Okay, so, does this mod add "Explorarium" to Chitagupta in the Naraka system? Because if so, that's a hilariously major conflict with Iron Shell that wasn't listed at all, which would be appreciated for future reference.
Quick feedback after a healthy dose of sectoring :
-nice midline fillers and alternatives
-set of (maybe overpowered ?) pulse lasers - pewpews get even pewpewer
-lore-breaking Explorarium. Those ships ... What are they doing here anyway ? isn't that supposed to be someone else's turf ?
-no drawback to their hullmod feels strange
For now i'd say without Explorarium it would be a no-brainer yes. With a slight nerf on top. As it stands now I'm not sure. Anyway, thanks for showing me your Koc. I was starved for puns since the other modder stopped waving his TianDong around.
Is the download Link for this broken or is it just me?
Hello, the download link didn't work for me.
Also, your mod seem very cool.
Does it still remove Iron Shell?
While I like the Flux Capacitor* and Ordinance Storage mods, I am confused about something. Since they only activate once built-in I have to ask why they cost ordinance points to place. I mean, once built-in they don't cost anything and since they don't do anything until built-in why would they cost ordinance points? ???
*PS: Regarding Flux Capacitor, I think +50% maintenance cost is a bit too high and I think it'd be better to be +30% at most. Maybe a little lower still, as you're more likely to put it on a large ship and those already have high maintenance costs.
Just a heads up something in this mod restricts built in hullmods to 2 even if like myself you have edited to a higher number.
Just wanted to ask a quick question, I'm playing about in my current campaign and wanted to up the number of built-in hullmods could be added to make some silly load-outs. I've changed "maxPermanentHullmods" in the settings.json, but it wasn't working so did some digging in the mods I've got installed and pinpointed this excellent one as being the thing that was stopping it from applying. So I edited the settings.json within the mod to reflect the games one but the change doesn't seem to be applying. Either in my current save or in new campaigns.I do not see the setting that change "maxPermanentHullmods" in this mod. All I see is the setting that change more officer spawn and sensor uses. Are your mod is up to date?
Wondering if you might have any idea what might be causing the new built-in hullmod limit to take effect, and whether there's anything I can do about it on my end?
Cool mod. Isnt trying too bite off more then it can chew and looks pretty vanilla friendly.
y'know the ko combine got a new logo this update, right?
Just wanted to say, the KoC Atlas carrier is so hilariously overpowered it's not even funny. 8 bays, constant 100% replacement rate, Reserve Deployment, and all for just 35 DP.
The KoC Odyssey is also overpowered. It shouldn't be possible to fit 2 converging large ballistics and more on a capital with that kind of speed and flux stats
The Ordinance Storage hullmod is also whack. -30% cargo might as well not be a malus on most combat ships, and it affects both ballistic and missiles. Compared to Flux Capacitor, which does have a serious malus, it's just silly.
.... -30% less cargo (i.e -30% supplies carried) vs. +30% supplies used doesn't make a difference in my eyes. It's campaign layer, so you can always bring an Atlas (not (C)) if you find you're running low.It's not really that comparable as, aside from Combat Freighters, you don't pick combat ships for their cargo capacity. Cargo space is a bonus if it's there, but it's the logistic ships that need cargo space. Your 3000 space freighter losing 900 cargo space to sport the mod is painful, your combat capital losing 30 of it's 100 cargo hold is a footnote. Especially as +30% supply cost is a constant issue that needs to be accounted for on every trip.
I may sound defensive but I do thank you for the feedback as it's constructive. Keep it coming.
It already had two large converging mounts, the speed and flux are its vanilla stats. Not sure where the complaint is coming from on this. The real buffs are in defence and the two fixed wings. Being a new addition I'm aware it will need a few tweaks, if you can be more specific on what you feels need changing I'm open to options. I was considering 3 fixed (drone) wings + drone strike but
... I think Flux Capacitor should have the missile OP reduction also (and be renamed appropriately, maybe Restructured Flux Architecture, kinda long but its what I got), since energy-heavy ships generally also make significant use of missiles....
... I think Flux Capacitor should have the missile OP reduction also (and be renamed appropriately, maybe Restructured Flux Architecture, kinda long but its what I got), since energy-heavy ships generally also make significant use of missiles....
I suspect it'd be better to simply make a third mod that reduces missile OP cost, it is an entirely different weapon system after all.
Easy fix would be just to make both mods cost the same +30% supply use... you could also mix them a bit, if you want, and make them cost +25% supply use and -25% cargo space.
Either way, probably safest to just make them both cost the same thing.
I think Flux Capacitor should have the missile OP reduction also (and be renamed appropriately, maybe Restructured Flux Architecture, kinda long but its what I got), since energy-heavy ships generally also make significant use of missiles. Maybe make it clear that the missile OP reductions wouldn't stack, or make them mutually incompatible. Maybe go further and add a third hullmod that reduces ballistic and energy OP cost, with the same penalty as the other two. Call it...Advanced Armament Conduits or Hybrid Integration or something. Options for every occasion. At the moment, Ordinance Storage is a no-brainer buff for most lowtech-style combat ships.
The drones are also way too strong, the first thing should be giving them High Delay IR Pulse Lasers like the Gladius has. 600 energy DPS per wing with 300 speed and decent survivability is crazy, even if the other stats are so-so and only half normal fighter range (still reaches well beyond normal weapons range).
Awesome, will the next update require a new game? 8)Easy fix would be just to make both mods cost the same +30% supply use... you could also mix them a bit, if you want, and make them cost +25% supply use and -25% cargo space.
Either way, probably safest to just make them both cost the same thing.
Took the advice and unified the penalty, they both get -15% space and +15% used....
Awesome, will the next update require a new game? 8)
:o;)
Hello. My game is crashing because I'm using your two mods, which contain the same ship with the same name.
Had a crash while raiding for blueprints, though the crash doesn't point specifically to KoC, I searched my directory for where the thing came from and it was from KoC.
https://pastebin.com/sjmj79Sg
The image attached, however does point this way, the wing is only found within the KoC files. Dunno if you removed this, but just forgot or something.
Had a crash while raiding for blueprints, though the crash doesn't point specifically to KoC, I searched my directory for where the thing came from and it was from KoC.
https://pastebin.com/sjmj79Sg
The image attached, however does point this way, the wing is only found within the KoC files. Dunno if you removed this, but just forgot or something.
Interesting, I've yet to encounter this in the wild. None of the wings in KoC are set to drop as blueprints so I'm not sure why SS is trying to drop it as one. Adding all blueprints with the console doesn't unlock it either so it's not registering as a bp through there... There's a WING_NO_DROP tag I can add that "should" remove it from the fighter bp drop table and fix the issue but that still doesn't answer why it is there to begin with.
Any chance you're running a mod that alters the drops? If not perhaps someone else can shed some light on the why of this one.
1.03.32
- Replaced Gogol Hmod - Attuned coils
- Tweaked Gogol variants
- Google Afflictor S>M.Mounts
- Added Google Phantom
- Added WING_NO_DROP to hopefully fix ***
- Added custom converted hangers (no penalty to fighters)
1.03.31
- Gogol HMod fix
- Armstrong Station event tweak
Links updated:
... You might want to add that your settings you uploaded also has the base campaign zoom and combat zoom both set to 5.0, which causes a ton of lag on modded playthroughs.Is that what was causing my game to stutter in hyperspace? ???
...
.... - Commented out max zoom adjustments - Run less mods ONI!Well, to be fair the increased zoom worked fine and was actually quite useful in combat and planetary systems. It just caused me some slowdown in hyperspace... probably too much going on between fleets and storms.
...
I do really love this mod, but would it be possible to do away with the sketchy as hell download links? Google drive is used by a bunch of mod makers here and it works just fine and despite Google being Google I'd sooner trust them then some hosting site I've never heard of that tries to redirect me to online stores.
Great Wound, I enjoy Ko Combine and appreciate the effort you have put in. Would ever could you consider adding in the settings an option to make Ko Combine be classified and behave like a normal faction, such as participating in diplomacy and war? I tried adjusting relevant settings in the KoCombine.faction file but to no effect.
In mods such as Nexerelin, factions interacting with eath other through diplomacy and war greatly enhances the player experience by making the sector more dynamic and alive. Ko Combine being excluded from that dynamic unfortunately renders them sort of irrelevant and even slightly forgettable, which is a shame because it's such an interesting faction.
I know their passivity lore-wise is due their status as a protectorate of the Hegemony, so starting on good terms with the Hegemony makes sense and provides a nice backdrop for the faction. However, wouldn't it be more interesting if that wasn't fixed and when war inevitably breaks out they could choose whether to assist the Hegemony or break away and pursue their own destiny?
