
Title: Re: [0.9.1a] Ruthless Sector 1.1.8 - Difficulty Options for Better Gameplay
Post by: Sundog on August 03, 2019, 10:34:58 AM
Ruthless Sector 1.2.0 (Unstable)

(https://i.imgur.com/Mzv2km8.jpg)

Changes:
Added a battle difficulty indicator to the deployment screen that updates as ships are selected/deselected for deployment
Added setting "officerXpMult" which is set to 0.5 by default, reducing XP gained by officers by half
Changed player's fleet strength estimation so that only the highest strength deployed in a single engagement of a battle is counted
Changed reload penalty cap from 100% to 80%
Fixed battle difficulty not being calculated for certain types of battles, such as "Engage the orbital station"
Fixed strength estimation of incomplete pirate stations being far too high

Known issues:
When reserved ships exceed the default fleet size limit of 30 ships, no difficulty indicator will be shown on the deployment screen
Deployment of frigates flanking to the left is not properly detected by the difficulty indicator
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: JDCollie on August 12, 2019, 11:40:48 PM
This mod should be titled: "Ruthless Sector: How I Learned to Stop Savescumming and Love the XP Bonus"
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Sundog on August 13, 2019, 12:20:08 AM
Done! (http://fractalsoftworks.com/forum/index.php?topic=15279)
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Sarissofoi on August 14, 2019, 04:01:34 AM
Good job.
Especially commission changes are welcomed. It was essentially free money(to be honest you could boost rewards for destroying enemy little more).
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Sundog on August 14, 2019, 07:35:14 AM
Yeah, I'm not a fan of free money either. (http://fractalsoftworks.com/forum/index.php?topic=14477.msg237009#msg237009) I definitely wouldn't discourage anyone from increasing factionCommissionBounty in the settings file, but I hesitate to increase it too much by default. This mod can already make the game easier for players of sufficient skill.

I think the current setting of 600cr/Frigate is too low against faction/redacted fleets, but too high against pirate fleets. What I'd really like to do is base bounty payouts on ruthless sector's ship strength calculation, but I haven't looked into how feasible that is yet.
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Kikbow on August 17, 2019, 04:16:12 AM
I seem to be having a lot of issues with the difficulty rating of combats, it wont let me put up a decent front against anything with out plumeting the difficulty rating and saying I'm going to steam roll the enemy.

I'm currently in the edges of the sector, fighting mostly medium to small sized [REDACTED] and derelict fleets since I've installed the mod.

If I try to select 3 of my Sunders with a support Herron carrier I'll usually get under 100% battle rating right away, if not under 50%, which is a very small portion of my full fleet and will usually lose everytime by simply being overrun with the enemy having three or more times the amount of ships, all of which are decently powerful.

I've yet to test this mod against big faction fleets but so far I'm not very impressed, it feels like if I want to try and get a decent difficulty victory (80%+) I have to pick between chancing the loss of up to half my deployed ships or to just not win at all, with the range of fleet deployment that the difficulty rating gives me.

I've also attacked a lonely, but full power tier 1 low tech pirate station where I sent ONLY one of my capitals, and with that it was already as low as 60-80% combat rating. Adding any other decent ship made the difficulty rating plumet to EZ PZ.

EDIT: I will try and get an example picture of one of those fights where I feel I can't actually deploy a fighting force before it being labeled as overly powerful by the battle rating next time I play.
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: ActuallyUlysses on August 17, 2019, 03:06:45 PM
I recommend that you take a look at settings file in mod folder. OP was kind enough to explain how everything is calculated and it's very easy to tweak settings to your liking. I had similar issues, took me 5 minutes to "fix" them.

Just remember that you need to restart the game client after you save changes ;)

Edit: also, once you look on formulas you will have better understanding of how to obtain higher rating. One thing that killed mine (and I was pulling 1 Vs 10 fights with destroyer) was my character level.
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Sundog on August 17, 2019, 05:27:57 PM
@ActuallyUlysses: Thanks for explaining!

@Kikbow: Absolutely what ActuallyUlysses said. This mod is all about tweaking the difficulty to your liking. You shouldn't feel like you're cheating by adjusting it, because the default settings are balanced to make the game tougher even for players with several hundred hours of experience. If it's your first run, I'd recommend setting the following options to zero:
enemyOfficerIncreaseToShipStrengthPerLevel
allyOfficerIncreaseToShipStrengthPerLevel
playerIncreaseToFleetStrengthPerLevel
Also; welcome to the forum!
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: DreXav on August 25, 2019, 08:39:42 PM
Can this mod be added mid-game or a new game is required?
Title: Re: [0.9.1a] Ruthless Sector 1.2.0 - Difficulty Options for Better Gameplay
Post by: Sundog on August 25, 2019, 11:45:44 PM
It can be added mid-game without any issues
Title: Re: [0.9.1a] Ruthless Sector 1.2.1 - Difficulty Options for Better Gameplay
Post by: Sundog on August 28, 2019, 01:13:03 PM
Ruthless Sector 1.2.1 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

Added an error pop-up when used with old versions of Starsector
Changed: Increased default max size of hyperspace remnant fleets
Changed: Idling remnant fleets in hyperspace no longer move around
Changed: Remnant fleets of max size can now be encountered in hyperspace much closer to the core worlds
Changed: Settings are now loaded using getMergedJSONForMod, making it possible to override them with other mods (including personal tweaks mods)
Changed: Domain drones are now identified by whether or not they have the "derelict" tag rather than having the "Explorarium" manufacturere type
Fixed frigates not being properly detected for deployment by the difficulty indicator when flanking from the left during pursuit battles
Fixed partial station strength calculation to account for greater variation in station design and completeness
Fixed issue that caused the deployment screen difficulty indicator to be incorrect in battles involving a friendly station
Title: Re: [0.9.1a] Ruthless Sector 1.2.1 - Difficulty Options for Better Gameplay
Post by: Innominandum on August 30, 2019, 11:31:00 AM
Thank you good Sir!
Title: Re: [0.9.1a] Ruthless Sector 1.2.1 - Difficulty Options for Better Gameplay
Post by: Sundog on August 30, 2019, 02:16:46 PM
You're quite welcome  :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.1 - Difficulty Options for Better Gameplay
Post by: Sundog on September 16, 2019, 10:01:58 PM
Ruthless Sector 1.2.2 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

Changed the range bonus for derelict domain drone automated defenses
   All bonuses are provided by a probe, ship, or mothership, and will not be applied when one of them is not present
   Reduced "rangeMultForAutomatedDefenses" from 2 to 1.5
   In addition to the range bonus, drones also have very high ECM, nearly guaranteeing a reduction of your own range
Changed: hyperspace remnant fleets no longer give up so easily when pursuing enemy fleets
Changed: hyperspace remnant fleets now have officers
Changed: increased radius of no-remnants area around the core worlds to give modded star systems a bit more breathing room
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: Buff Skeleton on September 18, 2019, 12:02:02 AM
Great mod -- really enjoying seeing remnant fleets off in hyperspace. Makes the distant areas feel a lot more threatening.

That said, I think the threat level calculation for remnant ships may be a bit off. It seems like you get knocked down to a few stars really quickly when deploying a bunch of stuff, but you really need to against remnant fleets since they're so much more powerful than anything else you can run across. Maybe give them a bit of a boost to the threat rating if possible? I can see how deploying a single battleship would kick it down to like 2-3 stars against a pirate fleet, but against remnants, that's basically just your centerpiece. You still need a lot more than that to actually deal with them, especially if they have a battleship of their own.
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: Sundog on September 18, 2019, 12:57:23 PM
Thanks for the feedback! I'll pay close attention to difficulty ratings against remnants next time I do a bout of play-testing. The strength estimation of each ship is based on values not set by me, but I still have a bit of control over how it's calculated.  I think part of the problem with remnants in particular is that people generally start fighting them once their character level is fairly high, meaning the strength estimation of their own ships may be unexpectedly high.
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: cathar on September 19, 2019, 12:52:30 AM
I agree with Buff Skeleton, something about the rating with Remnant - and also Blade Breakers and later IBBs -  seems a bit off. Spent the last few play sessions wrestling with high danger Remnant and Blade Breaker systems and once I deploy two or three capitals I will be at 1 or 2 stars, even though I would most likely lose that fight.

Is there a config setting for how much player level figures into the calculation? Maybe you could give less experienced players (like me) the option to not have their non-existent skill factor in the difficulty rating.


EDIT: I'm using mostly pirate ships from the Tahlan Shipworks mod, which have *** front shields especially badly suited for Remant fights it seems. I know this is the kind of mod interaction that can only lead to madness if another modder tries to account for it, but it would be nice to have a config option to tailor it to this situation.
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: Sinosauropteryx on September 19, 2019, 07:14:13 AM
Just a heads up, there is a bug with the difficulty stars during deployment. If you fill up your DP total, say by deploying 10 ships, and click on the 11th ship, the 11th ship will of course not be deployed but it WILL lower the difficulty value being displayed. Further, if you then de-select one of your 10 ships and deploy the 11th, the second click on that 11th ship will raise the difficulty back up.

It's possible to exploit the bug by filling your DP limit, clicking your best ships to manipulate the difficulty, then going back and deploying only those ships. All your best ships will be deployed, and the battle will calculate difficulty as though you had 0 ships deployed. (Or at least, the visuals suggest that's what's happening. I didn't test if I actually got more XP)

https://youtu.be/dFFBFUbCXak
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: Sundog on September 19, 2019, 12:41:21 PM
Is there a config setting for how much player level figures into the calculation? Maybe you could give less experienced players (like me) the option to not have their non-existent skill factor in the difficulty rating.
Sounds like you'll want to open RUTHLESS_SECTOR_OPTIONS.ini and set "playerIncreaseToFleetStrengthPerLevel" to 0.

Just a heads up, there is a bug with the difficulty stars during deployment. If you fill up your DP total, say by deploying 10 ships, and click on the 11th ship, the 11th ship will of course not be deployed but it WILL lower the difficulty value being displayed. Further, if you then de-select one of your 10 ships and deploy the 11th, the second click on that 11th ship will raise the difficulty back up.
Thank you! This was a very detailed and useful bug report. I can't believe I didn't think of the need to account for the deployment cap...

It's possible to exploit the bug by filling your DP limit, clicking your best ships to manipulate the difficulty, then going back and deploying only those ships. All your best ships will be deployed, and the battle will calculate difficulty as though you had 0 ships deployed. (Or at least, the visuals suggest that's what's happening. I didn't test if I actually got more XP)
Right, the visuals suggest that, but the actual difficulty rating is calculated separately and can't be manipulated in this way. You can see this by closing the deployment window after messing it up and re-opening it, which will make it re-calculate and display the correct number of stars.
Title: Re: [0.9.1a] Ruthless Sector 1.2.1 - Difficulty Options for Better Gameplay
Post by: Sundog on September 19, 2019, 02:13:31 PM
Ruthless Sector 1.2.3 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

Fixed deployment screen difficulty indicator bug that would occur when trying to deploy beyond the DP limit
Changed default settings to no longer show battle difficulty notifications
Title: Re: [0.9.1a] Ruthless Sector 1.2.3 - Difficulty Options for Better Gameplay
Post by: Sinosauropteryx on September 19, 2019, 04:02:06 PM
You work fast! Glad I could be of help :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.2 - Difficulty Options for Better Gameplay
Post by: SierraTangoDelta on September 19, 2019, 05:43:09 PM
Thanks for the feedback! I'll pay close attention to difficulty ratings against remnants next time I do a bout of play-testing. The strength estimation of each ship is based on values not set by me, but I still have a bit of control over how it's calculated.  I think part of the problem with remnants in particular is that people generally start fighting them once their character level is fairly high, meaning the strength estimation of their own ships may be unexpectedly high.

Regardless of player level, Remnant ships are always really nasty. Especially when they end up deploying those insane phase skimmer battleships and phase cloak cruisers. You can't really fight them without outnumbering them, since they are just so much stronger.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Ishman on September 19, 2019, 06:40:58 PM
snip
If you're playing with a lot of mod factions, you'll probably want to use a supership or other player pilot bait to fight remnants, and deploy tanky ships (deep flux pools, ok shields, good dissipation) as anchors while you scoot around cleaning things up.

Interstellar Imperium cruisers with elite package, the yamato, stuff from tahlan like Castigators, BRDY ships like the Morpheus, Sylphon's rakia, and so on.

If you're using more vanilla stuff, you'll probably want apogees (insane efficiency for their DP cost, they bring a large energy and missile along with one of the biggest flux pools for the deploy price and a good shield) backed by something very long ranged in order to threaten off their harassing stuff (a turreted HIL is very good for this purpose).

Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on September 19, 2019, 06:52:13 PM
Ruthless Sector 1.2.4 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

Fixed derelict domain drone bonuses not being applied when they fail to have the "derelict" tag as they should (no idea why that happens, but it does)
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: captinjoehenry on September 24, 2019, 09:47:27 PM
Hi for some reason I'm not seeing the difficulty rating when I am in battle deploying my ships.  Is there a way I could fix that?
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on September 24, 2019, 10:47:30 PM
Have you increased the default max fleet size? Due to technical limitations, the difficulty stars aren't displayed on the deployment screen if your fleet has more than 30 ships in reserve.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Innominandum on September 25, 2019, 06:00:18 AM
Have you increased the default max fleet size? Due to technical limitations, the difficulty stars aren't displayed on the deployment screen if your fleet has more than 30 ships in reserve.
Thx i was wondering about that one, i noticed it while helping out AI Stations.
Off topic:
Seeing as you are one of the old guard, do you have any knowledge about a probable rel date for 0.92?
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on September 25, 2019, 01:02:54 PM
do you have any knowledge about a probable rel date for 0.92?
I don't have any knowledge about it, no. But if I had to guess, I'd say the next update will be released somewhere between 4 and 12 months from now.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: captinjoehenry on September 25, 2019, 08:46:55 PM
Have you increased the default max fleet size? Due to technical limitations, the difficulty stars aren't displayed on the deployment screen if your fleet has more than 30 ships in reserve.

