Fractal Softworks Forum

Starsector => Mods => Topic started by: Jaghaimo on May 28, 2021, 01:42:56 AM

Title: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
Post by: Jaghaimo on May 28, 2021, 01:42:56 AM
Starpocalypse
Reduce weapon and combat ship availability, and make NPC colonies stronger.

(https://img.shields.io/github/v/release/jaghaimo/starpocalypse?label=download&style=for-the-badge) (https://github.com/jaghaimo/starpocalypse/releases/latest) (https://img.shields.io/github/license/jaghaimo/starpocalypse?label=contribute&style=for-the-badge) (https://github.com/jaghaimo/starpocalypse) (https://img.shields.io/codeclimate/maintainability-percentage/jaghaimo/starpocalypse?style=for-the-badge) (https://codeclimate.com/github/jaghaimo/starpocalypse)

This minimod makes the following changes to the campaign layer of Starsector:


For information how mod works and how to configure it, read README.md (https://github.com/jaghaimo/starpocalypse#readme).
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: ElPresidente on May 28, 2021, 04:37:47 AM
Interdasting.
Makes looting a lot more desireable.

Restoration prices and buy/sell modifiers would probably need tweaking.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Madskills on May 28, 2021, 07:14:21 AM
Savage mod, I love the direction it's going. As we discussed in the other thread, there are still vanilla loopholes for acquiring stuff too effortlessly like blueprints that need to be balanced.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: IonDragonX on May 28, 2021, 04:33:45 PM
only Military Markets sell weapons, LPCs, and combat ships. Open Markets and Black Markets still sell civilian grade ships, albeit of inferior quality
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Jaghaimo on May 28, 2021, 11:46:53 PM
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.

It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.

Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Helldiver on May 29, 2021, 01:44:50 AM
As such, only Military Markets sell weapons, LPCs, and combat ships.

Does this limitation include combat freighters without the civilian hullmod such as Wayfarers or Cerberuses?

Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ.

Does this include Indie markets?


As for overall mod idea, I like it. Part of what makes the game so easy and faction relationships such a non-factor is how trivially you can procure warships from anyone. Anything that makes obtaining true warships a real challenge is welcome.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: SCC on May 29, 2021, 01:48:25 AM
It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.

Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
Considering Tempest exists - I would rather have a whitelist of ships that can stay in the black or open market. Though I'd probably sprinkle some d-mods on those ships anyway.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Jaghaimo on May 29, 2021, 03:16:11 AM
As such, only Military Markets sell weapons, LPCs, and combat ships.

Does this limitation include combat freighters without the civilian hullmod such as Wayfarers or Cerberuses?

Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ.

Does this include Indie markets?

If it does not have "civilian grade" hullmod it will be removed.
Yes, Indie markets are included by default. You can edit various csv files in "data/starpocalypse" folder to change this behaviour.


It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.

Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.
Considering Tempest exists - I would rather have a whitelist of ships that can stay in the black or open market. Though I'd probably sprinkle some d-mods on those ships anyway.

In the upcoming version the d-modifications will be detached from removal logic, thus having its own whitelist csv. By default, all ships (those that survived the culling, and those that were survived or were ignored in hidden markets) will be given extra d-mod.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Arcagnello on May 29, 2021, 03:19:22 AM
Yes.

The Path must be ardous to reach Ludd's vision!
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: Oni on May 29, 2021, 01:40:02 PM
only Military Markets sell weapons, LPCs, and combat ships. Open Markets and Black Markets still sell civilian grade ships, albeit of inferior quality
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.
Eh, I can believe Black Markets would have military grade ships for sale (planets are pretty big after all and a ship, even a battleship, is comparatively small). What buying one should do though is jack your suspicion through the roof if you've got your transponder on. Maybe have a "smuggled ship" flag for any black market military ship that'll be detected by a patrol scan that lasts a week of game time.
Title: Re: [0.95a] Starpocalypse 1.1.1 - fortresses and regulations
Post by: dostillevi on May 31, 2021, 07:04:49 PM
Liking the concept. I had an idea recently that might fit into the theme of this mod:

If a faction exists and it's blueprints are being used by another faction, cause a Nexerelin diplomatic event (if installed) between the two factions, and the faction sends a raid to retrieve it's blueprints from the planet/station. The raid should be tailored to retrieve the faction blueprints, and if successful then the blueprints should no longer be available for use by the target faction.

There are some other things that could be added to this, like allowing a faction to use blueprints if they have a high Nexerelin relationship (or player relationship).