That's not to say it's off the table, I'm currently experimenting with making Periphery Planet Pack an expansion that does enable them to participate in hostilities. You can already see 'hints' of this in the latest version of KoC; if you look in the mod_info.json it's set to replace the nergal.json of PPP and grants a few additional colonies to Mbaye-Gogol. Conversely (in my dev version) PPP is set to override the Gogol.faction file in KoC.
Trying this mod, getting a Crash when entering a system with a KoC planet, either due to a conflict or something wrong with Huginn. Added the bit I think is the important one from the log, but feel free to point out if I have the wrong information.CodeSlot id [WS0001] not found on hull [huginn]
"id": "WS0001",
I found a small bug. During autofit, Strix frigates has no shown variant. I think the problem might due to 'goalVariant' value is not set in the variant file.
Feature request:
Can you make MaybeGoogle faction friendly with faction ids:
"derelict" and "explorarium" ?
And have it sell drones with "explorarium" design, if the player has comission with "derelict" or "explorarium" ids? :)
And I know this might be asking much but... I would love if you created new explorarium designs to show up either on my mod or this own if player is playing as explorarium or derelict.
Suggestion for future; make the factions participate in diplomacy and alliance when active with Nex. Would be cool to see an all corporation alliance between these two and TT
Would it be possible to give the 2 factions their own custom planets rather than taking established ones away from the independents? There are a few mods that already alter those planets and/or are dependent on them being independent.
Would it be possible to give the 2 factions their own custom planets rather than taking established ones away from the independents? There are a few mods that already alter those planets and/or are dependent on them being independent.
I'm not sure if you're aware but 'historically' those two planets belong to those factions, nearly all 'minor factions' are lumped together as independents. Their planetary descriptions are untouched from vanilla.
I'm not aware of any issues related to splitting them from independents. As for conflicts other mods that interact with them, this is probably going to be a user-end issue. When I started KoC nobody (that I was aware of) was using those planets, the only conflict I was made aware of was with Iron Shell using Chitagupta in the Naraka which was promptly yielded. Now if somebody since has seen (or not seen) my KoC and decided they would like to get their hands on it and have a play that's on them.
Ok I did some digging around into where I was having some issues.
1. Ed Shipyards sell their ships out of independent markets of certain size (4 and above I believe) this loses Agreus as a market, but it's really a small issue in retrospect considering the number of other markets.
2. Industrial Evolution adds the Restoration Docks (Structure) and Salvage Yards (Industry) to Agreus, this isn't affected by your mod as such. It does however add more structures to the planet and the Salvage yards are pretty similar to your Shipbreaking Center, the Salvage Yards basically makes the addition of the Shipbreaking Centre and Heavy Industry redundant.
3. The removal of Tech Mining impacts the Terraforming and Station Construction a lot. That mod swaps the Tech Mining to Domain Archeology which produces a mod specific resource and is the sole initial exporter of said resource in the sector (Domain Era Artifacts) these exports are used to keep specific structures running around the sector (Like the Cryosanctum on Nomios) as well as for player useage.
I know more or less how to fix this for personal usage, but others might find it frustrating if they lack the know how.
An imposing medium range autocannon, most effective versus shields. Also obliterates unarmored hulls with a large volume of heavy caliber projectiles.
It is known that warships of the early epoch of the Domain lacked contemporary levels of armor protection. A weapon with a name like the Mark IX Autocannon was probably a refinement of the earliest schools of weapons engineering in the Domain. Two barrels combined with a unique double-loader system form the core of the weapon system.
The Mark IX blueprints were first re-discovered in the Sector from a drifting derelict captured in the gravity well of Penelope's Star. After a hasty examination by an unqualified appraiser, the design was declared obsolete. The blueprint was auctioned off to a small mercenary organization known as the Free Star Combine, a militant subsidiary of the Ko Combine, and forgotten.
Cycles later, the Free Star Combine finally built a prototype and begun weapon trials. The weapon was deemed too huge, difficult to mount in all but the largest craft, mediocre at best versus armored targets, and its range was anything but extraordinary. Nonetheless, the Mark IX stubbornly refused to be explained away by the theorists, as its raw damage output is impressive. These naysayers were quieted even further when secondary trials showed how utterly devastating the Mark IX is to shield generators.
The results of these trials did not remain secret for long, and the availability of the now common blueprints meant that the Mark IX was quickly manufactured to meet the demand in the Sector.
Ok I did some digging around into where I was having some issues.
1. Ed Shipyards sell their ships out of independent markets of certain size (4 and above I believe) this loses Agreus as a market, but it's really a small issue in retrospect considering the number of other markets.
2. Industrial Evolution adds the Restoration Docks (Structure) and Salvage Yards (Industry) to Agreus, this isn't affected by your mod as such. It does however add more structures to the planet and the Salvage yards are pretty similar to your Shipbreaking Center, the Salvage Yards basically makes the addition of the Shipbreaking Centre and Heavy Industry redundant.
3. The removal of Tech Mining impacts the Terraforming and Station Construction a lot. That mod swaps the Tech Mining to Domain Archeology which produces a mod specific resource and is the sole initial exporter of said resource in the sector (Domain Era Artifacts) these exports are used to keep specific structures running around the sector (Like the Cryosanctum on Nomios) as well as for player useage.
I know more or less how to fix this for personal usage, but others might find it frustrating if they lack the know how.
Thanks for this. I was thinking the issues were much more serious. Thankfully it's all industry related. It's good timing to, I'm tweaking colonies in preparation for the next release.
1. I'm afraid you're stuck with ED. I don't have a magic pill to fix this but fortunately it's not too severe.
2. I'm going to have to have a play here to see if I can find a happy medium.
3. Domain Archeology is quite an issue:
- An easy fix would be to set "boggledDomainArchaeologyEnabled" to false. But expecting the player to flounder and find this is unfair, and forcing it from my end would upset boggled. I was considering a warning but if you're not going to read through Boggleds stuff about the mechanics/settings chances are you won't read mine.
- Or I could increase colony size and add it back...
- Alternatively I could see about adding it to "known issues", get boggled to flag it as compatible but make a note that due to a lack of techmining "boggledReplaceAgreusTechMiningWithDomainArchaeology" is effectively fixed to false - I'll hold off on this one though
Just wanted to mention, this mod has a soft incompatibility with a few features of the Content Unlocking Missions mod. If you haven't heard of it, it's a mod that causes the main menu missions to grant in-campaign bonuses of various sorts. The problem is that a few of the missions give more options when you interact with Callisto Ibrahim, the administrator for Agreus.
Mission: "Turning the Table" unlocks a conversation option for you to get a tech-mined lootbox from her every 100 days. Except the option doesn't work if there's no tech-mining industry. To be fair, that's probably an issue with Boggled's mod replacing it with the Domain Artifacts industry, and not exactly relevant to the KoC mod.
Mission: "Hornet's Nest" unlocks a conversation option for the player to convert ores into refined metals and transplutonics. Except the option doesn't work if there's no Refining industry on Agreus, which Everybody Loves KoC currently replaces.
I'm not sure if the KoC mod author cares, but I figured it was worth reporting just in case.
Hey Ovid,
Thanks for the bug report and providing details. Believe me I do care, I want my KoC to work with as many mods as possible. In my current version as part of 'the fix' I've increased Arcadia to size 6 (+1 industry) and neferd and downgraded KoC_Breaking so it is no longer an industry so here's what you'll get.
Restored the tech-mining and refining back to Arcadia (this should remove any issues between KoC and CUM)
The restored tech-mining should also fix the issue with TASC, however it will not fix the issue with TASC removing tech-mining and replacing it with DomainArchaeology, which will mess with CUM. You'll need to contact boggled/timid about this.
There's still an issue with ED not selling independent ships from Argeus but there's other planets out there and IE will still add it's extra industries for clutter but at least nothing is being broken. I'm happy to leave these two as is, while not ideal, they all work fine in that the player can still access the full contact of all three mods.
Any more bugs/issues be it incompatibility or balance feel free to let me know.
Will this ever support Commissioned Crews?
Amazing mod!
Looking at Timid's CUM (...huh)
Have you added the changes you just mentioned (in the post I'm quoting) to the mod already? I'm not seeing a Edited tag since August on the main page, or a Discord update that I can try and check if it solves the issue.
EDIT: Lol, and for a laugh, I'll point out the front forum post for KoC says the current version is 1.03.36, when I think I have the current version of 1.03.38. Keeping the forum page updated is such a pain, I'd imagine.