Ah that's a shame.  Yeah I have increased my max fleet size.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on September 25, 2019, 11:43:29 PM
Ah that's a shame.
Yeah, I agree. I've requested a decent way to find out which ships are selected for deployment, so hopefully that will make it into the next Starsector release and I'll be able to improve support for people who increase fleet size.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on November 05, 2019, 09:18:47 PM
Ruthless Sector 1.2.5 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with all previous versions

Fixed sometimes using up far more memory (RAM) than necessary for a while after reloading
Fixed deployment difficulty indicators not always being calculated correctly when mothballed ships are in the fleet
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on November 13, 2019, 01:09:24 PM
Just decided to give some feedback. Would it be possible to make the hyperspace remnants use emergency burn and sustained burn as well as actually chase you around somewhat to make them more of a threat? As it is they give up chasing you very quickly, they never bother jumping into systems to go after you, and not using emergency or sustained burn means their interdiction's accomplish nothing. I have been forced into a fight with hyperspace remnants exactly once when two of their fleets spawned in a extremely favorable spot, any other time they are either free salvage or a minor navigational course correction.
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: Sundog on November 13, 2019, 06:37:01 PM
Hmm... that's some good feedback. Generally, I tried to make hyperspace remnants as similar to vanilla remnants as possible, which is the reason they're limited in the ways you mentioned. It's certainly possible for me to change that, and I think I will.

Quote
"allowHyperspaceRemnantsToUseEmergencyBurn":false,
"allowHyperspaceRemnantsToUseSustainedBurn":false,
E-burn is very powerful and remnants are faster than average anyway, so I don't think I'll allow them to use it by default until I've had a chance to playtest it. I don't like the idea of hyperspace remnants behaving differently than normal remnants in the same game, so I'll make these settings apply universally unless there's sufficient demand for splitting them.

Quote
"allowHyperspaceRemnantsToJump":true,
If remnants occupy hyperspace, it makes sense that they should be able to move between hyperspace and normal space. I worry that allowing normal remnants to jump might cause unexpected problems, so I'll probably only allow hyperspace remnant fleets to do so.

I might be able to do something about them giving up the chase too easily as well, although in my experience they mostly tend to do this when it becomes obvious that they can't catch me anyway.
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: Innominandum on November 13, 2019, 11:49:35 PM
E-burn is very powerful and remnants are faster than average anyway, so I don't think I'll allow them to use it by default until I've had a chance to playtest it. I don't like the idea of hyperspace remnants behaving differently than normal remnants in the same game, so I'll make these settings apply universally unless there's sufficient demand for splitting them.
Giving them E-burn is a pretty blunt way of E*ffing you over, how about a more subtle approach along the lines of having an occasional, additional fleet, spawn for pincer movements, increased pulse range by 20% and an upped settings.json's "battleJoinRange" to 600?
"allowHyperspaceRemnantsToJump":true,
If remnants occupy hyperspace, it makes sense that they should be able to move between hyperspace and normal space. I worry that allowing normal remnants to jump might cause unexpected problems, so I'll probably only allow hyperspace remnant fleets to do so.
I might be able to do something about them giving up the chase too easily as well, although in my experience they mostly tend to do this when it becomes obvious that they can't catch me anyway.
They occasionally did this (jump into system) in 1.21 but I am not sure what the exact condition for this is/are, I remember experiencing that "Whaaaat?" moment twice by having a remnant fleet 'closely' pursuing me to a jump point where as soon as i entered the sector i would use Remote Survey. I don't know if this behavior still persists as i have stopped doing that for quiet the obvious reasons.   
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on November 14, 2019, 07:48:03 PM
Hmm... that's some good feedback. Generally, I tried to make hyperspace remnants as similar to vanilla remnants as possible, which is the reason they're limited in the ways you mentioned. It's certainly possible for me to change that, and I think I will.

Quote
"allowHyperspaceRemnantsToUseEmergencyBurn":false,
"allowHyperspaceRemnantsToUseSustainedBurn":false,
E-burn is very powerful and remnants are faster than average anyway, so I don't think I'll allow them to use it by default until I've had a chance to playtest it. I don't like the idea of hyperspace remnants behaving differently than normal remnants in the same game, so I'll make these settings apply universally unless there's sufficient demand for splitting them.

Quote
"allowHyperspaceRemnantsToJump":true,
If remnants occupy hyperspace, it makes sense that they should be able to move between hyperspace and normal space. I worry that allowing normal remnants to jump might cause unexpected problems, so I'll probably only allow hyperspace remnant fleets to do so.

I might be able to do something about them giving up the chase too easily as well, although in my experience they mostly tend to do this when it becomes obvious that they can't catch me anyway.


I forgot normal remnants don't use sustained or emergency burn, I tend to go into red beacon systems late in a play through and I have a habit of starting new games before I reach that point. Might as well add that my fleet always hoofs it at base burn 10 with navigation 3 and augmented drive fields, I'm not sure how many other players aim to go fast like I do on the strategic layer. Also I have my join battle range set to about 1500 so I have to engage all fleets on screen more or less if I get in a fight. Thinking on it I wouldn't be surprised if hyperspace remnants would have to be made more rare or smaller in size if they actually did use e/sustained burn, having multiple fleets spawn in a pincer type formation ahead of you every so often could work to make them more of a threat ensuring you have to fight one fleet or do a 180 for a while to lose them. Another thing I forgot to mention is that the hyperspace remnants seem to despawn too quickly, Jumping into a system and spending 1-3 in game days seems to be enough for any fleet that was on top of the system in hyperspace to despawn and if they actually stuck around a while that could make leaving the system tricky assuming you didn't give them the ability to jump into/out of systems. When it comes to chasing in addition to just generally expending more effort going after you, perhaps there could occasionally be a "seek and destroy" fleet that would spawn and chase you like pirate fleets that are triggered by booby trapped hulks/stations/caches? I'm not sure how that mechanic works in detail but the pirate fleet itself seems to always be on your heels for a good length of time even if you get a good distance from them and it adds a complication to being in the outer sector that sometimes made me go back to a settled system to wait them out or let them break themselves on the local defenders.
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: deaxsa on February 23, 2020, 05:26:05 PM
Two Questions:

1. Is it intended that remnant fleets give less loot than normal due to their deflated fleet point costs? IE radiant/guardian has only 40 recovery cost, so it'll automatically give less loot than normal with this mod.

2. What is being calculated exactly for the difficulty comparison? I have some ships from the underworld mod, cabal faction, which have increased recovery cost, but the amount of fleet points that are used to launch them are not increased. EG If I fight with only the Star Harbinger, my bar says 20/300, but it costs me 30 supplies to do a full recovery of CR.
Title: Re: [0.9.1a] Ruthless Sector 1.2.5 - Difficulty Options for Better Gameplay
Post by: Sundog on February 24, 2020, 09:05:03 AM
1. Is it intended that remnant fleets give less loot than normal due to their deflated fleet point costs? IE radiant/guardian has only 40 recovery cost, so it'll automatically give less loot than normal with this mod.
By default, ruthless sector reduces most loot dropped by remnant fleets to 50% of what it normally is. You can adjust this in the options file with "lootedSalvageFromRemnantsMultiplier"

2. What is being calculated exactly for the difficulty comparison? I have some ships from the underworld mod, cabal faction, which have increased recovery cost, but the amount of fleet points that are used to launch them are not increased. EG If I fight with only the Star Harbinger, my bar says 20/300, but it costs me 30 supplies to do a full recovery of CR.
Good question. I had to do a bit of an experiment to find out. Looks like the supply usage increase for Cabal ships is taken into account, so your Cabal Harbinger would count for 30 strength rather than 20.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on March 16, 2020, 10:03:14 PM
Ruthless Sector 1.2.6 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with all previous versions

Fixed occasional delay before updating the danger indication stars for fleet mouse-over tooltips
Several changes were made to hyperspace remnants meant to make them more dangerous and less of a nuisance:
      Halved the default frequently of hyperspace remnant appearance
      Several hyperspace remnants fleets may now spawn at the same time (configurable with "chanceOfAdditionalHyperspaceRemnantFleets")
      Hyperspace remnants will now pursue fleets more aggressively
      Increased the area in which hyperspace remnants won't spawn (to make more room for systems added by mods)
Changed: Reload penalty is now reduced by 2% per day (configurable with "reloadPenaltyReductionPerDay")
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: KoolAidWizard on March 17, 2020, 05:51:51 PM
Very much appreciate the update here! Stay healthy!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on March 17, 2020, 11:13:04 PM
 ;D Likewise!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Terethall on March 28, 2020, 12:05:53 AM
This is a great mod, but is it normal to have two multi-brilliant ordos and two more small sub ordos spawn literally surrounding the player while traveling through hyperspace, so that there is no way to avoid them in any direction, and you get Piper Perried instantly during your first exploration mission 5 minutes after installing the mod? Looking at this thread maybe I need to turn down the ability for more than one fleet to spawn, or maybe the distance? Two is reasonable. Four spawned in on top of me is too many in the immediate early game.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on March 28, 2020, 06:17:19 PM
Hey, thanks for the feedback! There's a 6.4% chance for four or more remnant fleets to spawn at the same time, so you got pretty unlucky there. Four does seem excessive even if it's rare though, so I might just apply a cap of three. Something else I've considered is gradually ramping up the difficulty of hyperspace remnant encounters as a campaign progresses, but that's something I'd rather hold off on until the next release of Starsector.

Hyperspace remnant fleets should never spawn surrounding you. They should always spawn ahead of you far enough away that it's impossible for you to detect them at first. Are you sure that wasn't the case? If so, it's a new bug.

Would you mind sharing a few more details to help me get an idea of exactly what happened?
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Terethall on March 28, 2020, 07:27:54 PM
6.4% chance ... apply a cap
Greater than 1/20 chance does feel pretty high to me... even if it's unlucky, it means 1 out of 20 people who install the mod will generate 4 fleets their very first encounter with hyperspace [redacted], unless they know to edit the spawn factor in the config file; I really like the idea of capping and/or ramping up the fleets kind of like ow bounties work. Generally, though, I still really like the mod. It is called Ruthless Sector, so this is kind of what I get for installing without reading everything it does and deciding whether I'm up for it or want to fiddle with settings first. I just ended up setting the extra fleet chance to 0 and starting a new game, and now it's perfect.

Hyperspace remnant fleets should never spawn surrounding you. They should always spawn ahead of you far enough away that it's impossible for you to detect them at first. Are you sure that wasn't the case? If so, it's a new bug.

Would you mind sharing a few more details to help me get an idea of exactly what happened?
  • What was the burn level of your fleet at the time?
  • Was sustained burn active when the encounter started?
  • Did you use emergency burn?
  • Did they hit you with an interdiction pulse, and if so, which of the above abilities were active at the time?

1. I was at 30 burn pinballing through a hyperspace cloud full of storms, and the second that I was flung out of the cloud, 4 fleets appeared immediately around me (all of us in non-cloud hyperspace, as I had just been flung out of the cloud) in kind of a three-quarters circle arc, where the opening was directly behind me. I paused the game the second I saw them, hit E-burn, and tried to make for a gap between them, but one of them hit me with an interdiction pulse while the others pursued. My fleet's base burn was only 9 at the time.
2. Yes, it was.
3. I did, and tried to get through a little hole between the fleets, but...
4. they interdicted me.

The way the fleets suddenly popped into existence around me makes me feel like maybe the game has a slight delay from the point when it says "the player fleet is coming, think about spawning some Remnant, and do all the RNG necessary to create them" and the point when those fleets actually appear on the screen?

Another alternative to mention is that my fleet was only 3 ships and had a small sensor range, so maybe I just couldn't see them until I was right on top of them? But I feel that doesn't quite make sense, because I was literally millimeters of screen space from one of them when it appeared, and some of the other 4 fleets were further away, but they all appeared perfectly simultaneously; there weren't multiple pings as I got closer to them. Maybe it's a combination of this and the above though? Probably a niche situation, but more likely to impact players running their intro fleet in the first ~30 minutes of gameplay.

Also, I run plenty of mods; Nex, Vayra's Sector, 10+ mods that add ships, one or two faction mods, three or four quality of life interface mods, etc., if that matters (the game is still buttery smooth with them installed though, and my PC could generate targeting solutions for a Paragon, so I don't think it's a performance issue).
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on March 28, 2020, 07:35:18 PM
Thanks for all the details! It definitely sounds like you were put in an impossible situation. I'll see what I can do.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: eidolad on May 13, 2020, 05:03:53 PM
Hi first time user of the mod, starting a new game.  Rather obvious question:  I want to disable the reload adjustments/behavior...is this the correct configuration to disable the feature?

# RELOAD PENALTY #

"reloadPenaltyPerReload":0.0
"reloadPenaltyLimit":0.0,
"reloadPenaltyReductionPerResolvedBattle":0.0,
"reloadPenaltyReductionPerDay":0.0,

Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on May 13, 2020, 05:25:53 PM
Yup! As long as "reloadPenaltyPerReload" is 0, you will never incur a penalty.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: eidolad on May 13, 2020, 10:23:51 PM
mucho thanks!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: eidolad on May 14, 2020, 08:22:03 PM
Ruthless.

I just collected my second D-mod frigate and a Phaeton in a new game, and as I return from an exploration run, I'm near to a home system.  Out spawns directly ahead of me, and heading directly at me, a Remnant fleet of two Ordos, 6 hybrid carrier cruisers, 10 frigates and 10+ squadrons.  I evade and jump in system...