-
Editing to add that a decent workaround for military ships on the black market might be stability, where lower stability means more and higher quality (fewer d-mod) military ships for sale, in combination with the existing factors that determine amount and quality of ships available on the black market. There are a few neat things here, not least of which would be that destabilizing a world would be a really good way to get one's hands on that faction's ships.

Also, if you do Nexerelin integration, I could see a neat case where military ships end up on black markets nearby to the two warring factions, as a result of derelict ships being salvaged and repaired for sale.
Title: Re: [0.95a] Starpocalypse 1.1.1 - fortresses and regulations
Post by: Sutopia on May 31, 2021, 10:07:05 PM
Since you've already touched it:
Can we have accessibility reduction due to hostile faction become final multiplier penalty?
So if you have a planet that was supposed to have 200% and -50% due to hostility it's 100% instead of 150%
Title: Re: [0.95a] Starpocalypse 1.1.1 - fortresses and regulations
Post by: Jaghaimo on June 01, 2021, 12:03:26 AM
Added an issue for Black Market's stability based weapon and ship culling survival (that's long winded, heh).


Everything else mentioned, while interesting, is more fitted for Nex than this mod.
Title: Re: [0.95a] Starpocalypse 1.1.0 - fortresses and regulations
Post by: IonDragonX on June 01, 2021, 10:25:23 AM
Okay, I get the scarcity thing but I think that Black Market should still have some low tier/low tech weapons but not ships. They are small enough to fit into cargo holds and they are common enough to be logical.

It will be configurable from next version. Perhaps a saner default will then become to keep frigates in black market only.

Right now, only hidden markets (like raider bases) are not touched. But one of them is in core worlds - Kanta's Den.

Yes! If my vote counts for anything, then black markets carrying combat frigates (trashed though they may be) should definitely be default.  :D
Title: Re: [0.95a] Starpocalypse 1.1.1 - fortresses and regulations
Post by: Oni on June 01, 2021, 11:58:42 AM
Did you manage to have a blanket condition for this, or are modded factions going to have to be added independently?  ???
Title: Re: [0.95a] Starpocalypse 1.1.1 - fortresses and regulations
Post by: Bucket on June 01, 2021, 12:33:56 PM
This almost aligns perfectly with how I would envision a dark age Persean sector should look like. The most needed change IMO is making capital ship spawns scarce rather than just pump them out enmass with a bunch of easily repairable D-mods; This would really put the emphasis on capital in capital ships. And no it's not the market that needs fixing, it's the fleet spawns that could use composition touch ups.
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Jaghaimo on June 02, 2021, 01:30:57 AM
New version is up - added configurability to most places. Also added a script to fix markets that were broken by 1.0.1 and 1.0.2 (duplicate industries).

Yes! If my vote counts for anything, then black markets carrying combat frigates (trashed though they may be) should definitely be default.  :D
I've left the ship selection to vanilla for now (Black Market already does not sell capitals, might tweak this further to remove cruisers as well).

Did you manage to have a blanket condition for this, or are modded factions going to have to be added independently?  ???
Yes, CSV files now accept "all" and "!faction" (not faction). Highest priority is "faction" (yes, include), followed by "!faction" (don't include if "all" is present), followed by "all" (if present, include all that are not negated).
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Deshara on June 02, 2021, 11:22:46 AM
excellent mod, following
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Sarissofoi on June 02, 2021, 04:42:48 PM
What about combat freighters, exploration ships, etc?
Shouldn't they also be available on civilian market?
Also some basic weapons should be available on civil market for self defence.
Black market could have higher price markup for both weapons and ships(maybe some smaller and lower tech military ships to be available too).
To be honest Black Market should be connected to local Market stability.
Less stability = more stuff on Black market
High stability = less stuff and need to pay extra(bribes)
Zero stability = anarchy so legal market should almost completely turn into black one because local government have no means to enforce anything.
Just five cents.
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Helldiver on June 03, 2021, 06:17:54 PM
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?

EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.

Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Jaghaimo on June 04, 2021, 04:29:26 AM
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?

EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.

Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?

Correct, while submarket and industry changes are all opt-in by default, stations require a mapping to be defined. I did consider a similar opt-in (with "all" and "!faction" keys) but it made no sense as you can't tell which faction uses which station (so would need to default to say low tech always). Alternatively, consider providing me with a list of all mod factions and their respective station ids (custom stations included) and I'll include it in the next version.