(I'm not trying to be rude, I genuinely find it funny about the version number, I've made CYOAs for other communities where keeping track of changes is legit annoying)
Have you added the changes you just mentioned (in the post I'm quoting) to the mod already? I'm not seeing a Edited tag since August on the main page, or a Discord update that I can try and check if it solves the issue.
EDIT: Lol, and for a laugh, I'll point out the front forum post for KoC says the current version is 1.03.36, when I think I have the current version of 1.03.38. Keeping the forum page updated is such a pain, I'd imagine.
(I'm not trying to be rude, I genuinely find it funny about the version number, I've made CYOAs for other communities where keeping track of changes is legit annoying)
Changes are in my "dev version", I've PM'd you a copy. Let me know if there's still issues.
Also, version number fixed ;)
I sent you a PM, but since I'm unfamiliar with this forum's PM structure, I'm not sure if you got it, as I don't seem to be able to see my sent message. Just in case...
I swapped out .38 of KoC for .39a, and went to make a new character with my current mod list. With Nex on, I did a Free Start (Hard), with a small explorer fleet, as I just wanted to check out the Callisto Ibrahim interface. However, the game crashed before loading the new character into the game, and gave me an error message of "java.lang.RuntimeException: Weapon spec [atrops_pod] not found!"
Just to confirm, I loaded .38 back in, and the crash doesn't occur. Did you change something with weapons between .38 and .39a?
I'd like to install this mod with faction hostility and comissions enabled. However I don't want to install the Angry Periphery submod because I don't want any additional systems.
Will it work as intended if I don't install the Angry Periphery submod, but instead go into the "\data\world\factions\KoC.faction" file in the main KoC mod and set "offersCommissions" and "engagesInHostilities" to "true"? Or will that not work without also installing the Angry Periphery submod?
{
"id":"KoC",
"custom":{
"offersCommissions":true,
"engagesInHostilities":true,
},
}
Angry periphery is targeted more for the people who don't want or know how to change those values. The extra planets are to give them some extra oomph, because a one planet faction declaring hostilities against the Hegemony feels a bit silly.
I sent you a PM, but since I'm unfamiliar with this forum's PM structure, I'm not sure if you got it, as I don't seem to be able to see my sent message. Just in case...
I swapped out .38 of KoC for .39a, and went to make a new character with my current mod list. With Nex on, I did a Free Start (Hard), with a small explorer fleet, as I just wanted to check out the Callisto Ibrahim interface. However, the game crashed before loading the new character into the game, and gave me an error message of "java.lang.RuntimeException: Weapon spec [atrops_pod] not found!"
Just to confirm, I loaded .38 back in, and the crash doesn't occur. Did you change something with weapons between .38 and .39a?
My bad, I forgot I moved the Atropos pod from KoC to the latest version of Of Ludd and Lions (https://fractalsoftworks.com/forum/index.php?topic=22063.0) but left an entry in the faction files under known weapons. If you go in to "\data\world\factions" and remove the entry under 'known weapons' it'll fix it. Alternatively you can add Ludd and Lions to your enabled mods and it'll fix it that way. Didn't catch it because I'm working on both at the same time and often have them running concurrently. Fixed in the latest, latest version.
Angry periphery is targeted more for the people who don't want or know how to change those values. The extra planets are to give them some extra oomph, because a one planet faction declaring hostilities against the Hegemony feels a bit silly.
Thanks!
I was going to make them compatible with Nexerelin by following the advice you gave on the PPP thread. Presumably this would be enough?-
"Copy the Hegemony.json (data/config/exerelinFactionConfig) and change the id. to 'KoC', tweak other values to preference (Use TriTachyon for Mbaye-Gogle)
Add KoC to data/config/exerelinFactionConfig/mod_factions.csv"
Do you have any suggestions for what tweaks should be made to the default Nexerelin config for Heg/TT to make them more suitable for KoC/MG? I was thinking that in Nex they should be more passive than the main factions. I disable Nex invasions so they shouldn't be able to do anything stupid in my game that makes them lose their homeworlds.
Thanks for the work you put into this mod. I really appreciate that you made it feel like it could fit seamlessly into vanilla. My only complaint is that it made me want seperate factions for all the other Independent planets lol.
EDIT: I'd suggest that you place the edited .faction and nexerelin files into an 'optional' folder for future releases so that users have the option, if they want it.
??? I can't seem to find what you are referring to.
"+Ko 1.03.39a\data\world\factions" only has "default_ship_roles.json", "Factions.csv", "KoC.Faction", and "maybeGoogle.Faction".
and none of them have a Known Weapons section at all.
"knownWeapons":{
"tags":["base_bp", "lowtech_bp", "midline_bp", "missile_bp", "hightech_bp", "hegemony", "KoC",],
"weapons":[
"railgun",
"dualflak",
"heavymauler",
"hveldriver",
"gauss",
"mjolnir",
"breachpod",
"sabotpod",
"phasecl",
"locust",
"hurricane",
"xpulse",
"maiden",
"maidenpod",
"madmaiden",
"hephag",
"mark9",
"mininglaser",
"miningblaster",
"pdburst",
"heavyburst",
"xpulse",
"gravburst",
"maiden",
"maidenpod",
"madmaiden",
"atrops_pod",
"flicker_pdl"
],
},
I'm guessing that should be enough, I haven't really looked in to Nex integration. But you sound like you got the right idea for the personality, Heg/TT but more passive.
If you get it up and running, don't be afraid to send me a copy of the files and I'll pop it in the main release.
I'm willing to share the .jsons that I make. It should be simple since I'm using the default sector without the Angry Periphery submod and I don't use faction-aligned starts. However it won't work for some other users, I'd be reluctant to impose my preferences onto other users, and for the official releases I'd prefer (if possible) that your own preferences take precedence.
Alternatively replace them with the attached.
You're not imposing on anyone, we're not forcing people to play with my KoC!
I was more worried about the fact that if you make the Nex files available for others to use as part of the official release, then you will be the one that has to repond to bugreports that were caused by my own screwups. But if you're just going to, like, make KoC jokes at everyone then I think it'll all work out fine in the end.
Anyway here's my first pass at the Nex files. They are two seperate folders in the zip file, the contents must be overwritten into either Nexerelin or KoC. There is also a text file that records all my edits and some concept information to explain my intentions. I made more changes to their personalities than expected, I'd appreciate it if you gave me some feedback! Note that I have only tested this at new game starts, I haven't playtested the balance in longer games. I will be testing it in a longer game very soon.
You're not imposing on anyone, we're not forcing people to play with my KoC!
I've been able to keep a straight face so far while reading this thread...until this post just slayed me. Well played!
I was more worried about the fact that if you make the Nex files available for others to use as part of the official release, then you will be the one that has to repond to bugreports that were caused by my own screwups. But if you're just going to, like, make KoC jokes at everyone then I think it'll all work out fine in the end.
Anyway here's my first pass at the Nex files. They are two seperate folders in the zip file, the contents must be overwritten into either Nexerelin or KoC. There is also a text file that records all my edits and some concept information to explain my intentions. I made more changes to their personalities than expected, I'd appreciate it if you gave me some feedback! Note that I have only tested this at new game starts, I haven't playtested the balance in longer games. I will be testing it in a longer game very soon.
Here are what their diplomatic profiles look like at the start of a new game-
https://postlmg.cc/jL3zn9F5
(https://postimg.cc/jL3zn9F5)
https://postlmg.cc/mP0C89RW
(https://postimg.cc/mP0C89RW)
"smallTrader":"Profiteer Convoy",
"trade":"Profiteer Convoy",
"tradeLiner":"Contractor Convoy",
"tradeLiner":"Mbaye-Gogol Spaceline Flight",
"patrolSmall":"Naval Bondsman Patrol",
"patrolMedium":"Naval Bondsman Flotilla",
"patrolLarge":"Naval Bondsman Armada",
"spaceCommander":{"name":"Naval Overseer"},
"patrolCommander":{"name":"Bondsman-Captain"},
"fleetCommander":{"name":"Bondsman-Commander"},
"baseCommander":{"name":"Executive Overseer"},
"stationCommander":{"name":"Executive Overseer"},
"portmaster":{"name":"Port Overseer"},
"administrator":{"name":"Civilian Overseer"},
I love the fact that you made their rebel fleets "Runaway Indentured Servants", the idea of a bunch of people who went in to cryosleep for various reasons, got thawed out 100s of years later and forced into servitude, then stole a stole a ship and escaped into this new and chaotic sector to forge their destiny is almost a story in its own right.