...they jump in system after me.  They ignore all of the other faction fleets (which also ignore them), as well as the Starbase I'm docked at.  I attempt to leave the system and just end up running into a Cabal fleet emerging from the jump point.

Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on May 15, 2020, 07:00:57 PM
Sorry about your misfortune! I've been a victim of the Cabal a time or two myself.

They ignore all of the other faction fleets (which also ignore them), as well as the Starbase I'm docked at
That's no good. There seem to be a few issues with remnant AI in situations they normally wouldn't get themselves into in vanilla. I caught them ignoring my fleet at one point. I think setting the flag to allow them to use jump points might've indirectly caused these problems, so I'll probably end up having to nix that, unfortunately.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: eidolad on May 15, 2020, 07:29:42 PM
Code-blind guessing here:  Yes, agreed that setting friend-foe state may be run only once:  when an ship is created in either hyperspace, or in-system...unless that ship is marked in code somehow as "jump-capable"...

Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Phoe on June 16, 2020, 04:33:37 AM
Sorry for the stupid question, but where is actually double supply cost? Cant find it in "RUTHLESS_SECTOR_OPTIONS.ini" and mod dont make supply cost more or less. Am i missing something?
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on June 16, 2020, 10:29:25 AM
Doubled supply cost isn't a mod I support anymore, I just forgot to remove it from the description. However, it's still available for download here  (https://bitbucket.org/Nate_NBJ/ruthless-sector/downloads/Doubled%20Supply%20Cost%201.0.1.zip)(for the next two weeks at least). Sorry for the confusion and thanks for pointing that out!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: ApolloStarsector on June 19, 2020, 11:40:28 AM
Suggestion / issue:

Please make an easier, optional config file that we can drop into place without needing to know the intricacies of the config files. I thought I was good at editing config files, but I've had a lot of difficulty wrapping my head around getting the commission to be higher. I started a game that I like, but I'm earning negative money and ran out of supplies, and I'm basically dead in the water. I tried increasing the commission but I find that the actual income that results at the end of the month doesn't seem to be affected (most of the time) by any changes that I've made. I'm not certain if I need to make a new game, surrender the commission and restart it, or if I'm editing the wrong area of the config. I've tried all of the above and the results are quite unpredictable.

I used the console commands mod to gift myself some money at first, then I just ended up disabling the mod to earn enough of a commission to survive! I love the idea of your mod, and I love a challenge (yes the base commission is way too high), but nerfing it by a factor of 10 is quite abrupt for newer players like myself. Thanks so much for your amazing mod!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on June 19, 2020, 09:32:09 PM
Hey, thanks for your feedback! You can change the stipend you get from commissions by editing "/data/config/settings.json" in the mod folder, rather than RUTHLESS_SECTOR_OPTIONS.ini, where you'll find most of the settings. I know that's obnoxious, but there's no good way around it. The commission settings aren't something added by ruthless sector, but a vanilla setting that it overrides. Honestly I'm not certain how quickly changes to those settings will take effect, but my best guess is immediately after the first reload of your game (plus a month or two to actually see the difference). Failing that, it will probably require a new game.

I hear you regarding the difficulty. This mod was originally intended and balanced for veteran players, so the idea of separate, toned-down version certainly has its merits. I'll have to give it some thought. What I would really like to do is provide the settings through a proper graphical interface. Hopefully the developer will provide more support for that kind of thing in the next update, but if not I might just take a look at creating a framework for it myself.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: ApolloStarsector on June 19, 2020, 10:43:16 PM
Cool, thanks for the quick response :)

Now that I have a decent start in the game, I'm reactivating it. Theoretically, that's how I can manipulate the difficulty, by progressively enabling this mod earlier and earlier.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: yourleader on July 14, 2020, 03:11:49 AM
With the mod enabled, Remnant fleets are everywhere, and harass everything.
The Remnants in the core world are weak, but quite a pest to deal with. They attack everything, and chase you by all it got even though they wont even stand a chance to defeat you.
With hyperdrive mod enabled, they wont even leave you alone, jump spamming, and chase you like you are the one who kill their wifes.
Is there an option to disable rouge remnant fleet, or any config that stop small remnant fleet from chasing you?
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on July 14, 2020, 04:46:10 PM
Sure, you can adjust the size and frequency of hyperspace remnant fleets (or disable them entirely) by editing the "# REMNANTS #" section in RUTHLESS_SECTOR_OPTIONS.ini. There's no way to adjust when they decide to chase you though, as that's controlled entirely by vanilla AI.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: yourleader on July 14, 2020, 07:42:44 PM
Sure, you can adjust the size and frequency of hyperspace remnant fleets (or disable them entirely) by editing the "# REMNANTS #" section in RUTHLESS_SECTOR_OPTIONS.ini. There's no way to adjust when they decide to chase you though, as that's controlled entirely by vanilla AI.
Thanks for the tip!
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on July 14, 2020, 09:39:27 PM
No problem  :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: NaitNait on July 28, 2020, 11:18:14 AM
Hey, I noticed that you don't get any XP on your officers if your battle notifications are disabled and scaleXpGainBasedOnBattleDifficulty = true. I am not entirely sure which of the battle notification settings causes this but my best guess is overrideDangerIndicatorsToShowBattleDifficulty.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on July 28, 2020, 04:58:35 PM
Hey, thanks for the report! Unfortunately I didn't find anything that might cause what you described when I looked through the code responsible for adjusting XP just now, so I've got a few questions, if you don't mind:
Thanks for any info you can provide! I might have more questions as I continue to investigate.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Modo44 on August 12, 2020, 09:40:50 PM
Since I derped into the wrong thread, here it is again:

I think Ruthless Sector counts battlestations, especially small/unupgraded ones, as too strong compared to fleets. In the mid-late game, I get very little XP from battles vs multiple capitals, but breaking one basic pirate base is often enough to level up multiple ship commanders. It is very obviously disproportionately easy XP.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Unnamed_Shadow on August 13, 2020, 05:14:54 AM
I stopped seeing the Star Rating of the battle after reaching Level 60.

Since i play with Nexerelin i can basically max out all skills.

But i have noticed i no longer see the Difficulty Rating of the battles. Dunno if its because i reached level 60 or something else.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on August 14, 2020, 06:26:06 PM
I think Ruthless Sector counts battlestations, especially small/unupgraded ones, as too strong compared to fleets. In the mid-late game, I get very little XP from battles vs multiple capitals, but breaking one basic pirate base is often enough to level up multiple ship commanders. It is very obviously disproportionately easy XP.
Yeah, lone stations with only one module are pushovers, and can easily be soloed with something like an HIL Sunder. Generally I try to stick to deployment cost as the sole dictator of strength estimation in order to avoid trying to balance the entire modiverse. Stations are already handled a bit differently, however, because their deployment costs aren't appropriate at all. I'll see what I can do about deriving more accurate strength estimations for them.

But i have noticed i no longer see the Difficulty Rating of the battles.
It's likely because you have more than 30 ships in your fleet (which is the default limit). Ruthless sector stops displaying difficulty stars in this case because it can't determine which ships are selected for deployment due to unfortunate technical limitations.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on August 17, 2020, 08:08:45 AM
I would like to report a bug, I was playing and was in Corvus and I was heading to visit the ICE exile fleet in system and when I got near them I got several error notifications from ruthless sector so I saved a copy and I decided to try and dock with the exile fleet and when I did I got a CTD, the problem is likely there I think. My ruthless sector settings are on default and everything is up to date. I have attached all my active mods and my log that I had to cut down to be attached but I doubt it will be a issue.
After double checking I remembered that I set the ship limit over 30 for the AI and the exile fleet was something like 50 ships. Could it purely be a settings issue? I know ruthless sector bugs out if your fleet has over 30 ships but as far as I knew it simply refused to calculate rather then crash.
Second edit, I noticed a reference to the reload battle penalty and decided to delete that out of the save folder, ruthless sector stopped shooting out roughly 6 null error notifications but I still crashed when trying to dock with the exile fleet.


[attachment deleted by admin]
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on August 17, 2020, 10:49:44 AM
Thanks for the detailed report! So in spite of ruthless sector blaming itself for this error, it's actually a problem that sometimes occurs when ICE inflates* it's fleets (although this may be fixed in the latest version). What happened is that ruthless sector told an ICE fleet to inflate in order to assess the fleet's strength. Inflation failed for some reason, resulting ruthless sector repeatedly trying to inflate and warning you about the error each time it failed. The CTD was likely caused by vanilla telling the fleet to inflate. Not sure what's going wrong to actually cause the error or what the status on a resolution is. I would start with making sure ICE is up to date and maybe contacting Scarlet Magician.

*Fleet inflation is when variant data like hullmods and weapons are added to the ships in a fleet. Prior to inflation fleets are just a list of hull types.

Relevant discussion on Discord: https://discordapp.com/channels/187635036525166592/619635013201428481/744308698922614825
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: ApolloStarsector on August 18, 2020, 05:18:03 PM
Confused about how to properly edit the config files, and want an easier/smoother version of ruthless sector? I have tested settings for an easier, but still hard Ruthless sector. I've cut the magnitude of the bonuses by about 50%, but I've decreased the magnitude of the penalties by about 50%. I've also disabled the combat difficulty scaling, as I found it alternately too punishing and too rewarding. These changes make the mod less jarring. I hope this helps somebody!

1) In the mod's root folder, edit RUTHLESS_SECTOR_OPTIONS.ini

    # EXPERIENCE GAIN #
   "scaleXpGainBasedOnBattleDifficulty":false

   # GALATIAN STIPEND #
   "galatianStipendPay":3000, # 15000 in vanilla     DEFAULT 1500

2) Now navigate to  Starsector\mods\Ruthless Sector\data\config       edit settings.json

   # FACTION COMMISSION SETTINGS
   # These override the vanilla settings file
   
   "factionCommissionBounty":450, # 300 in vanilla    DEFAULT 600
   "factionCommissionStipendBase":4000, # 20000 in vanilla     DEFAULT 2000
   "factionCommissionStipendPerLevel":300, # 1500 in vanilla   DEFAULT 150
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on October 04, 2020, 11:20:37 PM
Just want to report a bug. It seems the black list is not working, I have been getting rep boosts for great victories with the Knight Templars despite them being on the black list by default. I had also disabled the 9th battle group from arsenal expansion and I put them in the black list and I still got a rep boost with them at one point despite them not existing, I made them not appear in the faction tab hoping that would fix it but I can't think of a way to force test it. My Ruthless Sector is up to date and is using the default settings.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on October 05, 2020, 09:37:36 AM
Thanks! Sorry for not getting back to you on Discord by now. I was hoping to get a chance to look into this a bit first.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Arcagnello on October 08, 2020, 05:15:53 AM
Hello! I'm in the process of installing this mod mid-campaign to spice things up "a little" further than I already have (congrats on all the features you successfully implemented throught the life of this mod, I had a read thru the whole thread :) ) and I have some questions:

1) I'm actually playing with another difficulty-enchancing mod called Second Wave Options 0.6.0 ( https://fractalsoftworks.com/forum/index.php?topic=17086.0 ) and while it does not seem there would be any conflict between the two (they actually modify different parameters and should work togheder really well) it would be wise to ask you directly. The mod setting can be modified in the RCSW_SETTINGS.ini file wich overrides some game files and I think that's where some conflic may arise

2) I'm playing with expanded sleet size and enemy officer limits (50, 50 and 20 respecively) and I've already read that the fleet difficulty rating may not work on the map. Do you think it'll work in the deployment phase as I bring in my ships?

3) I've got a few mods that add additional [Redacted] ships, (mainly supercapitals and supercarriers) ranging from Nightmarish to PTSD inducing, is their deployment cost (wich I think is higher than the Radiant) going to be accounted for in the difficulty rating? The same applies to the Probe bois (there is one really fun ship called Wall that's basically a mobile, front facing station with two attached sections on both of its sides)
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Arcagnello on October 08, 2020, 09:52:47 AM
Spaghetti boi reporting for duty!

I installed everything properly (the only thing I tweaked a bit was the liutenant exp gains) on my ongoing campaign and it seems to seamlessly interface with my campaign, despite the worries I had with it compatible with the other mod.

I also engaged in a rather intense fight against a Hegemony bounty hunter that was looking for me who fielded 25 Capital ships between Legions, XiV Legions, Onslaughts, XIV Onslaughts and Liberators and I'm happy to announce that the battle difficulty rating works just fine as it gave that battle a 194% difficulty and it was indeed a struggle with my deployed forces numbering 887 and the enemy possessing a massive 1664 fleet points!

Screenshot showcasing said results screen:

Spoiler
(https://i.imgur.com/LPrCkjV.png)
[close]

I'll reply again once I find a decent amount of remnant fleets in hyperspace!


Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on October 08, 2020, 04:28:43 PM
1) I'm actually playing with another difficulty-enchancing mod called Second Wave Options 0.6.0 ( https://fractalsoftworks.com/forum/index.php?topic=17086.0 ) and while it does not seem there would be any conflict between the two (they actually modify different parameters and should work togheder really well) it would be wise to ask you directly. The mod setting can be modified in the RCSW_SETTINGS.ini file wich overrides some game files and I think that's where some conflic may arise
I'm not aware of any conflicts with Second Wave.