Bugfix incoming in next few hours - industry newbies are given to the player again, my bad.
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: DecoyGrenadeOut on June 04, 2021, 03:38:54 PM
Is this compatible with Rusty Cabbage's Second Wave Options mod (https://fractalsoftworks.com/forum/index.php?topic=17086.0)?
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: AppleMarineXX on June 09, 2021, 05:45:19 PM
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?

EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.

Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?

Correct, while submarket and industry changes are all opt-in by default, stations require a mapping to be defined. I did consider a similar opt-in (with "all" and "!faction" keys) but it made no sense as you can't tell which faction uses which station (so would need to default to say low tech always). Alternatively, consider providing me with a list of all mod factions and their respective station ids (custom stations included) and I'll include it in the next version.

Bugfix incoming in next few hours - industry newbies are given to the player again, my bad.

Do you envision having modmakers add a Starpocalypse config folder to their faction mods, like with Nex and Commissioned Crews? If so, I'd be happy to throw one in my mod, but I'm not quite sure how to do it.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Nameless on June 10, 2021, 10:27:52 PM
I like this mod.
Title: Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
Post by: Jaghaimo on June 10, 2021, 11:23:34 PM
Is this compatible with Rusty Cabbage's Second Wave Options mod (https://fractalsoftworks.com/forum/index.php?topic=17086.0)?

Should be. It will either add things to markets, then Second Wave will upgrade them, or it will not do anything if Second Wave adds them first.

Do you envision having modmakers add a Starpocalypse config folder to their faction mods, like with Nex and Commissioned Crews? If so, I'd be happy to throw one in my mod, but I'm not quite sure how to do it.

Initially it was required, but since it is a big uptake I changed defaults to use default opt-in. As such, mods still can modify the behaviour by blacklisting their submarkets or factions. All mods that want to have stations added NEED to add an entry to specify which station is to be added (and extend station list if they add new stations).
As to how - see "data/statpocalypse" folder. You make such a folder in your mod, then add files you want to modify. The game loads Starpocalypse files, and then adds (or overwrites) values using values from your mod.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Helldiver on June 12, 2021, 09:17:14 AM
I don't know if it's from Starpocalypse or Stelnet, but after updating both (1-2 versions up each) non-D ships no longer appear in Stelnet searches or markets. Looking for non-damaged ships-only on Stelnet also returns that no such items are found, including on new save right from the start.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Jaghaimo on June 12, 2021, 02:29:10 PM
This is correct - with default Starpocalypse settings there are no (none, null, nil, zero) ships with no (none, null, nil, zero) d-mods. Welcome to hell.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Helldiver on June 12, 2021, 03:12:31 PM
This is correct - with default Starpocalypse settings there are no (none, null, nil, zero) ships with no (none, null, nil, zero) d-mods. Welcome to hell.

Ah, somehow didn't notice earlier. Would replacing "submarketall!storage" with "submarketopen_marketblack_market" in shipDamageSubmarket suffice to make it only apply to Open and Black markets?

Think the mod description should be changed, as it currently only says that Open and Black markets sell inferior ships (when the mod apparently applies to all markets by default).

I'm also curious about how the mod applies the damage. Does it add D-mods to ships after they were generated by the game? Does it add them only to ships that didn't roll D-mods or to all ships? Is it a fixed number (i.e 1 to all ships) or randomized, or affected by local ship quality like regular D-mods?

Thanks in advance!
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Jaghaimo on June 12, 2021, 04:36:09 PM
Yes, remove "all", add explicitly which markets you want to alter (open and black markets). With this setup, storage negation ("!storage") is no longer needed either (it was preventing "all" from applying to "storage").
It is very simple right now - any non-dmodded ship will get one random d-mod (after generation, e.g. when you dock at the market).
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Helldiver on June 12, 2021, 04:54:58 PM
Yes, remove "all", add explicitly which markets you want to alter (open and black markets). With this setup, storage negation ("!storage") is no longer needed either (it was preventing "all" from applying to "storage").
It is very simple right now - any non-dmodded ship will get one random d-mod (after generation, e.g. when you dock at the market).