Oh, I like what you did there! and since they're not full factions that give out comissions, having low profile is good to preserve them in case any of the factions gets too greedy. Devious is a nice flavor.
oooh, are we getting nex faction integration?
Should there be any custom diplomacy settings between KoC and Mabye-Gogol to make them more/less peaceful to each other since they share a system? Are they rivals?
I also forgot about the Sindrians, should Mbaye-Gogol have friendly relations with them as is implied by the picture in the original post? Are they sellingslavesvolunteers to serve Philip? I think it'd be good fit for M-B since they don't currently have any friends other than TT.
The nex files are Ok as they are, but I made some very minor changes (gave them half the infantry morale effects of their parent faction, made Luddites hate KoC as much as Mbaye-Gogol, changed industry/bonusSeeds). Hopefully we can get it all finalised for the next official KoC release.
I'd also suggest some minor changes to the fleet names in the .faction files of the original mod as follows to develop the themes of each faction.
The written faction lore was very helpful for imagining their personalities, they are both a different type of evil. The KoC is staffed by a mix of war profiteers and ex-Hegemony military veterans but without any of the oversight from civilian Hegemony nobility to hold them back. I like that it's ambiguous about who/what exactly the Mbaye-Gogol elite are, and is the Rogue AI a loser in an internal power struggle? The indentured servant stuff is a really strong theme for the faction and makes them stand out and be unique since we don't hear that about the other factions.
They will give out commissions unless you don't use the custom .faction files. Mbaye-Gogol has phase ships so devious seemed very appropriate for them. Low Profile should keep them both alive for longer since they're both designed to get into protective alliances and the larger factions should be taking most of the hits.
I considered making them both pacifist but it might prevent them from using the irridentist trait to retake their homeworlds from invasion, if it comes to that.
would you consider similarly adding a unique hullmod to all KoC and M-B faction ships to make them more distinctive?
At Louis Armstrong Station I can 'volunteer' 10 crew to gain +3 relationship with Pirates. I could raid the pirates for loot, then volunteer crew to get back the relationship loss and the crew will cost less than the loot.
Shouldn't that relationship improvement be with MB? Also, it seems really high and is a very cheap way to get relationship. I'd suggest less relationship with MB in exchange for a much larger amount of crew.
Sindrians, yes, get them to buddy up. I imagine MbG would sell 'debt' to the Diktat as means of slave trading. I also envisaged MbG acting as clandestine contractors for the the Diktat, and in case SHTF MbG they have got a cryo-pod with Andradas name on it in case he needs to go in to hiding long-term.
Good shouts and calls, I'd actually imagined the KoC more like space Taiwan, wanting independence from the Hegemony but having no means while the Perseans supply them weapons for "self defense" in order to stir trouble. The Hegemony wants to reabsorb the KoC but publicly uses them as a outreach to independent colonies, who would otherwise refuse contact, as means of strengthen diplomatic ties with the ultimate goal of reabsorbing those colonies. Having them be war profiteers on the side works really well with that: "The Hegemony has asked me to visit you about restoring diplomatic relations, but if you don't fancy it I have all these fancy Persean-made weapons I can sell you...".
I'll admit, I haven't spent much effort balancing that, the whole thing is basically a bit of fun and a morale choice, do you even know what happens to those dudes...... they definitely ain't going in storage and I guarantee it ain't pleasant.
The good thing is it has a cooldown so it isn't the easiest thing to abuse.
As for colonies, I'll have to get back to you on that...
Done. Kanta's Den is ruled by Warlord Kanta, who in lore is supposed to be 200+ years old. Her ingame profile pic makes her look very inhuman, almost alien. Kanta's Den also often has shortages of organs. Presumably Kanta is using harvested organs for life extension. It'd make sense if Andrada is preparing to do the same thing, and for MbG to have a special arrangement with Sindria.
I feel like we have brainstormed some good ideas for faction lore. Maybe you could expand on the lore text that appears on the faction page ingame?
In Nexerelin games, they will need at least the second tier of defense station. Otherwise they will be too weak to resist the raids/invasions. In my test game I gave them the third tier. Like, a player usually prioritises defense for a starter colony so it makes sense that they also did that when they bought the planets.
Both factions have the monopolist trait, which makes them more likely to send raids against the player in response to large market shares of player industry. In order to make this feature more active, they need to have more export industries. Right now MbG only has organs as an export so they have very little reason to send raids against the player.
{
"starSystem":"arcadia",
"markets":[
{
"entities":["nomios"],
"faction":"MaybeGoogle",
"size":5,
"startingConditions":[
"population_5",
"thin_atmosphere",
"cold",
"volatiles_abundant",
"organics_common",
"rogue_ai_core",
"stealth_minefields",
"trade_center",
],
"industries":[
["population", "orbital_fusion_lamp"],
"spaceport",
"cryosanctum",
"heavybatteries",
"militarybase",
["commerce", "dealmaker_holosuite"],
"cryorevival",
"orbitalstation_high",
"mining",
],
},
{
"entities":["arcadia_station"],
"faction":"hegemony",
"size":5,
"startingConditions":[
"volatiles_abundant",
"outpost",
"population_5",
],
"industries":[
"population",
"spaceport",
"militarybase",
"starfortress",
"mining",
"commerce",
"grounddefenses",
"waystation",
],
},
{
"entities":["agreus"],
"faction":"KoC",
"size":6,
"startingConditions":[
"shipbreaking_center",
"ruins_extensive",
"population_5",
"ore_sparse",
"volatiles_trace",
"cold",
"no_atmosphere",
],
"industries":[
"population",
"megaport",
["refining", "catalytic_core"],
"militarybase",
"heavyindustry",
["heavybatteries", "drone_replicator"],
"techmining",
"KoC_Breaking",
# "orbitalstation",
],
},
],
}
As for getting that lore in game. I don't think the faction page is the ideal place as I don't want it to turn in to an essay. I've got a rules template for hooking it into Callisto. Getting the information from in-game characters would be a more organic and natural way for the player to find out the darker sides of the factions. Just need to figure out how to create custom persons and get them in game so it's not all coming from one person:
This is my concern with Nex, there's so many "they must" it takes away from them being unique, I want the KoC to fit in Vanilla first and foremost. Here's the current setup for Arcadia:
Nomios is built around commerce and the cryosanctum/revival, I've added mining as per your suggestion but gave them an Orbital fusion lamp instead of +1 size and light industry (Nomious is a rather cold place to live), the irony being that what they're mining is exactly what they need; Organics for Cryorevial and Volatiles for the Lamp. They'll never produce enough but they have a large commerce sector to drive imports.
Argeus is shipbreaking and construction. Not much change here, you'll notice they don't have an orbital station, why...
Because Arcadia has been upgraded to a starfortress! Arcadia is a logistics station, it's also serves as a 'reminder' to the KoC to not step out of line, it's there to both intimidate them and protect them should anybody encroach on the Hegemonies territory, which Argeus is considered a part of...
I smell nex settings/econ conversation...
... but really, considering I made a giant database about it I like to think I'd be able to advise economic/diplomatic changes, if you want me to of course. I also made a (currently unreleased) mod focused entirely on the economy + politics over the guns or hulls.
and while I'm here, how does the Periphery Planet Pack work? You say that it makes the Ko/M-G stronger, but I don't notice anything suggesting that...
I'll probably just run the game for myself to find out, though.
I'll leave it to great Wound to explain, in his own words, his intentions for KoC, the PPP and Angry Periphery submods since they're his own work.
Couldn't find any attachments on restructing the economics of KoC/M-G, but:
- Do note that traits like Trade Center and Outpost have no effect right now. If you want them for the sake of having them, though, that's fine.
- I don't know if the Cryorevival center does anything considering that there isn't a ship to accompany it
- The attachment for Arcadia has 5 industries on Agreus: Refining, Military Base, Tech-Mining, Heavy Industry, and Shipbreaking.
Similarly the +1 from Stealth Minefields offsets -1 from Rogue AI, although this was more of a happy coincidence since I was using them for flavor.
Plus, it helps to stop the debtslaves and organ farms from escaping. It's more about keeping people in than keeping them out...
I'm glad to get a second/third opinion on this, because it means that I'm less to blame for bad balancing decisions lol.
Reducing traits seems reasonable, I'm not entirely sure which ones though. Great Wound, your opinion?