2) I'm playing with expanded sleet size and enemy officer limits (50, 50 and 20 respecively) and I've already read that the fleet difficulty rating may not work on the map. Do you think it'll work in the deployment phase as I bring in my ships?
Using an increased fleet size setting won't prevent the difficulty rating stars from working correctly on the campaign map. However, they won't show up on the deployment screen if you have more than 30 (the default limit) ships left to deploy (I'm hoping Alex will make it possible for me to fix this with the next release of Starsector)

3) I've got a few mods that add additional [Redacted] ships, (mainly supercapitals and supercarriers) ranging from Nightmarish to PTSD inducing, is their deployment cost (wich I think is higher than the Radiant) going to be accounted for in the difficulty rating? The same applies to the Probe bois (there is one really fun ship called Wall that's basically a mobile, front facing station with two attached sections on both of its sides)
Yes, the estimated strength of each ship is provided by the mod that adds it. Ships more powerful than the most powerful vanilla ships are supported just fine.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Arcagnello on October 08, 2020, 05:23:35 PM
Thank you for the replies kind sir! I've now also ventured into the fringes of my randomized sector and there indeed are consistent [Redacted] fleets. I'm really glad I'm actually using insulated engine assemblies on all my capitals, plus the Kadur combat Tug that also can fit that and already comes with militarized subsystems, massively decreasing the absurd signature tugs generate.

I am not fighting four of these.
(https://thumbs.gfycat.com/OilyRashFireant-size_restricted.gif)

Or...you know...the other even spookier one wich is too damn cool for me to spoil how it either looks or operates  :o
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Modo44 on October 09, 2020, 01:54:33 AM
Yes, the estimated strength of each ship is provided by the mod that adds it. Ships more powerful than the most powerful vanilla ships are supported just fine.
Although you have to account for mod authors making mistakes in their assumptions. Various modded stuff is way stronger than its deployment cost suggests. This can throw off fleet strength calculations (both ways).
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: shrek_luigi on October 09, 2020, 11:20:07 AM
using this mod in conjunction with hyperdrive is nightmare-fuel, the remnant spooky-bois will jump right on top of ya, lots of fun  8)
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Modo44 on October 09, 2020, 11:41:42 AM
Try the Blade Breakers. There is always that one system without a warning beacon... Fun times.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Arcagnello on October 14, 2020, 07:00:29 AM
Just popping back to the thread to say I'm very happy about the [Redacted] in hyperspace feature I did not fully experience until now.

I went in expecting them to sort of roll over and die under the prepotent foot of my Prophets just to find out they had 70% ECM rating and trying to catch a 5 tach lance Radiant with -35% range debuffs, no shields and max 900u range weapons is not fun, not to mention other mod capitals that probably are worth 2 radiants put togheder in terms of both girth and firepower.

Spoiler
(https://i.imgur.com/50jHyoy.png)
[close]

I had to go back to my home planet with a couple more D-mods and rethink my whole fleet composition just to come ontop.

Even the once mundane Probe sentries actually feel a lot more threatening, with some already potent mod ships becoming especially lethal

Spoiler
(https://i.imgur.com/bCY8CJb.png)
[close]


The only thing I would add to the latter faction is better armor retention. They really are way too squishy after the armor is gone. Is it possible for the mod to alter residual armor and boost it to 10-15% instead of the standard 5% all factions have?

You could either do that or contact other mod authors and have hullmods along the lines of "Integrated Armor" (from this mod https://fractalsoftworks.com/forum/index.php?topic=18474.0 ) pre-installed on all of them by default.



Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on October 16, 2020, 08:41:05 PM
I have some more information related to that issue with the black list, I filled out the white list and switched it on in response to the bug and found that I would not be getting any rep boosts from some battles. So I'm thinking the white list is just blocking the rep gain if the selected faction isn't white listed rather then making ruthless sector pick randomly only from white listed factions. Any battle difficulty over 100%+ should give a rep boost correct? Have you gotten any idea what the cause of the problem is? I'm hoping you were able to reproduce it since as far as I'm aware only I have noticed this so far.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on October 18, 2020, 05:31:44 PM
@Spess Mahren: Hey, sorry it took me so long to look into this. I couldn't reproduce the issue on my end, but, after looking through the related code, I think this issue might be caused by failure to load the blacklist (which could be caused by any number of things. After loading up your save, can you search the log for an entry that looks like this?
Quote
191898 [Thread-4] ERROR ruthless_sector.BattleListener  - Error reading data/config/ruthlesssector/faction_rep_change_blacklist.csv
If so, that and the few dozen lines below it should provide us with some insight into what's going wrong.
I just made sure this type of error will be displayed prominently in future versions.

@Arcagnello: Glad you're enjoying yourself!  ;D
Yeah, the probe sentries are pitifully weak, which is why this mod gives them the ECM bonus. Making them a bit tankier could help a bit, but I feel like it would just slightly delay the inevitable, and I prefer not to interfere with vanilla more than necessary anyway, so I'd probably just increase their ECM if I wanted to make them more challenging.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Spess Mahren on October 19, 2020, 10:48:25 AM
Well I replaced my ruthless sector with a fresh install just in case and turned off the white list, I just got a rep boost with the cabal that are black listed by default I looked through the log and while there wasn't a error message I did find ruthless sector mentioning the rep boost.

Spoiler
3212857 [Thread-4] INFO  ruthless_sector.ModPlugin  - Enemy strength: 6.0
3212857 [Thread-4] INFO  ruthless_sector.ModPlugin  - Reload Penalty Adjustment: 0.0 + 0.2
3213045 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [UnidentifiedContact.ogg]
3213047 [Thread-10] INFO  sound.null  - Playing music with id [UnidentifiedContact.ogg]
3214303 [Thread-4] INFO  com.github.isturdy.automaticorders.AutomaticOrders  - Setting personality of sun_sl_17f8e ISS Bound by Hera to aggressive
3214320 [Thread-4] INFO  data.scripts.WeaponArcsPlugin  - Shipname: ISS Bound by Hera
3219570 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Too late for intro message: 8.362995
3262854 [Thread-4] INFO  ruthless_sector.ModPlugin  - Player strength: 4.71999979019165
3263858 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [UnidentifiedContact.ogg]
3266088 [Thread-4] INFO  ruthless_sector.BattleListener  - Rep change of 0.01 with cabal due to impressive victory
3266089 [Thread-4] INFO  data.scripts.campaign.intel.VayraPlayerBountyListener  - might post a bounty on player for 33750
3266089 [Thread-4] INFO  data.scripts.campaign.intel.VayraPlayerBountyListener  - decided it wasn't worth the trouble
3266089 [Thread-4] INFO  exerelin.campaign.StatsTracker  - Tracker tracking battle
3268811 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\Kadur Remnant]
3268812 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\tahlan]
3268812 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\Vayra's Sector]
3268819 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\Kadur Remnant]
3268820 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\tahlan]
3268821 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\starsector0.9.1\Starsector\starsector-core\..\mods\Vayra's Sector]
3270234 [Thread-4] INFO  exerelin.plugins.ExerelinModPlugin  - Before game save
3270234 [Thread-4] INFO  ruthless_sector.ModPlugin  - Reload Penalty Adjustment: 0.20000000298023224 + -1.707123
[close]

My log has a huge amount of that loading CSV spam that I haven't noticed before but I can't pin down what is causing it, cycling through the same three mods over and over, I haven't noticed any problems with the mods in question so far.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on October 19, 2020, 01:10:05 PM
Hmm... well in that case I'm at a bit of a loss. I can't think of any reason the blacklist wouldn't work unless there's a problem reading it. On my end both Cabal and Templars are excluded from the list of potential factions that may be chosen to grant bonus rep. I can't think of a way another mod could interfere, and there aren't any settings that could throw things off. I'll have to give this some thought. There must be something I'm overlooking.
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: onychannel on October 28, 2020, 02:14:30 PM
Hey, just wanted to drop this error I received for RS - didn't crash the game though:

3739005 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

3739016 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

3739029 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

3739040 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

3739053 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)

3739066 [Thread-4] ERROR ruthless_sector.ModPlugin  - null
    com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:296)
    com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
    ruthless_sector.CampaignScript.advance(CampaignScript.java:65)
    com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
    com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.lang.Thread.run(Thread.java:748)
Title: Re: [0.9.1a] Ruthless Sector 1.2.6 - Difficulty Options for Better Gameplay
Post by: Sundog on October 28, 2020, 10:48:06 PM
Thanks for the report! In spite of ruthless sector blaming itself for this error, it's likely caused by a faction mod. What happened is that ruthless sector told the game to create variants for all of the ships in a fleet (this is called fleet inflation), and something went wrong while the game tried to do so. Ruthless sector doesn't control anything about inflation, it just initiated the process, but because a process failed that ruthless sector started, it assumed it caused the error and showed you the error message.

Unfortunately, this error indicates that your game is susceptible to crashing due to errors during fleet inflation, which happens all the time, such as when you mouse over a fleet to view its tooltip. I'd guess that inflation is failing due to an error in a variant file from one of your faction mods, but really it could be anything that affects how inflation works.

Edit: Could you post the contents of your enabled_mods.json? That might narrow things down a bit.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on November 02, 2020, 07:32:31 PM
Ruthless Sector 1.2.7 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with all previous versions

Fixes for rare or minor bugs and refinements for existing features.
Full patch notes here. (https://github.com/NateNBJ/RuthlessSector/wiki/Change-Log)
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Arcagnello on November 03, 2020, 02:35:42 AM
Ruthless Sector 1.2.7 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with all previous versions

Fixes for rare or minor bugs and refinements for existing features.
Full patch notes here. (https://github.com/NateNBJ/RuthlessSector/wiki/Change-Log)

You fixed a bug of your mod blaming itself for crashes instead of other mods?

Your mods are as nice as you are fella, it can't be just me finding this hilarious  ;D
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on November 03, 2020, 03:33:02 AM
This mod plus starfarer mode make this game borderline impossible to legit run. It's really fun if you think about it  ;D
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Arcagnello on November 03, 2020, 03:36:59 AM
This mod plus starfarer mode make this game borderline impossible to legit run. It's really fun if you think about it  ;D

I'm running ruthless sector, second wave options and starfarer mode all at once and I'm doing great actually. The secret mostly lies within
1)having a high margin between detection range and your own fleet's signature
2)using supply/fuel efficient ships up until late game
3)Getting good relations with pirates/luddic path/starlight cabal/ every possible pirate-like faction in the game
3)traveling hyperspace like a blind, anorexic wealthy man on foot thru Detroit
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on November 03, 2020, 04:02:46 AM
I love how my 10K crew cost more than 4 planets i own, good time.
Title: Re: [0.9.1a] Ruthless Sector 1.2.4 - Difficulty Options for Better Gameplay
Post by: Sundog on November 04, 2020, 06:18:27 PM
You fixed a bug of your mod blaming itself for crashes instead of other mods?
Yeah, it's a bit silly, but it's really just a consequence of how error handling works. Here's a more detailed explanation: http://fractalsoftworks.com/forum/index.php?topic=15279.msg301385#msg301385

I'm running ruthless sector, second wave options and starfarer mode all at once and I'm doing great actually.
What, no spacer start?! (not that I'd recommend it...)

I love how my 10K crew cost more than 4 planets i own, good time.
Yeah, finances becomes a lot tougher without generous stipends. I'd start laying people off if I were you   :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Arcagnello on November 05, 2020, 12:17:22 AM
Oh I would not recommend Spacer start either, I actually did a single in-faction frigade start instead, wich was worth 4FP, had 10 cargo space and no shield generator (it's the Streak from HMI by the way, nasty little thing, especially if it's got at least 4 D-mods to get a lot of extra OP).

You buy a Dram and do basic derelict mission first, planet survey missions later when you got more combat ships/a small troop transport. The start is virtually identical if you also reduce the starting funds to 2000 credits aside from the fact you can pick a right with Explorarium drones. I've got some very close calls made even closer by Iron Mode xD
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: NikoTheGuyDude on November 26, 2020, 08:37:33 PM
Could you please add an option to remove the officers from hyperspace remnant fleets, or increase the difficulty of the hyperspace remnant fleets as you get further away from the core worlds, ideally making it so that the remnants bordering the core worlds are a minor threat at worst, leaving the fringe remnants to be full-on ordos? (Ideally configurable so adjusted sector doesnt get shafted)
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on November 27, 2020, 11:01:02 PM
[snip] increase the difficulty of the hyperspace remnant fleets as you get further away from the core worlds, ideally making it so that the remnants bordering the core worlds are a minor threat at worst, leaving the fringe remnants to be full-on ordos?
This should be the case already, however...

(Ideally configurable so adjusted sector doesnt get shafted)
I'm not sure how it interacts with adjusted sector. It should scale with the increased size of the map, but I might not be accounting for other changes. I'll take a look.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: NikoTheGuyDude on November 28, 2020, 09:49:11 AM
That's good to hear, however, I feel like the core world remnants are kind of overly powerful for being remnant fragments, since they have officers on most of their ships... which is why I asked if it was possible to disable their having officers.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on November 28, 2020, 12:57:16 PM
I think it's kinda complicated, because if you spawn any fleet using console command it will have officer even if it's just low level officer.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: hollow on January 29, 2021, 06:20:28 AM
can this mod give the ability to use e burn for remnent ships??
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on January 29, 2021, 06:47:43 AM
e burn?
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: hollow on January 31, 2021, 12:25:50 PM
emergency burn
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on January 31, 2021, 12:31:30 PM
Oh maybe, they can gang up on you too.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Chairman Suryasari on February 01, 2021, 07:27:47 AM
Oh, and instead using E burns, just maximise your burn level with the Ox-class ship until you hit that sweet 20 burn. You will outrun anyone or anything with that.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on February 01, 2021, 08:00:01 AM
can this mod give the ability to use e burn for remnent ships??
It can't. I would like to add a setting to adjust how effectively remnants pursue, but I haven't settled on the best way to do that. At one point I tried increasing the range of their interdiction pulses, but, if I recall correctly, I couldn't find a good way to do it without increasing it for all fleets. I expect that this mod will need quite a few adjustments for the next version of starsector, so I'll reevaluate once I've played that a bit.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: HELMUT on February 28, 2021, 04:35:36 AM
Among the "Sundog modding compilation" mods, i think Ruthless Sector is probably the one i care about the most.  The mod does adds quite a few things, all pretty good. But one thing stands out from the rest : the addition of Remnants patrols in hyperspace.