Cheers! The d-mod generation is perfect then, simple and non-intrusive. Love the mod.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: dostillevi on June 14, 2021, 04:01:32 AM
Playing my first run with this mod, and I have a couple of thoughts:

1. Some mod ships aren't for sale anywhere. This could be intended, but for example with Shadowyards, there isn't a single Solidarity Armed Freighter for sale anywhere in my game. I think this might be because these aren't classed as Civilian ships, but they also probably aren't in the military markets either.
2. It would be my preference to see armed freighters in general markets. Is there an option to enable this? I'm thinking ships like the Gemini and Mule, which are absolutely not military ships but can only be bought from pirates or the occasional Persean military market. In my preference, it makes a whole lot of sense for "armed freighters" to be the closest ship available to a military vessel outside of military markets. Since weapons can't be acquired easily, lore wise an armed freighter might not actually have any weapons mounted.
3. Is there an option to allow PD guns in open markets? Along with #2, I feel pretty comfortable that putting anti-missile defenses on freighters would be allowed even under extremely strict arms control.
4. For Nexerelin starts with a trading fleet, it might make sense to restrict the ship options available. I can start out with the above mentioned Solidarity Armed Freighter with a full weapon loadout, making my fleet one of the most heavily armed small shipping operations in the sector, right from the start.
5. If weapons are highly regulated, should faction patrols take offense to your ships having guns mounted? Or is is it one of those situations where use is tolerated but not sale? I can't really think of a good way to handle this that is both gameplay friendly and honors the intent of this mod, but maybe you can!

Overall it's refreshing at least on my first run to not be jumping straight into a military fleet. Pirates are less dangerous in general from what I've seen, which means a few armed freighters really would be able to hold their own... if I could only find some armed freighters...
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Jaghaimo on June 14, 2021, 04:44:52 AM
Playing my first run with this mod, and I have a couple of thoughts:
...
Contraband - from next version, market stability will affect which weapons, LPCs, and ships (based on cost, customizable via new csv files) "seep" through Military Markets into Black Market. The lower the stability, the more items are available in the Black Market. The items and ships are "synced", meaning purchasing on one market removes it from both markets.

Pirates are less dangerous in general from what I've seen, which means a few armed freighters really would be able to hold their own... if I could only find some armed freighters...
Interesting, I haven't touched that at all - the mod should have no implications on spawned fleets, pirates included.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: dostillevi on June 14, 2021, 12:33:53 PM
Contraband - from next version, market stability will affect which weapons, LPCs, and ships (based on cost, customizable via new csv files) "seep" through Military Markets into Black Market. The lower the stability, the more items are available in the Black Market. The items and ships are "synced", meaning purchasing on one market removes it from both markets.

Nice! Excited to see how this works out.

Also wondering if ships that seep out of military markets could disappear from the military market entirely and appear on the black market of a planet in the same or nearby system, reflecting from a lore perspective that low market stability leads to some ships smuggled off world for safer sale, or ships being intercepted in transit prior to hitting the military market. I can see this maybe going too far towards making the game easier to play, but thematically and mechanically it's nice. For example I could destabilize a market of one of my enemies (whom I could probably not dock at to buy from their black market due to poor relations and high security from this mod), and then see their ships appear for sale in pirate, independent, or maybe other faction black markets. Maybe this could tie in with the Freeport concept?

There's whole lot of potential Nexerelin interaction here, but as you said before that's probably best left to Nex.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: cookietrader on June 14, 2021, 02:18:54 PM

  • This will be fixed in the next version, where ships are no longer removed but transferred to Military Market (like weapons currently do).
  • See Contraband below
  • See Contraband below
  • Very low on priority list. I think once Hist enabled custom ship selection start this will not be an issue (as you will be able to restrict yourself by picking ships you want).
  • I have this on the list of things to investigate, but do note that it is extremely difficult to balance right (e.g. introduce this mechanic without frustrating the player a lot), and of rather low priority.
Contraband - from next version, market stability will affect which weapons, LPCs, and ships (based on cost, customizable via new csv files) "seep" through Military Markets into Black Market. The lower the stability, the more items are available in the Black Market. The items and ships are "synced", meaning purchasing on one market removes it from both markets.

i wish i havent read this. now i have to wait for the update to start a new playtrough ;D .

So far really cool mod. Completely changing how the game feels (for the better).
Everything feels so much more dangerous.
Finding a good weapon alr feels like jackpot. Which also makes exploration so much more worthwile.

Looking forward to the updates.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Jaghaimo on June 17, 2021, 11:52:16 PM
Stability based contraband is now out!
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: AppleMarineXX on June 18, 2021, 02:53:54 AM
Is there an option to configure how much contraband leaks (or stop it altogether), if someone wants to do an extra-masochistic run?
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: Jaghaimo on June 18, 2021, 05:07:08 AM
Is there an option to configure how much contraband leaks (or stop it altogether), if someone wants to do an extra-masochistic run?