"diplomacyTraits":["lowprofile", "devious", "monopolist", "submissive", "helps_allies"],
"diplomacyTraits":["lowprofile", "devious", "monopolist", "neutralist"],
I'm glad to get a second/third opinion on this, because it means that I'm less to blame for bad balancing decisions lol.No problem. I can make even worse balancing decisions for you :P
Irredentist was intended for use with the Angery Periphery submod, since their vanilla and modded defences are weak enough that they are likely to lose their homeworlds from Nex invasions. The intention was to ensure they would use the extra planets from Angry Periphery to recapture the homeworlds rather than attacking the planets of other factions. Is it redendant or excessive in this context? I don't actually use invasions in my game so I've never seen what a faction does when it loses a planet.Generally, Irredentist makes the faction doggedly pursue retaking their territory. Revanchism, is, at minimum, -8 - and only increases with planet size. A 50% bonus basically shuts the door on diplomacy and usually makes war constant and inevitable, in my experience anyways. The Persean League having the trait, along with lots of easily-invaded planets, is why Nex games descend into war so fast.
Heirarchy/militarism was from the KoC being partly staffed by ex-hegemony military veterans, it also helps them join the Iron Shell 'Greater Hegemony' alliance which is an alliance based on militarism so they need it to be a positive value, without it they get locked out.It doesn't need to be positive. It just needs to be not negative. You could set their alignments to 0 if you wanted. That being said, I see a much clearer case for Hierarchial over Militarist.
Nyct, did you think the diplo stuff was OK?Other than the stuff I did bring up, basically yes.
In a nutshell Angry Periphery creates four new new systems two of which have planets for KoC and Mbaye. The intent was to give them a power boost; and try my hand at making custom systems.I didn't know that. Neat.
It also enabled Commissions/Hostillities since it was disabled in Everybody Loves, but given the work Vcuh is doing on the Nex side I've decided to make enabled the default going forth.
Trade Centre and Outpost grant +2 Stability, I'm using them to help offset the -3 from Commerce. Similarly the +1 from Stealth Minefields offsets -1 from Rogue AI, although this was more of a happy coincidence since I was using them for flavor.
Keep up the good work Vcuh and thanks for the advice Ncyt.
To help consider how to narrow down the faction traits, here is how I would categorize them with lore justification.I think that Monopolist can honestly be dropped, Paranoid and Devious will make them engage in more than enough hostilities (Opportunistic wars, failed agent actions)
Of the MbG, these are their core faction personality 'flavour' traits- "neutralist", "temperamental", "paranoid", "devious"
Lore reasons: Isolationist (neutralist), they have infighting among faction elites and rogue AI activity, never certain exactly who is in charge (temperamental). Worried about debtslave insurgency, don't want foreigners liberating their slaves (paranoid). Phase ships, covert activity and organ/slave smuggling with Sindria (devious)
For the KoC, these are the core faction personality 'flavour' traits- "devious", "submissive", "helps_allies"
Lore reasons: they are war profiteers who want more war for profits (devious), will seek alliances for protection (submissive), and then goad the bigger allies into fighting so they can sell industrial exports (helps_allies).
And these are the traits that both factiosn have but are for gameplay reasons only, not lore or 'flavour'- "monopolist", "lowprofile", "irredentist"
Monopolist to make them attack players, lowprofile to keep them alive when they have only 1 planet and the Angry periphery is not used, irredentist to help them recapture homeworlds when Angry Periphery is used.
"diplomacyTraits":["monopolist", "lowprofile", "submissive", "helps_allies"],
"diplomacyTraits":["monopolist", "lowprofile", "devious", "temperamental"],
I think that Monopolist can honestly be dropped, Paranoid and Devious will make them engage in more than enough hostilities (Opportunistic wars, failed agent actions)
Low Profile makes more sense for the isolationist M-G than the KoC, Irredentist isn't really required for either of them.
It doesn't need to be positive. It just needs to be not negative. You could set their alignments to 0 if you wanted. That being said, I see a much clearer case for Hierarchial over Militarist.
Other than the stuff I did bring up, basically yes.
Nyct, would you be willing yet to commit to a final traitlist for the factions?Yeah, sure.
They're both greedy as *** megacorps. TT has the monopolist trait and it just seems very appropriate to all have that in common. However they are differentiated by exactly what export goods they are monopolists about.Low Profile is absolutely a necessity, and even then they might be at risk of invasion especially because of their poor defenses.
For MbG I dropped paranoid but kept monopolist. If MbG exports only organs then it actually makes monopolist redundant, since I don't think the player can actually build structures to produce organs, or am I wrong?
Since we're balancing for vanilla, we're assuming only 1 planet (and I don't use Angry Periphery in my test game) so lowprofile seems like a survival necessity. Since koC is designed to ally with either Heg or perseans I can be sure they will be in a big nasty war so it seemed like they need the help. In your experience, is it not really necessary?
Given what we've went over, what are the other lore/gameplay reasons do you think make the case for reducing militarism?Well, the KoC isn't exactly a military power and is ultimately run by a civilian government, just one stacked with ex-military. Technically most civilian governments are stacked with ex-military people though. As a megacorp, they're also probably going to be more pragmatic about their approach and so I feel like an emphasis on military at all would be misplaced. In fact I'd even go as far as saying they should get Pacifist, for the sake of simple pragmatism - while they might not identify as them they might have a strongly pacifistic foreign policy to avoid any incidents.
That's a relief, but in my own test agme I lowered the values by 2/3 and it seemed more appropriate. Or did you already read that aprt and take that into account?I did, I think 2/3rds is a bit much but they should probably at least have the opportunity to switch allegiances - bring Heg/PL - KoC relations to +40 and +25 could cause such a balance, and Tach/Diktat - M-G relations to +60 and +30 or so could cause a similar oddity.
...Paranoid assumes that there's somehow a war they can win.
Nyctophonik, thanks for your contributions. I hope you can understand that I will direct all negative feedback from mod users directly into your PMs lol.But of course.
Letting them keep monopolist will hopefully make them drag a bigger alliance partner into negative relations with the economic competition, or does it not actually work like that? So both factions have different ways of dealing with economic competition; either agents (MbG) or alliance partners (KoC).Monopolist is an interesting trait for KoC to hold. The sabotages are done personally, without discussion between alliance partners.
Would the pacifist trait interfere with the intended behaviour for KoC?
Does the monopolist trait cause factions to attack non-player factions as well as player colonies? I didn't know that.I have absolutely no idea. But I think it does? From what I know, they will Destroy Commodity stocks (and other actions) with less restraint, and the penalites for economic competition definitely apply to NPC factions. It won't lead to outright war... if they don't get caught.
I'm absolutely positive that we'll find more reasons to make more changes though...I can't resist tweaking.Of course lol
Hopefully this can be the final version?
By the way, do you have the new economy files (with updated Nomios/Agreus/other systems/etc.)?
I've just been looking over the econ files of the mod and Angry Periphery. I will note that a couple markets might want some minor revisions and that overall the population counts of all territories are VERY low, which I'm willing to concede as part of simply being creative. But I do still want to look at the new market information.