Vanilla's hyperspace is boring. Once i reach a solid enough fleet capable of warding off the wandering pirates and pathers, i always lay course to my destination and alt-tab away, ignoring storms and whatnot. Basically, i'm waiting for time to pass. I always considered that waiting because you have to wait is not good game mechanic. On the other hand, waiting because the player wants to wait is brilliant. But maybe that's for another topic. My point is, vanilla hyperspace lacks interesting interaction, it's boring.

Adding remnants in that big emptiness is a brilliant move. First of all, alt-tabbing away is no longer possible because no matter how big your fleet is, you can't ignore the potential AI gank squad. The outer rim is now a risky place, but not just a risky place, it also became a place of opportunity.

The thing is, it wouldn't have been as interesting if it was just some pirates or pathers lurking in the darkness. In fact, those would just have been an annoyance to avoid. Unless there is a bounty on their heads, pirates tends to waste the player's time. Fighting them will cost supplies, they are rarely exiting encounters and earn very little reward. Remnants on the other hand, are much more dangerous, but the reward is also much greater. High-end weapons and those sweet, sweet AI cores. One exemple : Pirates hit-list fleets from Nexerelin offers very little reward in fighting them. Running is often the most judicious option. They're an annoyance. Fortunately they do not occur with sufficient frequency to become aggravating.

That's why i really like this mod. Hyperspace is now a place of risk AND opportunity. There's an Ordo trailing me. Do i square against that Radiant for potential good loot? But i may lose some ships in the process... It offers the player a choice in a place where not much usually happens, and that's amazing. Add on top of that the hyperwarp jump mod (that is also in my must-have modding list), things can get even more heated by allowing them to "jump" next to you. It's dangerous but not just punishing, it's fun.

That's why i consider Ruthless Sector to be part of the indispensable overhaul mods like Combat Chatter or Secrets of the Frontier. It takes something that vanilla is lacking, or not great, and refine it into something worth my time. It's something i hope Alex will take inspiration from in the development of Starsector.

I wish others mods would add their own content into hyperspace for variety. But again, just adding enemies isn't enough, there must be a good reason/reward to fight theses enemies. Encountering Blade Breaker raiders or some Seeker anomalous ship in the middle of nowhere would keep things interesting throughout a campaign.

One thing i noticed, not related to this feature. I think the danger rating from ruthless sector favors D mods too much. Sometimes i purposely wrecked my own ships to gain D mods just to get better ratings and perks from Starship legends. Factions like the HMI Junkers that cumulate an excessive amount of D mods tends to get favorable ratings at the end of the battle, even with 90% fleet loss. Although the Junkers are a special case, i still feel one or two D mods is very beneficial to "grind" those good traits even for a normal ship.

In the same vein, danger rating for boss fleets (looking at you Seeker) tends to be very low, despite being some of the most dangerous encounters in the game. Perhaps because it contains fewer ships that a normal fleet? Even if i win such battle, i can end up with negative traits on most of my ships.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on March 03, 2021, 12:17:48 AM
Hey, thanks once again for the detailed feedback!  ;D

The difficulty rating system is indeed inaccurate for several reasons. Unfortunately I haven't managed to identify many ways to further improve it. I agree that dmods are the biggest confounding factor, but I haven't found a solution that doesn't cause worse problems (e.g. further overestimating pirates). I do plan to address the issues with HMI Junkers, although I haven't settled on an exact method yet.

The real problem is with starship legends. I always knew the rating system was doomed to be imperfect. With ruthless sector that's not a big deal because it only affects the amount of xp from battle, but starship legends uses it in a way that makes it too important. Improvements to reputation growth in the next patch which will help a bit, but the next major update will prompt users to select one of several configurations, some of which will not involve any sort of rating system.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: ApolloStarsector on April 07, 2021, 05:47:59 PM
Hype for this great mod. I know I'll be getting it if/when it is updated :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on April 08, 2021, 07:51:01 PM
Well, thanks for the kind words! This mod is in a bit of an odd spot right now, so it might be very different by the time it's ready for 0.95a. The main goal of this mod is to find ways to fix the aspects of the game that trivialize progression, and right now I'm still figuring out what those are. Some of the changes from this mod have become unnecessary, insignificant, or awkward with the new update, so I expect I'll be trimming some fat. Right now, the main thing I want this mod to eventually do is make it much more dangerous to travel through hyperspace, even (perhaps especially) in the core worlds.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Vivelaraclette on April 16, 2021, 12:32:45 PM
And that's perfect, it's unusual to play without your mod and hyperspace seems far too safe for my taste to even try a full explorer job. Thanks again for all your work
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on April 16, 2021, 05:09:58 PM
;D
Yeah, hyperspace remnants are the feature I miss most. I'm looking forward to getting this up and running for 0.95 at some point
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Vivelaraclette on April 26, 2021, 09:59:48 AM
Do you know what's provoking some crash in the 0.95 ? I wanted to remove the part involved after some battle to keep the lower salary and the remnant in hyperspace while waiting for the update

Regards
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on April 26, 2021, 10:23:33 AM
It uses some out of date code from 0.9.1. When that happens it crashes. I attached an updated build that *should* work with 0.95 without crashing, but hasn't been tested properly.

[attachment deleted by admin]
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Numenar on April 26, 2021, 04:18:29 PM
@Sundog, thank you for this update, i had to drop this mod today due to this issue and now i can get it back in the roster. Will be testing this week.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on April 27, 2021, 05:45:28 PM
No problem  :)
I really should get around to properly publishing a barebones compatibility update...
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Offensive_Name on April 28, 2021, 07:03:32 PM
I have run into a wee issue.  My faction commission bounty isn't being raised. I went in to the mod's config and changed the commission payout but any changes to the bounty payout do nothing(Changes to the standard commission pay work fine however.). I went into the starsector config and changed the commission settings there and still nothing. I have a commission with the interstellar imperium, which may be causing the issue, but it is weird that is would only be making one part of it change. I looked in the II config and it does not do anything with commissions. I checked nex aswell, nothing that might be overwriting it there either. I cannot figure out what may be causing the inability to change the bounty payout.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Arcagnello on April 29, 2021, 01:54:27 AM
No problem  :)
I really should get around to properly publishing a barebones compatibility update...

Yes give it to me bare I'd really love to staple this amazing mod on back into my game again.

Not getting ganked by [redacted] in hyperspace or outranged by overridden drones with machineguns does not feel right  ;D

I'll also say that combining this mod with other mods that introduce bigger, badder explorarium drones can lead to some challenging fights which I absolutely love, especially when one mod ship has a good shield and weapons or is a litteral 3 section monstrosity called "Wall" filled to the brim with guns with 2x range.
 *Chuckles* "I'm in danger"

Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: th3boodlebot on April 29, 2021, 05:37:36 AM
No problem  :)
I really should get around to properly publishing a barebones compatibility update...

Yes give it to me bare I'd really love to staple this amazing mod on back into my game again.

Not getting ganked by [redacted] in hyperspace or outranged by overridden drones with machineguns does not feel right  ;D

I'll also say that combining this mod with other mods that introduce bigger, badder explorarium drones can lead to some challenging fights which I absolutely love, especially when one mod ship has a good shield and weapons or is a litteral 3 section monstrosity called "Wall" filled to the brim with guns with 2x range.
 *Chuckles* "I'm in danger"


What mod(s) add to the [redacted] like that!?  My Einhander would like to see them.

I would be interested in playtesting, as well!  If that is an option!  Tell everyone I will playtest for them just shoot me a dm.
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Sundog on April 29, 2021, 06:42:52 AM
I have run into a wee issue.  My faction commission bounty isn't being raised. I went in to the mod's config and changed the commission payout but any changes to the bounty payout do nothing(Changes to the standard commission pay work fine however.). I went into the starsector config and changed the commission settings there and still nothing. I have a commission with the interstellar imperium, which may be causing the issue, but it is weird that is would only be making one part of it change. I looked in the II config and it does not do anything with commissions. I checked nex aswell, nothing that might be overwriting it there either. I cannot figure out what may be causing the inability to change the bounty payout.
Looks like a vanilla issue. Just reported it: https://fractalsoftworks.com/forum/index.php?topic=21385.msg323383#msg323383

Yes give it to me bare I'd really love to staple this amazing mod on back into my game again.
I attached a compatible-if-not-fully-tested version to this post: https://fractalsoftworks.com/forum/index.php?topic=15279.msg322464#msg322464
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Vivelaraclette on April 29, 2021, 01:06:58 PM
What a pleasure to go exploring again with your features, aaah this and a larger sector is just perfect
Title: Re: [0.9.1a] Ruthless Sector 1.2.7 - Difficulty Options for Better Gameplay
Post by: Arcagnello on April 29, 2021, 04:51:59 PM
What a pleasure to go exploring again with your features, aaah this and a larger sector is just perfect

I will second this sentiment! I just finished fiddling with my new Asteroid Battlecarriers after around a whole hour (which I highly suggest you try, they're hilarious and from the Asteroid Ship Pack) in the refit screen and I'm now going to bed. Will let you know if the version you gave us has any issues tomorrow!
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on May 03, 2021, 08:23:20 PM
Ruthless Sector 1.2.8 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

Updated compatibility to Starsector version 0.95a

This is a barebones compatibility update for Starsector 0.95a. Ruthless Sector should be stable, but it has not been updated to account for the changes in the new version of the game.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Arcagnello on May 04, 2021, 10:07:58 AM
Thank you, updating it now as I'm making some mod lists to recommend :)
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: tiago_gomestrf on May 04, 2021, 10:10:25 AM
Sundog could you make a standlone mod of the redacted in the hyperspace?I just want that feature.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on May 04, 2021, 04:13:56 PM
Thank you, updating it now as I'm making some mod lists to recommend :)
You might want to consider leaving this one off for now. I mean, it works, but it doesn't quite fit properly with some things about 0.95a. Also, I'm pretty sure there's a bug with deployment difficulty stars when using scaled resolution.

Sundog could you make a standlone mod of the redacted in the hyperspace?I just want that feature.
I'm actually considering splitting that feature off into another mod, along with a similar new feature. But for now, no. You can always edit the settings file to disable the other features. Let me know if you need any help with that.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: DOKER on May 04, 2021, 10:04:02 PM
real good to see this mod updated! quick question is this mod still compatible with starship legends?
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on May 04, 2021, 11:16:35 PM
Yup, ruthless sector is compatible with starship legends. I did remove the integration features between the two though, so starship legends no longer has an alternate settings file that will be used only when ruthless sector is active, and it will no longer use ruthless sector's ship strength calculations.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Legendsmith on May 24, 2021, 12:44:53 AM
Good to see this is still getting updates. It's my understanding that raiding is currently very OP in the early game and since part of the point of this mod is to 'smooth out' any particular unusually prime strategy, that could be addressed in the next major update. Looking forward to it regardless.
Also, why was the special integration removed? Was that just for the barebones compatibility?
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Jaghaimo on May 24, 2021, 04:24:16 AM
I'm actually considering splitting that feature off into another mod, along with a similar new feature. But for now, no. You can always edit the settings file to disable the other features. Let me know if you need any help with that.

Yes please.

Yup, ruthless sector is compatible with starship legends. I did remove the integration features between the two though, so starship legends no longer has an alternate settings file that will be used only when ruthless sector is active, and it will no longer use ruthless sector's ship strength calculations.

Another great change, thanks :)
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Arcagnello on May 31, 2021, 05:28:05 PM
I am both writing this to bump the mod up because it deserves it and to say the following:

I do remember that Hyperspace-born [Redacted] have nerfed supply, fuel and maybe even metal and weapon drops, but have you considered having the default mod setting also reduce the AI core drop rates by a bit?

0.95a really likes to.spam AI cores as officers and I've found even relatively small Ordos (1-2 Radiants, 3-4 cruisers) having enough Alpha Cores to more or less guarantee a drop every fight.

One Ordo I fought yesterday as an example only had 16 combat ships but it carried a staggering 9 Alpha core Officers, including one on a Lumen! I'm going to bed right now but would you like me to provide you with some Screenshots of Hyperspace [Redacted] being loaded on cores?

Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on May 31, 2021, 08:08:53 PM
AI cores were a bit too common in my experience as well. I'll take a look at the possibility of making that adjustable. If I can do it cleanly I might add a setting for that even if I decide not to adjust it by default.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Arcagnello on June 01, 2021, 03:49:41 AM
Good to know I was not going too out of whak with my assumptions :P

Anyway: small Hyperspace Ordo/Sub Ordo compilation that I selected from my compulsive Screenshot tendencies
1) 16 Ship Ordo: 9 Alphas, 2 Betas, 2 Gammas
Spoiler
(https://i.imgur.com/Qaffr1a.png)
[close]
2) 10 Ship Ordo: 3 Alphas, 2 Betas, 5 Gammas
Spoiler
(https://i.imgur.com/SSDeIFW.png)
[close]
3) 10 Ship Sub-Ordo: 4 Alphas, 2 Betas, 2 Gammas
Spoiler
(https://i.imgur.com/umQs6Hs.png)
[close]
4) 12 Ship Ordo, 6 Alphas, 1 Beta, 3 Gammas
Spoiler
(https://i.imgur.com/bO6fg0p.png)
[close]


I'm unsure if you should wait for Vanilla to inevitably fix Remnant fleet compositions to not be Concentrated Heresy or insert a fast addendum to the mod also nerfing/rebalancing AI core drops.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: eidolad on August 11, 2021, 03:28:36 PM
Hi, I like this mod lots, after a few .95a incomplete playthroughs:

Not having the stipend to help me, before the first colony is making enough, to cover officer salaries is a pain though.

a) the happy part a small stipend is:  that negative income severely limits crew size, which then limits fleet size.  In my last game this  pushed me to emphasize exploration in the mid-game with a smaller fleet to at least 500K credits, THEN find a colony, build it to positive cash flow to help replace the stipend income (and just accept that for a long time, ground defenses are it...the colony is basically on its own for security other than what I can afford to bribe away), THEN perhaps officer-up/bulk up fleet size to get big bounties.

b) the sad part of a small stipend is:  I can only have a few officers in my fleet for a long period of a career.  They can also cost money if rescued:  if I recover an excellent level 7 mercenary officer...they instantly cost me money and now I need to rush to a port to fire them (I cannot in good conscience simply space them on the spot, now can I?) 