From https://github.com/jaghaimo/starpocalypse#submarkets:
Quote
Decision which factions and submarkets of that faction are regulated is made via militaryRegulation*.csv files. Same submarkets and factions can additionally have contraband applied - see militaryContraband.csv for details.

You want to change values for both columns to something high - e.g. 999999. It will still leak everything to Black Market when stability is 0 though - haven't thought of that.
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: PreConceptor on June 18, 2021, 09:53:31 AM
Would it be possible to add a whitelist for specific markets? Say a planet that otherwise would be regulated because the faction that owns it is a regulator, but because its on the whitelist it becomes exempt and all their submarkets work normally?

I'm specifically thinking of Kassadar (Tahlan) and Prism Freeport, since they are technically independent and therefore their open markets would normally be regulated.
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Oni on June 24, 2021, 03:56:26 PM
Playing my first run with this mod, and I have a couple of thoughts:

1. Some mod ships aren't for sale anywhere. This could be intended, but for example with Shadowyards, there isn't a single Solidarity Armed Freighter for sale anywhere in my game. I think this might be because these aren't classed as Civilian ships, but they also probably aren't in the military markets either.
2. It would be my preference to see armed freighters in general markets. Is there an option to enable this? I'm thinking ships like the Gemini and Mule, which are absolutely not military ships but can only be bought from pirates or the occasional Persean military market. In my preference, it makes a whole lot of sense for "armed freighters" to be the closest ship available to a military vessel outside of military markets. Since weapons can't be acquired easily, lore wise an armed freighter might not actually have any weapons mounted.
3. Is there an option to allow PD guns in open markets? Along with #2, I feel pretty comfortable that putting anti-missile defenses on freighters would be allowed even under extremely strict arms control.
4. For Nexerelin starts with a trading fleet, it might make sense to restrict the ship options available. I can start out with the above mentioned Solidarity Armed Freighter with a full weapon loadout, making my fleet one of the most heavily armed small shipping operations in the sector, right from the start.
5. If weapons are highly regulated, should faction patrols take offense to your ships having guns mounted? Or is is it one of those situations where use is tolerated but not sale? I can't really think of a good way to handle this that is both gameplay friendly and honors the intent of this mod, but maybe you can!

Overall it's refreshing at least on my first run to not be jumping straight into a military fleet. Pirates are less dangerous in general from what I've seen, which means a few armed freighters really would be able to hold their own... if I could only find some armed freighters...
Given that Pirates are a thing, I would think that Small sized weapons would at least be available (if less than common) on the civilian market. As that's going to be the size most armed merchants need, maybe with the occasional extremely rare medium.

As things stand, needing to go to pirate markets to outfit any of my salvaged ships is a bit annoying... plus I'm never going to manage to outfit a ship with it's faction weapons, though that's just me.  ;D
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Helldiver on June 24, 2021, 11:45:50 PM
As things stand, needing to go to pirate markets to outfit any of my salvaged ships is a bit annoying... plus I'm never going to manage to outfit a ship with it's faction weapons

Independents have a few military markets too, where you can find weapons if you're trusted enough by them (not difficult). You can also find weapons of any world in their black market if stability is low enough (contraband).
Title: Re: [0.95a] Starpocalypse 1.2.3 - fortresses and regulations
Post by: Oni on June 26, 2021, 10:46:46 PM
.... Independents have a few military markets too, where you can find weapons if you're trusted enough by them (not difficult). You can also find weapons of any world in their black market if stability is low enough (contraband).
I know, but I'd rather not manipulate a worlds stability for a few guns.  ;D

Maybe the answer lies in increasing the the weapon salvage rates (ie increase the odds that weapons drop as salvage)? If you want parts, you can hunt for them.
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: 5ColouredWalker on July 03, 2021, 07:16:10 PM
Mod makes a lot of sense, but it makes acquiring ships from other factions near-impossible, which I like too much to keep.
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: slowpersun on July 17, 2021, 03:48:47 PM
Would it be possible to add a whitelist for specific markets? Say a planet that otherwise would be regulated because the faction that owns it is a regulator, but because its on the whitelist it becomes exempt and all their submarkets work normally?

I'm specifically thinking of Kassadar (Tahlan) and Prism Freeport, since they are technically independent and therefore their open markets would normally be regulated.

Same with planet/market added by Arma Armatura mod, although less of an issue with that mod since most of those ships/weapons are already limited to being on the military market.