{
"starSystem":"arcadia",
"markets":[
{
"entities":["nomios"],
"faction":"MaybeGoogle",
"size":5,
"startingConditions":[
"population_5",
"thin_atmosphere",
"cold",
"volatiles_abundant",
"organics_common",
"rogue_ai_core",
"stealth_minefields",
"trade_center",
],
"industries":[
["population", "orbital_fusion_lamp"],
"spaceport",
"cryosanctum",
"heavybatteries",
"militarybase",
["commerce", "dealmaker_holosuite"],
"cryorevival",
"orbitalstation_high",
"mining",
],
},
{
"entities":["arcadia_station"],
"faction":"hegemony",
"size":5,
"startingConditions":[
"volatiles_abundant",
"outpost",
"population_5",
],
"industries":[
"population",
"spaceport",
"militarybase",
"starfortress",
"mining",
"commerce",
"grounddefenses",
"waystation",
],
},
{
"entities":["agreus"],
"faction":"KoC",
"size":6,
"startingConditions":[
"shipbreaking_center",
"ruins_extensive",
"population_6",
"ore_sparse",
"volatiles_trace",
"cold",
"no_atmosphere",
],
"industries":[
"population",
"megaport",
["refining", "catalytic_core"],
"militarybase",
"heavyindustry",
["heavybatteries", "drone_replicator"],
"techmining",
"KoC_Breaking",
# "orbitalstation",
],
},
],
}
{
"starSystem":"nergal",
"markets":[
{
"entities":["nergal_planet_1"],
"faction":"sindrian_diktat",
"size":4,
"startingConditions":[
"population_4",
"cold",
"thin_atmosphere",
"poor_light",
"ore_abundant",
"volatiles_trace",
"rare_ore_moderate",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
"mining",
],
},
{
"entities":["nergal_planet_2"],
"faction":"MaybeGoogle",
"size":5,
"startingConditions":[
"population_5",
"cold",
"thin_atmosphere",
"poor_light",
"ore_moderate",
"volatiles_trace",
"ruins_scattered",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
["commerce", "dealmaker_holosuite"],
"refining",
"cryorevival",
],
},
{
"entities":["nergal_obs"],
"faction":"MaybeGoogle",
"size":3,
"startingConditions":[
"population_3",
"ore_moderate",
"rare_ore_moderate",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"orbitalworks",
"orbitalstation_high",
"patrolhq",
],
},
],
}
{
"starSystem":"wurzle",
"markets":[
{
"entities":["scrumpy"],
"faction":"KoC",
"size":4,
"startingConditions":[
"habitable",
"cold",
"population_4",
"water_surface",
"poor_light",
"organics_trace",
"pollution",
"low_gravity",
],
"industries":[
"population",
"spaceport",
"patrolhq",
"heavybatteries",
"fuelprod",
["orbitalworks", "corrupted_nanoforge"],
],
},
{
"entities":["little_k"],
"faction":"KoC",
"size":5,
"startingConditions":[
"cold",
"population_5",
"free_market",
"low_gravity",
"thin_atmosphere",
"ore_moderate",
"rare_ore_moderate",
"ruins_extensive",
],
"industries":[
"population",
"megaport",
"highcommand",
["heavybatteries", "drone_replicator"],
"battlestation_mid",
"techmining",
"commerce",
"waystation",
],
},
{
"entities":["big_k_syphon"],
"faction":"independent",
"size":3,
"startingConditions":[
"population_3",
"volatiles_plentiful",
],
"industries":[
"population",
"spaceport",
"mining",
"patrolhq",
],
},
],
}
{
"starSystem":"nergal",
"markets":[
{
"entities":["nergal_planet_1"], //cryovolcanic planet
"faction":"sindrian_diktat",
"size":4,
"startingConditions":[
"population_4",
"very_cold",
"poor_light",
"ore_abundant",
"volatiles_abundant",
"rare_ore_moderate",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
"mining",
],
},
{
"entities":["nergal_planet_2"],
"faction":"MaybeGoogle",
"size":5, //maybe even 6? cryo stuff wild
"startingConditions":[
"population_5", //maybe even 6? cryo stuff wild
"cold",
"poor_light",
"ore_moderate",
"volatiles_trace",
"ruins_scattered",
],
"industries":[
"population",
"spaceport",
"heavybatteries",
"militarybase",
"battlestation_mid",
["commerce", "dealmaker_holosuite"],
"refining",
"cryorevival",
],
},
{
"entities":["nergal_obs"], //is this an observatory? it seems like one but then the ore wouldn't make much sense
"faction":"MaybeGoogle",
"size":4, //maybe even 5
"startingConditions":[
"population_4", //maybe even 5
"ore_moderate", //what are they observing? maybe replace this with something more wacky
"rare_ore_moderate" //what are they observing? maybe replace this with something more wacky
"volatiles_diffuse" //what are they observing? maybe add this if it's something wacky
"organics_plentiful" //what are they observing? maybe add this if it's something wacky
"toxic_atmosphere" //what are they observing? maybe add this if it's something wacky
],
"industries":[
"population",
"spaceport",
"grounddefenses",
"mining", //ignore suggestion if actually an observatory
"orbitalworks",
"orbitalstation_high",
"patrolhq",
"cryorevival" //if this is an observatory this feels like the only colony that would absolutely have to have this
],
},
],
}
{
"starSystem":"arcadia",
"markets":[
{
"entities":["nomios"],
"faction":"MaybeGoogle",
"size":5,
"startingConditions":[
"population_5",
"thin_atmosphere",
"cold",
"volatiles_abundant",
"organics_common",
"rogue_ai_core",
"stealth_minefields",
"trade_center",
],
"industries":[
["population", "orbital_fusion_lamp"],
"spaceport",
"cryosanctum",
"heavybatteries",
"militarybase",
["commerce", "dealmaker_holosuite"],
"cryorevival",
"battlestation_high",
"mining",
],
},
{
"entities":["arcadia_station"],
"faction":"hegemony",
"size":5,
"startingConditions":[
"volatiles_abundant",
"outpost",
"population_5",
],
"industries":[
"population",
"spaceport",
"militarybase",
"starfortress",
"mining",
#"commerce", //stability drop and free market really isn't Hegemony's style
"grounddefenses",
"waystation",
],
},
{
"entities":["agreus"],
"faction":"KoC",
"size":6,
"startingConditions":[
"shipbreaking_center",
"ruins_extensive",
"population_6",
"ore_sparse",
"volatiles_trace",
"cold",
"no_atmosphere",
],
"industries":[
"population",
"megaport",
#["refining", "catalytic_core"], //shipbreaking
"militarybase",
"heavyindustry",
["heavybatteries", "drone_replicator"],
"techmining",
["KoC_Breaking", "catalytic_core"], //moving the item over
#"orbitalstation",
],
},
],
}
{
"starSystem":"wurzle",
"markets":[
{
"entities":["scrumpy"],
"faction":"KoC",
"size":4, //tempted to make this size 5
"startingConditions":[
"habitable",
#"cold", //the hazard rating on this planet is really high
"population_4", //tempted to make this size 5
"water_surface",
#"poor_light", //the hazard rating on this planet is really high
"organics_trace",
"pollution",
#"low_gravity", //the hazard rating on this planet is really high
],
"industries":[
"population",
"spaceport",
"patrolhq",
"heavybatteries",
"fuelprod", //not calling for it's removal but am pointing out that the Diktat won't like this. but the KoC don't seem like the Aquaculture type lol
["orbitalworks", "corrupted_nanoforge"], //why does this exist on Scrumpy and not Agreus?
],
},
{
"entities":["little_k"],
"faction":"KoC",
"size":5,
"freePort": true, //better than adding the condition manually
"startingConditions":[
"cold",
"population_5",
#"free_market",
"low_gravity",
"thin_atmosphere",
"ore_abundant",
"rare_ore_moderate"
"ruins_extensive",
],
"industries":[
"population",
"megaport",
"highcommand",
["heavybatteries", "drone_replicator"],
"battlestation_mid",
#"techmining", //not 100% sure what the lore/decision behind this is
"lightindustry", //so I'm suggesting they exploit their free port and make some drugs while sidestepping the Path
"mining", //or maybe get some local mineral production going
"commerce",
"waystation",
],
},
{
"entities":["big_k_syphon"],
"faction":"independent",
"size":3,
"startingConditions":[
"population_3",
"volatiles_plentiful",
],
"industries":[
"population",
"spaceport",
"mining",
#"patrolhq", //rare for indies to have patrols
],
},
],
}
Note: Argeus has 5 industries on it - Shipbreaking, Refining, Military Base, Tech-Mining, and Heavy Industry. Also no Orbital Station? I remember you saying that was deliberate though & I don't think it's a complete dealbreaker, but... well... the Mayasuran Navy uses the same doctrine of "many ships no orbital station & a big usually friendly base" and rarely fares well.
Also, with M-G's lack of good deterrents and poor diplomacy I think they could use a Battlestation on Nomios.
I'd also like to point out that neither faction contains any Light Industry, even when expanded.
My random mess of personal modifications (which you really don't need to listen to) (and includes a lot of semantic stuff, like collapsing # of conditions down to vanilla levels):
Just realized you might not know, Shipbreaking will no longer be industry. Honestly I'm half tempted to remove it completely at this point, originally I removed refining and moved the Catalytic converter to KoC_breaking but CUM requires Tech-mining and refining to be placed on Argeus for certain features. The original idea was the KoC use shipbreaking instead of refining as source of metals. But since refining is now pretty much mandatory....Ah. Makes sense.
The lack of orbital station on Argeus is deliberate, the in-universe reason being that the Hegemony are using ArcadiaI'm fine with Agreus not having a station. I still think Nomios might want an upgraded stationstationStarfortress to police the system and both protect, and intimidate the Ko Combine. I imagine Argeus having its own stations is one of the 'red lines' the Hegemony drew when they sold the planet off. As for why MbG have a station, I put that down to Tri-Tachyon meddling, the Hegemony don't like it but there's a legal loop hole somewhere that permits an orbital station, and Tri-tachyon love it because it's one more trouble for the Heg.