In the big picture:  Trying to get more than a few officers on payroll before having a colony is challenging.  My opposite numbers (Remnant, pirate or otherwise) are not constrained by this.

I tried to ignore this "no stipend means I could end up running around paying officer salaries" in a mid-game with a bounty-killing incoming strategy, and was facing a -40K per month deficit.  Finally had to thrown in towel and it was painful to dismiss that much talent.

I luv that the mod config ini allows me to tweak the stipend...which I've done in my current game, and I'm covering the cost of one destroyer, three frigates, and three supply/fuel cruisers and two level 7 officer in the early game and only face -700 deficit.
 
____

Perhaps the above implies a request for a future option in Ruthless Sector:  a setting to allow "number of free officers" to whatever the player (or the mod author) thinks should be allowed. Or tweak the salaries.  Or have an alternative type of salary-stipend:  "the stipend pays salary cost for N of your captains for N years but doesn't cover anything else"

I.e. give the player some Captains of their own when facing "Remnants fleets with 6 Captains"
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on August 11, 2021, 06:06:13 PM
Hey, thanks for the feedback!

b) the sad part of a small stipend is:  I can only have a few officers in my fleet for a long period of a career.  They can also cost money if rescued:  if I recover an excellent level 7 mercenary officer...they instantly cost me money and now I need to rush to a port to fire them (I cannot in good conscience simply space them on the spot, now can I?)
Yeah, I'm not a fan of the way officers are paid either, and this mod exacerbates the issue by making all expenses more relevant.

Perhaps the above implies a request for a future option in Ruthless Sector:  a setting to allow "number of free officers" to whatever the player (or the mod author) thinks should be allowed. Or tweak the salaries.  Or have an alternative type of salary-stipend:  "the stipend pays salary cost for N of your captains for N years but doesn't cover anything else"

I.e. give the player some Captains of their own when facing "Remnants fleets with 6 Captains"
I don't think "X free officers" is something I could implement very well, for technical reasons. I *would* like to experiment with the cost of officers though. I might try drastically reducing their wages and making them charge you each time you deploy them. I'll have to give it some thought.
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: markimget on September 21, 2021, 02:00:02 AM
does this mod buff individual Remnant ships in any way? I'm getting unreasonable battle difficulty stars compared to actual battle difficulty for Remnant battles specifically and I thought I'd ask
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on September 21, 2021, 04:30:41 PM
This mod does not buff Remnant ships in any way. It does override the difficulty stars though, and it does tend to underestimate the strength of remnant fleets (hard to say how much).
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on December 11, 2021, 05:16:02 PM
Ruthless Sector 1.2.9 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with previous versions

Updated compatibility to Starsector version 0.95.1a
Fixed a version checking issue that prevented loading with Starsector 0.95.1a
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on February 14, 2022, 08:13:45 PM
Ruthless Sector 1.3.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with previous versions

Fixed the possibility of incorrect difficulty stars on the deployment screen when scaled resolution is used
Added features/options:
Changed the formula for difficulty multipliers, which now range between 0% and 600%. See options file for details
Changed: The XP/difficulty multiplier is now displayed in the fleet encounter dialog screen (just like the vanilla XP bonus) rather than as a notification
Changed: Settings are now re-loaded each time a save is loaded.
Removed "officerXpMult" setting due to the new vanilla setting: "officerXPRequiredMult"
Title: Re: [0.95a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Jaghaimo on February 14, 2022, 11:46:02 PM
I'm actually considering splitting that feature off into another mod, along with a similar new feature. But for now, no. You can always edit the settings file to disable the other features. Let me know if you need any help with that.

Still waiting for this :)
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 15, 2022, 12:01:56 AM
Still waiting for this :)
Ah... sorry about that. Something Alex said a while back made me think that the "similar new feature" I was considering might make it into vanilla, so I decided against the split, for now. I'm often tempted to publish parallel versions of my mods with alternate configurations, but it'd just be too much of a pain to maintain, ya know? For like a year or two I've been considering setting up a config/options template mod that demonstrates how to overwrite settings*, but alas, I laze.
*Not everyone can have fancy GUI based settings...
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Nitecom on February 18, 2022, 03:18:53 AM
Anyone else experienced the below error? Seems to be specifically when I try to loot a research station in a particular system, can replicate the issue every time I try to loot it. Other research stations have been looted with no issues. Looking at the error it makes me think there's an automated battle due to happen.

New game
Recently installed mods that may effect this are :-
Unknown Skies
Legacy of Arkgneisis
Seeker_UC
Starship Legends
Luddic_Enhancement

Edit: Downloaded latest version of starship legends after seeing there was a new release, deleted old folder and replaced with new updated version but still getting the same error.
Edit 2: Didn't realise there was also an updated version of Ruthless Sector downloaded and replaced old version and this has now resolved the issue.

248011 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: ruthless_sector.ModPlugin.createSalvageDefenderInteraction()Lcom/fs/starfarer/api/impl/campaign/rulecmd/BaseCommandPlugin;
java.lang.NoSuchMethodError: ruthless_sector.ModPlugin.createSalvageDefenderInteraction()Lcom/fs/starfarer/api/impl/campaign/rulecmd/BaseCommandPlugin;
   at starship_legends.campaign.rulecmd.SL_SalvageDefenderInteraction.execute(SL_SalvageDefenderInteraction.java:22)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.B.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
248187 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [scavenge_music_v1.ogg]
248187 [Thread-9] INFO  sound.OooO  - Playing music with id [scavenge_music_v1.ogg]
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 18, 2022, 08:46:45 PM
Edit 2: Didn't realise there was also an updated version of Ruthless Sector downloaded and replaced old version and this has now resolved the issue.
Glad you got it sorted out. Sorry for the trouble!
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: TheHZDev on May 29, 2022, 05:32:16 AM
Sir, can you allow me to translate this mod into Chinese and update it to the Chinese Startsector Forum(https://fossic.org)?
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on May 29, 2022, 12:25:03 PM
Of course! Thanks for translating!  ;D
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: TheHZDev on May 30, 2022, 04:09:36 AM
Of course! Thanks for translating!  ;D

Sir, I have translated and posted it to this, https://www.fossic.org/forum.php?mod=viewthread&tid=5253 .
Thank you very much!
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: eidolad on August 10, 2022, 06:30:49 PM
Hi,

Really like this mod.  Cannot remember the last time I played without it.  I like the .ini file allowing some of the difficulty to be tweakable, for things like the hyperspace remnant generation frequency and number.  Which on defaults settings are, hoofah.

The hit to income a particular has so many effects which make a lot of gameplay sense.  However there is a particular chain of impact on the mid-game that I could wish for some remediation.

Less income means:

a) less officers, or even none
b) when two fleets go to battle, the officer count/quality of each side is compared to determine how the deployment points pool is divided between each side.  According to what I've read, officer count/quality has the single biggest impact.  https://fractalsoftworks.com/forum/index.php?topic=21468.0

That impact can be huge.  As in:  enemy starts the battle with something like 16 ships and I have....eight ships comprising half the weight.  Even when I had a huge tonnage advantage. 

Mid-game is where I find myself able to challenge Luddic Path bases who are messing with my colonies.  The deployment point disparity though, because I have a single officer, means that I should not have stepped one toe in that unofficial Luddic Path sector.  A smaller Luddic Path fleet full of d-mods comes burning in on me...I didn't mind but then...I see I no chance to deploying anything comparable. I suspect that the AI can calculate the deployment ratio ahead of time.

Anyway I will work around it in the current game by:  going on a hiring spree now that I have colonies to pay for the officers.  In future games, I will increase income by the salary of N officers so that I can get more done in the mid-game.

One wacky idea:  Ruthless Sector gets a setting:  minLogisticsOfficersAtStart:  2   

// Two officers who can only be assigned to non combatant ship classes.   The purpose of Logistics Officers in Ruthless Sector:  they are there to counteract the deployment pool penalty until the player has enough income to replace them with "combat officers".

...This idea assumes that Starsector would consider any officer in my fleet towards the deployment pool calculation...
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 11, 2022, 09:52:10 PM
Yeah, I'm still not happy with the whole situation with officer management and deployment point calculation, and you're right that ruthless sector makes the situation worse by removing so much free income.  I still think the best solution is to rework how officers are paid somehow.  I complained to Alex about it (https://fractalsoftworks.com/forum/index.php?topic=23750.msg354062#msg354062) a while after we talked about it in this thread, and even made a prototype mod that essentially allows officers to be "stored."  There were some kinks I couldn't work out with that experiment though, so I abandoned it.  this_is_a_username released Officer Extension (https://fractalsoftworks.com/forum/index.php?topic=23928.0) at about the same time, although it doesn't seem to be being maintained and I don't know how stable it is.

Honestly, I've decided to set the whole issue aside for the moment in the hope that Alex will improve things, which I think is likely (especially in regard to deployment calculation, since it seems to get a lot of hate).

Anyway, sorry I couldn't offer a satisfying/immediate solution, but I'm glad you're enjoying the mod in spite of its limitations  :)

One wacky idea:  Ruthless Sector gets a setting:  minLogisticsOfficersAtStart:  2
Unfortunately, this would be unreasonably difficult to properly implement due to the need to communicate how it works to players, and Starsector's interface is just too restrictive for that to work well.
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: eidolad on August 11, 2022, 11:48:12 PM
hi appreciate the reply, all that makes sense.
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: eidolad on August 23, 2022, 05:55:39 PM
Hi being math-challenged English major who just happens to full stack in real life...I'm not sure how to tweak "SHIP STRENGTH ESTIMATION" params in the .ini file, or even whether it makes sense to play with any of these.

My objective:   With default battle size, I'm still finding that, even with eight officers, I'm always seriously behind on the deployment points comparison when dealing with large, bounty, or [REDACTED]/special fleets.

Example:  200K bounty:  1 BB, 2 CA, 2 CV, 6 DD, bunch of frigates  (they have two carriers)

I come in with 1BC, 5 CA, 4 CV, 5 DD, bunch of frigates.  (I have four carriers).  I seriously outweigh these guys and have a full officer complement.  Including an elite [REDACTED] quest mod cruiser with an incredible officer, and two IBB super-frigates.

Virtually all of their ships are initially deployed.  I get something like 1 CA, 1 CV, 4 DD, 3-4 frigates to start.  I'm literally kiting backwards away from clusters of ships chasing, blasting whomever I careen past, and staying alive.  I whittle the enemy down and win by deploying my entire complement of combat ships well past the initial CR decay time...but had to recover eight of my own.  It was...a mess, and a close but great battle that I think should have not started like this.

Perhaps some of disparity comes from "SHIP STRENGTH ESTIMATION" section in the .ini?

In any case:  what are suggested tweaks to the params in this section, if messing with this section is even on the right track, and look to soften the blow somewhat to gain some deployment "parity"?

   "dModFactorForEnemyShips":0.1,
   "sModFactorForEnemyShips":0.1,
   "skillFactorForEnemyShips":0.1,
   "dModFactorForPlayerShips":0.1,
   "sModFactorForPlayerShips":0.0,
   "skillFactorForPlayerShips":0.0,
   "strengthIncreasePerPlayerLevel":0.07,


I'll admit right now that I have a roster of rookie captains...with one or two combat skills for the most part.  But that's the reality of most of the game.  My captains seem to level up slower or is it me?
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 23, 2022, 10:10:49 PM
Ruthless sector doesn't adjust the deployment point calculation in any way. The only thing it estimates ship/fleet strength for is to estimate how difficult the battle was, which it uses to adjust the amount of xp earned from the battle.
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: eidolad on August 23, 2022, 10:31:47 PM
thanks...I will see about upping my officers
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: OneStepp on January 21, 2023, 01:34:36 AM
You might consider editing commentary for "lootedSalvageFromRemnantsMultiplier" in RUTHLESS_SECTOR_OPTIONS.ini. It took me a peek into your mod's files to figure out how multipliers are "stacked". Or maybe I'm just too bad at English :).
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on January 21, 2023, 03:21:22 PM
I'm working on a new update for this mod that will include support for an in-game options screen that will have commentary for all settings. It might be a while before I can release it though.

Or maybe I'm just too bad at English :).
No, it's definitely my fault! Proper explanations for the settings is long overdue
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: TimeDiver on February 14, 2023, 08:22:43 PM
Honestly, the question belonged here, rather than in the Starship Legends discussion thread, so here goes: At any point in this mod's history, was reputation gain tied to a battle's difficulty rating and NOT experience points and/or levels gained?

I have a vague recollection from 1-2 years back that even though my player character's + officers' levels were all at least 10 (raised the limit on 'officerMaxLevel' to 15 in settings.json) that I regularly got double-digit rep gain from winning lopsided battles (that is, I was outnumbered)...