Plus, small weapons for pirate defense makes sense (although this is also to some degree mitigated by the availability of mercs in the game now).
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: Reggie on July 17, 2021, 05:16:38 PM
With this mod I attempted to use marines to acquire some much needed guns but doing so crashed my game every time. If this could be fixed and some settings were introduced to adjust how the market changes worked I'd definitely get this mod again.
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: PreConceptor on September 20, 2021, 09:57:25 PM
Not working correctly for me. No matter how low the stability, there is never any leakage of weapons, LPCs, or non-civilian ships back onto the black market on either military or non-military colonies, even after a dozen market updates. Any factions I exclude from regulation in militaryRegulationFaction also don't appear to register, but removing open_market from militaryRegulationSubmarket does have the intended effect.
Title: Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
Post by: Jaghaimo on September 21, 2021, 01:05:09 AM
That's odd and sorry to hear it's not working for you. I will need some logs to see what's going on, as well as Starpocalypse version you are running. For faster debugging, you could message me on Starsector Discord.
Title: Re: [0.95a] Starpocalypse 1.3.1 - fortresses and regulations
Post by: Jaghaimo on September 22, 2021, 01:31:53 AM
Bug fix released - 1.3.1. Now contraband actually works.
Big thanks to PreConceptor who was the only person not to have noticed since release of 1.3.0 (3 months) but also to report it.
Title: Re: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
Post by: Jaghaimo on October 15, 2021, 01:28:50 PM
New update - 1.4.0 is out. Modularized the mod into Industry (adds patrol hqs, missing orbital stations, etc.) and Submarket (handles dmodding, weapon removal, etc) module. Each module can be disabled at will. Also added a new module - Engagements - which does a small reputation (less than one point) adjustment for factions related (both positively and negatively) to the fleets defeated by the player.
Title: Re: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
Post by: Soñjer on October 17, 2021, 07:23:23 AM
I really like this mod; it adds realistic difficulty, compared to other mods that adds pure gameplay/arcade difficulty.

One suggestion I would have is to overhaul the commission system:

- Reward activity (bigger fleet bounty in general, with extra for enemy factions, but less per month cash)
- Punish inactivity (must do X (3?) amount of missions per cycle, otherwise relations are tanked (-10?, scaling) until you're fired + big reputation penalty when going below 0)
- More content (exclusive/special missions for the player, more missions in general)

I know this is quite a bit of work, so you do you.

Also, is there any reason you're not on the mod index ? Stumbled upon your mod in the mod board, it's a shame I didn't knew it before.
Title: Re: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
Post by: IonDragonX on October 17, 2021, 08:56:47 AM
Also, is there any reason you're not on the mod index ? Stumbled upon your mod in the mod board, it's a shame I didn't knew it before.
Good point.

@Thaago
This is probably refined enough to put into the 'Miscellaneous' section, right?
Title: Re: [0.95a] Starpocalypse 1.4.0 - fortresses and regulations
Post by: Jaghaimo on October 17, 2021, 01:12:11 PM
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- Reward activity (bigger fleet bounty in general, with extra for enemy factions, but less per month cash)

This is actually pretty easy to do. Unfortunately, vanilla bounty manager only has 11 levels (0-10), and it increases based on successful bounties. I don't see a way to make it harder, other than:

Rewriting bounty manager is outside the scope of this mod.

Quote
- Punish inactivity (must do X (3?) amount of missions per cycle, otherwise relations are tanked (-10?, scaling) until you're fired + big reputation penalty when going below 0)

Like this one. Added a note to add inactivity checker, e.g. commissioned faction will get angry at you if you do nothing to help their cause within a cycle. Adjustable, perhaps you need to gain 10 rep in a cycle. Tanking ends when you reach 100. Thinking how to make it easier for implementation / tracking here...

Quote
- More content (exclusive/special missions for the player, more missions in general)

Again, this feels like a great idea but outside the scope of this mod. I'd suggest getting the upcoming MagicBounties mod (in development), or visiting Discord and getting Bounties Extended mod from there.

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Also, is there any reason you're not on the mod index ? Stumbled upon your mod in the mod board, it's a shame I didn't knew it before.

My oversight. This started as a proof-of-concept (and a bit of a joke) mod, and since has gained some traction. I simply forgot to add it there. I'll ask Thaago.

Thaago? Could I have this in Utilities section please?

Quote
This is probably refined enough to put into the 'Miscellaneous' section, right?

Technically it is a Utility mod, you can disable it at any time without breaking your save.