Not sure how critical Light Industry is to balance but if they need it for nex, slapping it in Angry Periphery is probably best.The goods produced increase stability. While the industry itself is deeply unprofitable, producing your own goods makes it much harder to meddle with your faction while also guaranteeing your +2 Stability bonus from Domestic/Luxury Goods. In addition, the industry can flipped to being much more profitable on a free port, whre it produces drugs. It's one of the core industries so I'd highly recommend the factions use it, but you can easily get away without it if you really really want to (See: Outer Rim Alliance and Hazard Mining Corp. have no light industry)
Look interesting, the Angry periphery planets were designed description first, I've rolled in a couple of your changes. Might have to tweak the descriptions if we go too far off tangent:I don't know your lore as well as you do, obviously, but I'll look this over and note anything that needs to be tweaked. I'd also note that we have VERY different styles of writing;
{
"starSystem":"lagan",
"markets":[
{
"entities":["lido_moon_1"],
"faction":"luddic_path",
"size":4,
"startingConditions":[
"population_4",
"closed_immigration",
"toxic_atmosphere", //you could stack this with Irradiated if you feel extra brutal ;) I also have no idea if you could code this but putting in Unknown Skies' Military Virus would be perfect
"poor_light",
"water_surface",
#"inimical_biosphere", //wait why would they have this condition everything's dead
"ruins_widespread",
],
"industries":[
"population",
"megaport",
"heavybatteries",
"militarybase",
"aquaculture",
"orbitalstation",
],
},
{
"entities":["lagan_planet_2"],
"faction":"pirates",
"size":4,
"freePort":true,
"startingConditions":[
"population_4",
"no_atmosphere",
"ore_moderate", //just a suggestion on how to change this up, to make the planet more unique
"rare_ore_rich", //just a suggestion on how to change this up, to make the planet more unique
"vice_demand",
],
"industries":[
"population",
"spaceport",
"mining",
"refining",
"patrolhq",
"grounddefenses",
],
},
{
"entities":["jetsam_pirate_station", "flotsam_pirate_station"], //collapsing these two into a stronghold
"faction":"pirates",
"size":5, //or 4
"freePort":true,
"startingConditions":[
"population_5", //or 4
"organized_crime",
"poor_light"
],
"industries":[
"population",
"megaport", //racing track after all, also makes sure stability is preserved despite the commerce + freeport
"waystation", //racing track after all, also makes sure stability is preserved despite the commerce + freeport
"orbitalstation", //could easily be upgraded
"heavybatteries",
"patrolhq",
"lightindustry",
"fuelprod",
"commerce"
],
},
],
}
How soon do you think that you will release the next official version, and is there any more content that hasn't already been discussed here?
Nyct also seems more experienced than me, you should ask him for his finalised nex files and then compare and decide which ones you like best.I've used yours. I'm not above tweaking it in the future but you did a damn good job as is.
I'm happy with vcuh's nex files, btw, I'm not planning on making my own. I still need to do some playtesting myself, let's see how things go with these two...Quote from: vcuh666Nyct also seems more experienced than me, you should ask him for his finalised nex files and then compare and decide which ones you like best.I've used yours. I'm not above tweaking it in the future but you did a damn good job as is.
"maxColonyDistance": 0,
Thinking there can be some potential with KoC developing a Mark X Autocannon...
There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :
Techmining and refining are present in vanilla.
Industrial.Evolution add a new industry Salvage Yards making the count to 3.
And ad you know Everybody Loves KoC add two more industries.
As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards.
There is also a small mod compatibility issue between Angry Periphery and Dassault-Mikoyan Engineering (and maybe with Volkov Industrial Conglomerate) on the placement of the new systems :
The periphery system overlap the nikolaev system on the starmap, values in the New Map of the known Modiverse (https://fractalsoftworks.com/forum/index.php?topic=11422.0) are not present currently, but there coordinates are quite close. Extract from their respective starmap.json :
"nikolaev":[-6800,-19200],
"periphery":[-6000,-18500],
And the wurzle system is close to the empyrean system introduced by Volkov Industrial Conglomerate mod, even if they does not seems to overlap (I did not find starmap.json file in this mod and I do not know where to find precise coordinates).
Hmm... I manually change Techmining into a structure rather than an Industry (which I think suits a temporary thing better) in both vanilla and 'Industrial Evolution'.There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :....I'm aware of the clash with Industrial Evolution. There' not much I can do with this one, I could switch off Salvage Yard on my end, but I have no idea how Hartles would take it. Have you tried dropping Hartles (https://fractalsoftworks.com/forum/index.php?action=pm;sa=send;u=11074) a message? The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.....
Techmining and refining are present in vanilla.
Industrial.Evolution add a new industry Salvage Yards making the count to 3.
And ad you know Everybody Loves KoC add two more industries.
As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards.
.....
Did I accidentally avoid a conflict? ???
Opening the floor in a Mark X Autocannon.
Current incarnation is a Mark 9+1, functional but not that distinct.
Plans for a Rotary AC felt too close to the Storm needler.
And my coding skills aren't up to par for a double-tap Ultra AC (yes, I'm looking to battletech for inspiration)
Got plans for an LBX but its going to be tricky.
What would you like to see from a Mk.10???
Thanks.
I'm aware of the clash with Industrial Evolution. There' not much I can do with this one, I could switch off Salvage Yard on my end, but I have no idea how Hartles would take it. Have you tried dropping Hartles (https://fractalsoftworks.com/forum/index.php?action=pm;sa=send;u=11074) a message? The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.
Looks like someones recently cleared the map... I could shift the systems but without the modiverse map being I could quite easily end up on top of someone else. I'm more curious as to why it was wiped. Clearly not an outdated mods thing because my own were wiped off.
Mayby make it a using shells with emp.
In my game I have shifted periphery more on the periphery [-11200,-19500], and wurzle a bit farther [-4750,-21250].
I have also added back some mod I use in the map.
Can you make it possible to run Angry Periphery without needing to run KoC?
Here's the last version that doesn't require KoC: LINK. (https://drive.google.com/file/d/1bP0iOx39KXEA7SMZFfrkutmusyWRSB-Y/view)
If you don't mind me asking, is there any particular reason you don't want my KoC?
Nomios could use some attention - It gets decivilised in almost every game I've played recently, as it just can't handle any kind of materials shortage.
If it needs to keep the Commerce, it may be an idea to use some of the vanilla market conditions to mitigate the stability loss (or create a custom one).
Or maybe have the pop + station improved?
Ships are fun.
Google phase ships are hillarious. Thier descriptions are true in the most literal sense, and I appreciate this.
I didn't expect that...
Freki & Geri are busted levels of good though. Fairly decent destroyers on thier own just with guns + missiles, but also having 2 fighter bays makes them incredibly solid picks.
They could lose a fighter bay and still be excellent ships.
Atlas (C) is fun. 8 fighter bays would be amazingly broke if this thing had any OP to actually use them after fitting nescessary stuff.
Could stand to lose most of its cargo capacity as the fighter bays are supposedly conversions of the cargo bays. It would still be decent even with ~400 cargo.
Big fan of Sleipnir tho.
Sometimes simple things are the best things.
Are you running Nex when Nomios gets decivilized or is this a vanilla issue?Vanilla + a couple of factions + minor "fluff" mods. No Nex.
Hey there, I noticed a super duper tiny issue that I feel I must mention. The 'Manta' ship doesn't have a designation, so the game describes it as a 'Manta designation' rather than a 'Manta Light Frigate' or something.Can confirm.
Aside from that, I love this mod. Thanks for bringing all these companies into the sector for real.
Sees Eridani-Utopia is a faction. Yes!Nomios could use some attention - It gets decivilised in almost every game I've played recently, as it just can't handle any kind of materials shortage.
If it needs to keep the Commerce, it may be an idea to use some of the vanilla market conditions to mitigate the stability loss (or create a custom one).
Or maybe have the pop + station improved?
Ships are fun.
Google phase ships are hillarious. Thier descriptions are true in the most literal sense, and I appreciate this.
I didn't expect that...
Freki & Geri are busted levels of good though. Fairly decent destroyers on thier own just with guns + missiles, but also having 2 fighter bays makes them incredibly solid picks.
They could lose a fighter bay and still be excellent ships.
Atlas (C) is fun. 8 fighter bays would be amazingly broke if this thing had any OP to actually use them after fitting nescessary stuff.
Could stand to lose most of its cargo capacity as the fighter bays are supposedly conversions of the cargo bays. It would still be decent even with ~400 cargo.
Big fan of Sleipnir tho.
Sometimes simple things are the best things.
NEW VERSION IS UP - WARNING! IT'S A SAVE BREAKER!