...that is, until updating to v1.3.0 of this mod and/or updating Nexerelin to its own latest version (which come to think of it, might have its own internal mechanisms that control reputation gain between the different factions it has to handle, but I can't be entirely sure of that).

EDIT: As further evidence that I have little idea how the increased reputation gain is supposed to work... after a fight against a large Remnant Ordo, I did get the expected reputation gain, but not when doing Bounty Board missions (implemented via MagicLib).
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 15, 2023, 06:09:40 PM
Honestly, the question belonged here, rather than in the Starship Legends discussion thread, so here goes: At any point in this mod's history, was reputation gain tied to a battle's difficulty rating and NOT experience points and/or levels gained?
I don't recall reputation boosts ever being tied directly to XP or levels. I'm pretty sure it has always been determined by the difficulty rating and the estimated power of the enemy. The levels of your player character and officers can influence the difficulty rating though, because they adjust the estimated power of your ships.

I regularly got double-digit rep gain from winning lopsided battles (that is, I was outnumbered)...
Double-digits! Pretty sure it's been capped at 5 for quite some time. Guess that wasn't the case at some point.

EDIT: As further evidence that I have little idea how the increased reputation gain is supposed to work... after a fight against a large Remnant Ordo, I did get the expected reputation gain, but not when doing Bounty Board missions (implemented via MagicLib).
Most of ruthless sector's features don't work with magic bounties because it overrides the code ruthless sector needs to run to do its thing. I found out about this recently (like a month ago, which is recent in old-man time), and it is fixed in the dev build. I'm hoping to release an update soon, but I have a few more things to do first.
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: TimeDiver on February 15, 2023, 06:55:21 PM
Double-digits! Pretty sure it's been capped at 5 for quite some time. Guess that wasn't the case at some point.
Eh, rest assured that was a deliberate change I made to the .ini configuration file.

Quote
Most of ruthless sector's features don't work with magic bounties because it overrides the code ruthless sector needs to run to do its thing. I found out about this recently (like a month ago, which is recent in old-man time), and it is fixed in the dev build. I'm hoping to release an update soon, but I have a few more things to do first.
Figures, but that explains that. Now for another few months before this mod's next update!

...hopefully before v0.96a is released and makes Starsector modders' lives more of a headache.
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Siffrin on February 16, 2023, 08:36:26 PM
Modded factions often add systems outside the Core Worlds, is it possible to add safe zones around them so Remnants do not spawn there?
Title: Re: [0.95.1a] Ruthless Sector 1.3.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 16, 2023, 11:38:28 PM
It's possible, sure, but I'm not convinced the additional complexity is necessary. Is there a scenario where remnants spawning near far-flung colonies would be problematic?
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on February 27, 2023, 12:47:23 PM
Ruthless Sector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with previous versions

Added LunaSettings integration
Added settings for overriding faction relationships at the start of a new game. Disabled by default
Fixed ruthless sector features not working when engaging via "Consider your military options"
Fixed Magic Bounties overriding ruthless sector features
Renamed "restrictRepGainToWhitlistedFactions" setting to "restrictRepGainToWhitelistedFactions"
Converted "averageDistanceBetweenRemnantEncounters" setting to "averageLightyearsBetweenRemnantEncounters"
Increased "strengthIncreasePerPlayerLevel" from 0.07 to 0.1, which will cause player ships to be estimated as being much stronger
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: TimeDiver on March 02, 2023, 01:51:58 PM
Ruthless Sector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Compatible with previous versions
Fixed Magic Bounties overriding ruthless sector features
At the risk of unintentionally annoying you... did you account for IBB-type bounties from Dark.Revenant's Ship/Weapon Pack?

Because testing it out just recently did not yield a significant increase in faction reputation gain*, whereas Magic Bounties did.

* - Deliberately edited the relevant settings via LunaLib v1.3.2.
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on March 02, 2023, 06:34:05 PM
At the risk of unintentionally annoying you...
Pish posh! It's a good question.
Ruthless sector does account for IBBs, and the mod interaction still seems to be working correctly based on a quick test I just did. The likely reason you didn't see a rep boost is because all IBBs belong to a special neutral faction that isn't hostile to anyone, and ruthless sector will only grant a rep boost with one of the factions hostile to the defeated fleet. Since no factions are hostile to IBB fleets, none of them qualify. I might make a special exception in this case, since it stands to reason that the factions the IBB is comprised of would be hostile to any IBB bounty.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: HopeFall on March 09, 2023, 01:10:36 PM
Deploy 7 ships, lose 4, get 18% XP modifier against Remnant ???

I'm guessing this is because of my character level being weighted so much that attempting to run a Nexerelin mining fleet with non capitals late game is impossible?

Edit: Oh mega lol, as the kids say.
"Increased "strengthIncreasePerPlayerLevel" from 0.07 to 0.1, which will cause player ships to be estimated as being much stronger"
Haven't even updated. That's hilarious. Especially since it seems to either punish people that have level 40 as a cap, or especially punish anyone that's chosen not to go combat oriented.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on March 09, 2023, 04:44:34 PM
Thanks for the feedback! For the next update I think I'll cap the strength estimation scaling from player level to level 15. I primarily balance this mod based on my own experience with mostly vanilla configurations and mod lists, so it's bound to be off in situations that deviate too far from that. In your case I'd recommend reducing strengthIncreasePerPlayerLevel to something like 0.3 or 0.4, considering your increased level cap.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: HopeFall on March 13, 2023, 10:14:13 PM
It might be useful, for future reference, to rename the mod folter to 'Ruthless Sector 1.4.0' or such. Several mods add the version number at the end of the name, which is super helpful for, at a glance, comparing whether or not you need to update a mod. Or if there is, indeed, a mod update!
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on March 14, 2023, 07:01:48 AM
That could be useful in some cases, yeah. I've considered adding version numbers to mod folders, but the convention seems to be not to. I think the main reason for that is how easy it makes it to install two versions of the same mod without realizing it. The ideal way to update a mod is to delete the old folder before replacing it with the new version, but people will often simply extract the updated archive into their mod folder. If the mod folder name is the same regardless of version, then when that happens the old files will be overwritten instead of duplicated (which is typically a much more troublesome scenario).

The easiest way to make sure your mods are up to date is to use Nexerelin's version checking feature, which all my mods support. I don't always use Nex, but sometimes I'll start a test game with it just to check for mod updates. Version numbers can also be seen in the launcher's mod selection window.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: HopeFall on March 14, 2023, 03:02:04 PM
Thanks for the feedback! For the next update I think I'll cap the strength estimation scaling from player level to level 15. I primarily balance this mod based on my own experience with mostly vanilla configurations and mod lists, so it's bound to be off in situations that deviate too far from that. In your case I'd recommend reducing strengthIncreasePerPlayerLevel to something like 0.3 or 0.4, considering your increased level cap.
I have. Getting better results, though I made it a touch too easy. It's hard finding the right spot.
I apologize if I came across has irritable. I was having such a damned struggle with the starting mining fleet (just going full Nex mining stuff, HMI, Vayra, Junk Dogs, some vanilla) that it was rough. It doesn't help that I'm assuming the game can't tell what weapons you're using, so if you're purposefully picking mining weaponry, it doesn't like, lower the strength of the ship, right?

I legitimately wish there was a way to get XP for selling loads of cargo, meeting supply demands, other stuff besides combat. Because it was definitely a rough start; combat is just the main way to get XP no matter what you do, sadly. I've gotten better results with adjusting that player thing for sure, thanks.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on March 14, 2023, 08:03:49 PM
Glad that's helping! And, yeah, I think the difficulty of tuning-in the right strength estimation scaling is one of the weakest aspects of this mod. I try to make my mods work "out of the box" but that's a pipe dream for this one, unfortunately.

Another option I should've suggested is simply disabling ruthless sector's xp scaling and enabling the vanilla xp bonus, which tends to be more forgiving and consistent regardless of config and playstyle.

I get where you're coming from with the mining fleet start. For my latest run I'm almost exclusively using "combat-logistics" ships like mules, ventures, and shepherds, with no officers or player skills. It's brutal even fighting pirates, let alone remnants.

It doesn't help that I'm assuming the game can't tell what weapons you're using, so if you're purposefully picking mining weaponry, it doesn't like, lower the strength of the ship, right?
That's right. It doesn't consider the effectiveness of ship loadouts at all.

I legitimately wish there was a way to get XP for selling loads of cargo, meeting supply demands, other stuff besides combat.
I thought you could get xp for trade? Maybe I'm remembering an old version. There are all kinds of ways to get xp, but, you're right. Fighting large battles is the fastest way to level up by far.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Munchkin9 on April 08, 2023, 03:16:22 PM
Sorry if the information for this is out there, I've looked around and couldn't find it. Does ruthless sector adjust bounty rewards (system, faction and personal) or have a setting to adjust these?
I saw the "factionCommissionBountyMult" option, but I assume that is only related to commission bounties and not general bounty missions.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 08, 2023, 08:43:24 PM
I saw the "factionCommissionBountyMult" option, but I assume that is only related to commission bounties and not general bounty missions.
That's correct. Ruthless sector doesn't change the payout for any mission type, bounties included.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: zirzareyda on April 11, 2023, 06:58:05 AM
Like the idea behind the mod.

Quote
Makes it harder to become friendly with every faction by periodically reducing relations with a random faction if you have high enough relations with one of their enemies
Is this a good idea with Nex? Can this push you into war...?

Is it maybe underrating officers? Why? This should be something?
#  skillMult = (1 + skillFactor) to the power of the number of combat skills
"skillFactorForPlayerShips":0.0,

XP rewards for under-DP'ing are maybe too high though? Thats a match too, 4 DP for 2 Kites vs 4 DP from Lumen.
(https://i.imgur.com/98fcV2Y.png)

Also, doesnt recognize these bad boy shuttles as formidable combat vehicles of death.
(https://i.imgur.com/5p8mXcd.png)

Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: zirzareyda on April 11, 2023, 07:02:10 AM
-quick pseudo edit-
Ah it seems it checks for "hostile" edge case and drops the decrease.
"&& faction.getRelationship(otherSide.getFleet().getFaction().getId()) <= -0.5f // -0.5 is hostile threshold"

Also, it seems ship power in the ship_data.csv not the same as DP cost. A Lumen is 8.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 11, 2023, 08:13:15 AM
Like the idea behind the mod.
Glad! Hope it works well for you  :)

Quote
Makes it harder to become friendly with every faction by periodically reducing relations with a random faction if you have high enough relations with one of their enemies
Is this a good idea with Nex? Can this push you into war...?
It doesn't affect Nex diplomacy too much, but it does make it a bit more difficult and it could theoretically push you into war with a faction that's already on the brink of being hostile. "allowReputationLossEvenIfAlreadyNegative" can be set to false to change that.

Ah it seems it checks for "hostile" edge case and drops the decrease.
"&& faction.getRelationship(otherSide.getFleet().getFaction().getId()) <= -0.5f // -0.5 is hostile threshold"
That's for gaining rep from impressive victories. The code for the "friend of my enemy is my enemy" mechanic starts here (https://github.com/NateNBJ/RuthlessSector/blob/master/ruthless_sector/CampaignScript.java#L242)

Is it maybe underrating officers? Why? This should be something?
#  skillMult = (1 + skillFactor) to the power of the number of combat skills
"skillFactorForPlayerShips":0.0,
The default settings scale the strength estimation of your ships based only on the level of your player character because I don't want to create an incentive for not using officers and s-mods.

XP rewards for under-DP'ing are maybe too high though? Thats a match too, 4 DP for 2 Kites vs 4 DP from Lumen.
Hmm, yeah maybe. In my experience the balance tends to normalize with larger battles, and it changes as you level up as well. I hope you'll let me know about your general experience with the xp adjustments as your game progresses.

Also, doesnt recognize these bad boy shuttles as formidable combat vehicles of death.
Hah! Nope. All civilian ships are estimated to have a strength of 0. Not always perfectly accurate, but better than the alternative

Also, it seems ship power in the ship_data.csv not the same as DP cost. A Lumen is 8.
Right. It's based on fleet points. In the past it was based on DP, but I changed it because remnant ships typically have disproportionately low DP for their power.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: zirzareyda on April 11, 2023, 10:26:20 AM
Quote
I don't want to create an incentive for not using officers and s-mods.
Not so ruthless after all...
Tbh if anything player level should not change player fleet strength rating since there are a bunch of skills that dont do anything for fleet strength but officers only do that.

Quote
All civilian ships are estimated to have a strength of 0.
But the Kite and the Hermes count as warships? Whats the difference?

Quote
"allowReputationLossEvenIfAlreadyNegative" can be set to false to change that.
I'd set it as default with Nex.
I was cruising in space yesterday and Nex throws those random rep changes (which for some reason dont *** me off too much ...yet) and suddenly I'm favorable with Junk Yard Dogs (mod I already kinda dislike) und they are in alliance with Luddic Church who are hostile to Hegemony and and and now I'm losing rep with Hegemony. I AM NOT DOING ANYTHING BUT FLYING IN SPACE AAAAH and go from +10 to -10 with Heg. *** me off so much, especially when those rep drop messages coming in sequence is infuriating.



Possible suggestion:
I wish the reward for winning underdog fights would be better ship salvage chances instead of extra XP or resources. I dont need or even want extra XP (I'm on Starfarer and every player level the monthly expenses jump) or resources - both are aplenty.
Right now I am playing the game where the only source of combat ships is salvage. I am not allowed to buy, find or event-gift them - I only eat what I kill.
Its kinda like the Starpocalypse mod but harsher.
So I'd wish if I went into a harsh bounty like this, that something decent would be salvageable and not shieldless freighters...
Good mod too.
(https://i.imgur.com/nK7EssH.png)
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 13, 2023, 05:27:03 PM
It seems like you have some preferences that this mod doesn't quite support. I'm not planning to make any major changes in the near future, but you're welcome to fork the repository and make your own version.

