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?
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.
Possible typo? NexCompatibleFeetEncounterContextHeh, yeah, that's a typo...
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 :)
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 :)
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 :)
Ship | Fleet Points | Strength Estimation | Deployment Points |
Lumen | 8 | 9.0 | 4 |
Glimmer | 8 | 9.0 | 5 |
Fulgent | 12 | 15.4 | 11 |
Scintilla | 12 | 15.4 | 12 |
Brilliant | 16 | 23.0 | 25 |
Radiant | 30 | 60.0 | 40 |
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.
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.
snipIf 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.
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.
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.
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 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.
"allowHyperspaceRemnantsToUseEmergencyBurn":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.
"allowHyperspaceRemnantsToUseSustainedBurn":false,
"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.
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.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.
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.
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,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.
"allowHyperspaceRemnantsToUseSustainedBurn":false,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.
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.
6.4% chance ... apply a capGreater 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?
They ignore all of the other faction fleets (which also ignore them), as well as the Starbase I'm docked atThat'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.
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!
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.
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 ariseI'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.
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).
191898 [Thread-4] ERROR ruthless_sector.BattleListener - Error reading data/config/ruthlesssector/faction_rep_change_blacklist.csvIf so, that and the few dozen lines below it should provide us with some insight into what's going wrong.
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)
This mod plus starfarer mode make this game borderline impossible to legit run. It's really fun if you think about it ;D
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 :)
[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.
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.
No problem :)
I really should get around to properly publishing a barebones compatibility update...
No problem :)
I really should get around to properly publishing a barebones compatibility update...Yes give it to me bareI'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"
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
I attached a compatible-if-not-fully-tested version to this post: https://fractalsoftworks.com/forum/index.php?topic=15279.msg322464#msg322464Yes give it to me bareI'd really love to staple this amazing mod on back into my game again.
What a pleasure to go exploring again with your features, aaah this and a larger sector is just perfect
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.
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.
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.
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 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.
I.e. give the player some Captains of their own when facing "Remnants fleets with 6 Captains"
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 :)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.
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!
Of course! Thanks for translating! ;D
One wacky idea: Ruthless Sector gets a setting: minLogisticsOfficersAtStart: 2Unfortunately, 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.
Or maybe I'm just too bad at English :).No, it's definitely my fault! Proper explanations for the settings is long overdue
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.
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.
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!
Ruthless Sector 1.4.0 (http://fractalsoftworks.com/forum/index.php?topic=15279.0)At the risk of unintentionally annoying you... did you account for IBB-type bounties from Dark.Revenant's Ship/Weapon Pack?
Compatible with previous versions
Fixed Magic Bounties overriding ruthless sector features
At the risk of unintentionally annoying you...Pish posh! It's a good question.
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.
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.
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.
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 enemiesIs this a good idea with Nex? Can this push you into war...?
Like the idea behind the mod.Glad! Hope it works well for you :)
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.QuoteMakes 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 enemiesIs this a good idea with Nex? Can this push you into war...?
Ah it seems it checks for "hostile" edge case and drops the decrease.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)
"&& faction.getRelationship(otherSide.getFleet().getFaction().getId()) <= -0.5f // -0.5 is hostile threshold"
Is it maybe underrating officers? Why? This should be something?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.
# 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.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.
I don't want to create an incentive for not using officers and s-mods.Not so ruthless after all...
All civilian ships are estimated to have a strength of 0.But the Kite and the Hermes count as warships? Whats the difference?
"allowReputationLossEvenIfAlreadyNegative" can be set to false to change that.I'd set it as default with Nex.
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.
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 :)
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 :)
Yup. This mod doesn't affect s-mods in any way.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.
everything else is already covered by separate mods such as starpocalypseOnly 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.
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
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.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 LegendsThe 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.
Yup. This mod doesn't affect s-mods in any way.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.
runcode Console.showMessage(ruthless_sector.ModPlugin.getShipStrength(Global.getSector().getPlayerFleet().getFlagship(), true));
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.
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