But the Kite and the Hermes count as warships? Whats the difference?
It's based on the hints defined in the ship_data.csv file. Any ship that has the CIVILIAN tag but not the CARRIER tag will be considered a non-threat by ruthless sector. This includes Hermes. Pretty sure there aren't any vanilla ships with both tags.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Malice on April 22, 2023, 09:06:52 AM
Hello, I'm really like this mod, very splendid work. Can someone please tell me how can I restrict reputation changes [when I allied with enemies] for independent and pirates, I'm already tried to blacklist them and at the same time delete them from whitelist and this didn't work.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 22, 2023, 03:26:35 PM
Those lists restrict which factions grant reputation when you have an "impressive victory" against one of their enemies. The lists don't restrict which factions get upset when you are friends with their enemies, but they should. I'll change that for the next update. For now, my only recommendation is to disable the "loseReputationForBeingFriendlyWithEnemies" setting.
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Malice on April 23, 2023, 08:34:27 AM
Those lists restrict which factions grant reputation when you have an "impressive victory" against one of their enemies. The lists don't restrict which factions get upset when you are friends with their enemies, but they should. I'll change that for the next update. For now, my only recommendation is to disable the "loseReputationForBeingFriendlyWithEnemies" setting.
Thank you for the reply, if you change it someday I will be glad, by the way no pressure you did really good mod  :)
Title: Re: [0.95.1a] Ruthless Sector 1.4.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 23, 2023, 11:17:58 AM
Thanks for your understanding  :)
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on May 07, 2023, 08:59:57 PM
Ruthless Sector 1.5.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)

(https://img.shields.io/github/downloads/NateNBJ/RuthlessSector/total?color=496B8E&label=Download%20Ruthless%20Sector&style=flat&logo=DocuSign&logoColor=white)
 (https://github.com/NateNBJ/RuthlessSector/releases/latest/download/Ruthless.Sector.zip)
Please note that this version has not yet been thoroughly tested with Starsector 0.96a

- Updated for Starsector 0.96a
- Updated LunaLib support to take advantage of new features
- Capped the strength estimation scaling from player level to 15
- Unspent skill points no longer increase the strength estimation of player ships
- The faction blacklist and whitelist for reputation gains now restrict all reputation changes
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Shadowkiller on August 13, 2023, 09:17:20 PM
From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Helldiver on August 13, 2023, 09:27:21 PM
From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 14, 2023, 08:28:27 AM
From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
Yup. This mod doesn't affect s-mods in any way.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Lycaeon on August 20, 2023, 02:38:35 PM
Would it be possible to make the remnants roaming in hyperspace a separate mod? It's the only part of the mod I want for my playthroughs as everything else is already covered by separate mods such as starpocalypse, and lunalib's options aren't straightforward in allowing the rest of the mod to be disabled.

Failing that, a list of lunalib settings to disable/set to vanilla values would work as well. I know it's a big ask, but I feel the remnant hyperspace roaming is a major enough feature to stand on its own.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 21, 2023, 09:33:22 AM
I might split the roaming remnants feature off into a separate mod at some point, but I don't think it's likely. Updating and testing all of my mods each time Starsector updates already costs too much time, and splitting mods would make that worse. I've actually been considering ways to merge some of them...

I do need to make it easier to disable features though, so I'll try to work on that at some point. In the meantime, you can use this copy of the Luna Settings file (https://github.com/NateNBJ/RuthlessSector/releases/download/v1.2.6/LunaSettings.csv) that defaults to disabling all features. If you replace "/mods/Ruthless Sector/data/config/LunaSettings.csv" with that file and "Reset Mod to Default" in LunaSettings, it should be just like the mod isn't installed. Then you can just re-enable hyperspace remnants.

everything else is already covered by separate mods such as starpocalypse
Only overlap I'm aware of between this mod and Starpocalypse is that they both adjust relations, and even then the adjustment criteria are different enough that they make sense together. I'm not quite as familiar with other difficulty mods though. If you could point out where other overlap exists I'd appreciate it.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Lycaeon on August 21, 2023, 10:23:55 AM
Really appreciate the settings file. Much thanks! :D

In terms of overlap, I'd say the following:

Nexerelin already disables the Galatian stipend with the spacer start, replacing it with an increasing monthly debt instead.
The ingame ironman mode prevents save-scumming, and if I lose my entire fleet I consider that a game over.
I'm not sure how the automated defense range bonus will interact with Realistic Combat as that mod in general is very picky about interacting with other combat mods.
Reputation changes in starpocalypse as you've mentioned.

Mod features that are unique: The xp and danger star changes, the faction commission changes, and the remnant in hyperspace.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 21, 2023, 11:57:17 AM
Thanks for the feedback!  ;D

Nexerelin already disables the Galatian stipend with the spacer start, replacing it with an increasing monthly debt instead.
This one's actually vanilla, believe it or not. Nex just makes it much more accessible. Normally you'd have to toggle a value in settings.json to even see the spacer start option
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Lycaeon on August 21, 2023, 12:11:16 PM
This one's actually vanilla, believe it or not. Nex just makes it much more accessible. Normally you'd have to toggle a value in settings.json to even see the spacer start option

Huh, neat. I wonder why it's not enabled as a 'hard' setting in the base game.

On an aside, after reviewing the settings I decided to enable the XP changes as well, since they seem to be more in-depth than the vanilla xp system. They shouldn't interfere with Starship Legends as that's another one of your mods and Realistic Combat doesn't make any changes to the XP multiplier as far as I know.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 21, 2023, 10:05:16 PM
Huh, neat. I wonder why it's not enabled as a 'hard' setting in the base game.
iirc Alex thought it was too experimental. Making it easily accessible could end up with too many people starting campaigns they won't enjoy as much. I think it's a perfect addition for Nex, because anyone who's using Nex and choosing the spacer start is likely to know what they're doing. I'm a big fan of the debt mechanic, personally, but I find the slow startup with the solo shuttle too boring.

They shouldn't interfere with Starship Legends
The xp adjustments from ruthless sector do affect starship legends. I wouldn't call it interference though, as it's a 100% deliberate interaction. I think the way vanilla awards xp is perfectly fine (better for most players, in fact). The idea behind the xp changes ruthless sector makes is basically to grant less progress for easy fights, so that difficult battles become a sort of "gating mechanism" for character progression. This can encourage optimized/cheesy strats and result in disappointment/frustration when the mod considers a fight easy and the player doesn't. If you decide to keep the xp changes enabled, I highly recommend also enabling all of the notifications on the "Other" tab, as they provide useful feedback about how the mod will scale the xp earned from each battle.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Shadowkiller on August 24, 2023, 08:43:17 PM
From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
Yup. This mod doesn't affect s-mods in any way.

Lmao im sorry for the mistake, i even got confirmation from multiple people before posting so thats a tad embarrassing. Thank you for pointing out the actual culprit!
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on August 24, 2023, 10:41:50 PM
No worries! The Starsector Modiverse has gotten pretty big. There's a lot to keep track of.
Title: Re: [0.9.1a] Ruthless Sector 1.2.8 - Difficulty Options for Better Gameplay
Post by: Sundog on February 02, 2024, 10:16:54 PM
Ruthless Sector 1.6.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Save-compatible with previous versions

(https://img.shields.io/github/downloads/NateNBJ/RuthlessSector/total?color=496B8E&label=Download%20Ruthless%20Sector&style=flat&logo=DocuSign&logoColor=white)
 (https://github.com/NateNBJ/RuthlessSector/releases/latest/download/Ruthless.Sector.zip)

- Updated for Starsector 0.97a
- New behavior with default settings:
   - For games started without Nex or the tutorial, you start at a random colony
   - More factions will be hostile at the start of new games
   - Hostile factions will be chosen so that your relations align with the faction that owns the colony you start at
   - The accessibility penalty for hostilities with other factions is limited to 50%
- Added new settings for randomizing or specifying a starting location for games started without Nex or the tutorial
- Added new settings for improved control over reputation overrides
- Added a setting to control how much accessibility may be reduced due to hostilities with other factions
Title: Re: [0.97a] Ruthless Sector 1.6.0 - High Risk, High Reward Difficulty Options
Post by: vagabond1-akallas on February 19, 2024, 01:41:04 AM
Heyo.

So I just had an issue where if I turned on Ruthless Sector, everyone would hate me (-65 relationship with almost 2/3 of the sector). Have any idea how this might've happened?
Title: Re: [0.97a] Ruthless Sector 1.6.0 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 19, 2024, 07:38:04 AM
Yep. That's a new feature of this mod. Take a look at the post above yours for details. The setting to disable it is "Enable Starting Reputation Overrides" in the "Factions" tab.
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on February 19, 2024, 09:48:34 AM
Ruthless Sector 1.6.1 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)
Save-compatible with previous versions

(https://img.shields.io/github/downloads/NateNBJ/RuthlessSector/total?color=496B8E&label=Download%20Ruthless%20Sector&style=flat&logo=DocuSign&logoColor=white)
 (https://github.com/NateNBJ/RuthlessSector/releases/latest/download/Ruthless.Sector.zip)

- Fixed starting conditions being applied after the initial save of a new game instead of before
- Changed: Hyperspace remnants now spawn about 0.5 LY further away
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: secondcircle on March 05, 2024, 07:37:12 PM
Question about how the battle difficulty is calculated in Ruthless Sector, Looking at the description, it seems like there is no difference between a brawler and a wayfarer when calculating the expected battle difficulty. Same with say a Gemini and a enforcer. Am I thinking about this correctly? If so that seems odd, it seems to me you'd have a much more difficult battle using a equivalent DP combat freighter then a combat ship, I wonder if this can be accounted for somehow?

Reason I'm asking is because I'm also using Perilous Expanse, and because of how fuel works, I find myself wanting to use combat freighters more, which I really like, but I'm finding it very hard to win battles where I have any kind of bonus exp using wayfayers/gemini's as an example. Just wanted to get other's thoughts.
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on March 06, 2024, 12:02:57 PM
Ship strength estimation is based on fleet points (FP) which are not shown anywhere in-game. FP is supposed to be an estimation of the base combat strength of a ship type, but it isn't always accurate. Brawler and Wayfarer both have 5 deployment points, but Brawler has 7 FP and Wayfarer has 5 FP. Gemini has 9 for both, while Enforcer has 10 FP. In my estimation the FP of combat freighters do tend to be overestimated, but I'd never want to overwrite those values, especially for mod ships. But if you want to change a ship's FP, you can do so by editing starsector-core/data/hulls/ship_data.csv with a spreadsheet editor and changing the "fleet pts" column for the ship you want to change.

You can run the code below with console command to see the estimated strength of your flagship. Note that it will be adjusted for your skills, so it's not as useful as it could be in some cases.
Quote
runcode Console.showMessage(ruthless_sector.ModPlugin.getShipStrength(Global.getSector().getPlayerFleet().getFlagship(), true));

I'm glad you're trying perilous expanse! I tend to use combat freighters a lot as well, especially for early exploration. In my experience they tend to pull their weight in supporting roles, but few are useful as main frontline fighting ships. I generally try to make sure they always have long-range options and tough ships nearby to take pressure off of them.
Title: Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
Post by: LesbianVelociraptor on March 20, 2024, 09:33:08 AM
I do need to make it easier to disable features though, so I'll try to work on that at some point. In the meantime, you can use this copy of the Luna Settings file (https://github.com/NateNBJ/RuthlessSector/releases/download/v1.2.6/LunaSettings.csv) that defaults to disabling all features. If you replace "/mods/Ruthless Sector/data/config/LunaSettings.csv" with that file and "Reset Mod to Default" in LunaSettings, it should be just like the mod isn't installed. Then you can just re-enable hyperspace remnants.

Been playing Starsector and mods for quite a bit. made an account to ask: Does this file need updating? I'd like to play with a bit of the Ruthless Sector features, but not all of them. It'd be nice to set things to vanilla values and then tweak them to my own liking.

I guess for a suggestion I would say maybe a "reset to vanilla defaults" button in the lunalib configs. That way folk can start off with your config or vanilla and ramp up difficulty as they get used to playing again. That's mostly my problem, I played a lot in the past but now I'm all out of practice.
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on March 20, 2024, 05:15:39 PM
Hey, welcome to the forum! That's a good question. I'll add it to the FAQs section

That file is out of date for the latest version. I started bundling files like that with the mod files instead. You can find it at "/mods/Ruthless Sector/data/config/Vanilla_LunaSettings.csv" alongside the actual LunaSettings file.

I agree that a button like that would be ideal, but unfortunately LunaLib doesn't support anything like that (last time I checked, anyway, which was admittedly quite a while ago). So the only way for me to make that work would be to find some way to hack the LunaLib settings UI to add my own custom button, which isn't much of an option. I might beg Lukas04 to add the ability to apply presets though.

I played a lot in the past but now I'm all out of practice.
Oh, I absolutely get that. Every time I start a new game I end up overextending all the time because I'm used to controlling a battle cruiser with an overpowered character
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: sawert42 on April 08, 2024, 08:27:13 PM
You know the fact that exp bonus depending on the ships deployed and not your whole fleet isn't vanilla is kinda crazy
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 09, 2024, 11:13:32 AM
Well you won't have any argument from me  ;D
The vanilla XP bonus system is better than nothing, at least
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: HopeFall on April 09, 2024, 10:33:48 PM
Excuuuuuuse me, princess!. I do not save-scum in any of my games. I am deeply invested in immersion and roleplay during my playthroughs, and my psychic is engaging in the use of clairvoyance, thankyouverymuch.
Title: Re: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options
Post by: Sundog on April 10, 2024, 02:02:21 PM
I believe you 100%  ;)