Glad you enjoy the ships, fun is the objective and it sounds like you've been having it! There's a new Freki/Geri in the latest version, a little more direct on the firepower and short a hanger, should be a bit better balanced and a better counterpart to the Sleipnir. There's also a new faction and few more ships, the Requiem is certainly a different kind of the beast and the Picket (EU), well, it's hard to belive those stats are almost vanilla but... gotta go fast!
Are you running Nex when Nomios gets decivilized or is this a vanilla issue?
Seems like a similar issue to some other mods recently that were adding pirate markets that kept deciving due to low stability.
Iirc those had "too many" industries which tanked the stability, which this isn't. But the lack of stability does seem to be the problem.
Hey there, I noticed a super duper tiny issue that I feel I must mention. The 'Manta' ship doesn't have a designation, so the game describes it as a 'Manta designation' rather than a 'Manta Light Frigate' or something.
You were the Chosen One! It was said that you would destroy the Luddics, not join them! Bring prosperity to the Sector, not leave it in ruins!
I'm running into a crash when starting a new game with the latest update:Definitely wasn't doing that in the previous version.Crash Log404746 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing with id [midgard_Squall] not found for faction [KoC]
java.lang.RuntimeException: Fighter wing with id [midgard_Squall] not found for faction [KoC][close]
PS: Also had some trouble with 'Angry Periphery v1.3', the planets spawning glitched, buying all goods for 1 credit despite there being massive demand... hopefully fixed in v1.5.
....No duplicate folders as far as I know, I do the standard "delete the old folder and replace it with the new one" every time, and I don't really use Dev Mode. I kept getting the same crashes no matter how many times I downloaded from the link so if no one else is getting the same thing it must be on my end.
I had to so some investigation here, I downloaded the mod from here and ran a new game and it worked fine. If I had to guess I'd say you may have multiple copies of the mods in the same folder (there should only be one copy regardless of version number) or accidentally merged them. Do a double check for us and let me know what you see. If there's mulltiple copies (Check for both KoC and Periphery) that'll be it.
Possible alternative explanations (the truth is out there):
Assuming you have don't have multiple versions of the mod running/merged the Midgard bomber wing should be gone but if you've messed around in Dev Mode there may be a copy of the old Freki/Geri saved in starfarer.res with the bombers present.
Regarding colony demand/prices, I have encountered something similar to this previously and what it came down to was multiple factions/markets are assigned to the same planet. If it's not multiple copies there may be another mod competing.
Let me know how you get on.
Here's my enabled mod list, if it can help:
"Angry Periphery",
"periphery",
"luddandlions",
"miner2049er",
....Darn, must've missed that one when I was swapping out new versions. Thanks for the heads up. 8)
Thanks and found it! That'll be the cause of high demand-low prices on the colonies, Periphery is a much older version of Angry Periphery. Both are attempting to spawn markets on the same planets....
So... if I'm using 'Of Ludd and Lions' V2.01.01b then I don't need 'Manic Miners' v1.04a? ???Quote"luddandlions",I'm not sure which version of Ludd and Lions you're running but I've merged Manic Miners in to the newest version.
"miner2049er",
I served as inspiration? GREAT! Perfect place for a Star Wars reference.Seems like a similar issue to some other mods recently that were adding pirate markets that kept deciving due to low stability.
Iirc those had "too many" industries which tanked the stability, which this isn't. But the lack of stability does seem to be the problem.
Base stability is 10, I think it may come down to trade routes/pirates.
I've taken a look and gone back to one of Vcuh's suggestions; removed Commerce and replaced it with light industry, this should help with the stability as they now produce their own domestic goods. Moved the Holosuite to the Cryosanctum as it fits in with their lore.Hey there, I noticed a super duper tiny issue that I feel I must mention. The 'Manta' ship doesn't have a designation, so the game describes it as a 'Manta designation' rather than a 'Manta Light Frigate' or something.
Fixed for the next version, now designated as an 'Explorer'.You were the Chosen One! It was said that you would destroy the Luddics, not join them! Bring prosperity to the Sector, not leave it in ruins!
I'm keeping this :D
(https://i.postimg.cc/0y13pyKC/Screenshot-from-2022-12-06-19-13-02.png)
Config Changeswhy the hell would you do this, why would you add config changes to a small ship and weapon pack for no good reason
More officers, more administrators, more contacts
Detection rating is now based upon your 10 biggest ships
Enhanced zoom-out.
More Pirate Pather Bases and the pirates willing to give you a bit more time before their first raid
No blinding light when ships explode
why the hell would you do this, why would you add config changes to a small ship and weapon pack for no good reason
I'll be looking to give Eridani a few more planets at some point, so if you have suggestions for what they should be like, even if it's just novelty flavor let me know.
In canon Eridani is mostly an terraforming company, not very militarized i think the best would be making more of variations of civilian grade hulls, that would very fitting since terraforming takes a lot of resource people and fuel.All Eridani logistics ships are some flavour of Shepherd+.
something like their own gemini, atlas and such keeping really good utility ships with some combat capabilities. to give them more power and unique set, also making them very fighter centric would be nice, since their ships need scourts.
In canon Eridani is mostly an terraforming company, not very militarized i think the best would be making more of variations of civilian grade hulls, that would very fitting since terraforming takes a lot of resource people and fuel.
something like their own gemini, atlas and such keeping really good utility ships with some combat capabilities.
Is Eridani only present when playing with nexrelin? I don't have that installed but I would like to see them. Not sure if i need to update KoC.
Is Eridani only present when playing with nexrelin? I don't have that installed but I would like to see them. Not sure if i need to update KoC.
No need for Nex.
Eridani can be found on Qaras in the Yma system.
eredani does not have or appear in NEX diplomatic events, ir does not even show up in the dip profiles, is this on purpose or an bug? mistake?
That is probably because Eridani-Utopia does not have a Nex FactionConfig. Vcuh666 and Nyctophonik were generous enough to put together profiles for the Ko Combine and Mbaye-Gogle. If you want to create one for Eridani I'm more than happy to add it to the release.
You rang?
But really, I haven't been playing much Starsector lately but I needed to go do some CotM maintenace and saw this. I'd be happy to help with Eridani's diplomacy if you'd like!
is there an option to link to the older 0.95 compatible version also? I'd like to try out the mod while I wait for the rest of the Starsector mods to catch up to 0.96No problem, added a link to the front page for you.
NEW KoC for Starsector 0.96a (1.04.42a) (https://fractalsoftworks.com/forum/index.php?topic=23393.0)
1.04.42a (Update for SS 0.96a)
- Decreased Prospector flux stats 100/1500 (-20/-300)
- Increase Strix/Mun/Hun Dissipation to 150 (+30)
- Added S.Energy to Defender, OP Increased to 40
- Pulse Cannon - Damage increased to 700, flux decreased to 1050 (1.5 eff)
- Pulse Cannon - range reduced to 500 (-100)
- Pulse Cannon - rounds now detonate at +20% of max range (previously at -20% of max range)
- Pulse Cannon rounds penetrate destoyed fighters
- Gust removed EMP and reduced damage inline with 0.96a squall
- Restored 2x Small Energy hardpoints to Manta
- Bastilion/Defender - added no_auto_penalty
- Bastilion/Defender - removed revised system hullmod
- Bastilion/Defender - removed shields
- Defender - added Medium Energy, increased OP to 45 (+5)
- Added Hanger (1) to Bastillion, , OP Increased to 90 (+10)
- Bastilion - replaced hanger with large energy
- Hinny overhauled
- Added.ship Pranker
- Added.ship Lasher (EU)
- Added.ship Eridani_Gemini
- Added.wing Ward support fighter
- Eridani fleet and relationship tweaks
- Added additonal Eridani colony on Killa (Yma system)
- Yma - Increased to size 6
- Yma - Removed fullrenee spool
- Yma - Upgraded Spaceport -> Megaport
- Yma - Upgraded Military Base
- Nomios - removed trade centre
- Argeus - added headquarters
- Added.ship Truncheon destroyer
- Removed.Added.ship Gurkha Troop Transport
*Note: Further minor changes to account for new SS version.
ay Congrats excited to see all of them working and fighting around, and also excellent idea for the Eridani Utopia background i really liked it
Removed mod, f this unbalanced ships.
6 capitals blasting "strix" FRIGATE for 10+ seconds and it wont die... and all of them equipped with mostly vs shield weapons... what is that shield dmg taken 0.0001?
And the frigate had no captains...
Edit: from testing, it's permanent shield buff with no downtime, it doesn't generate any hard flux while it's on like stated, and taking 12 sabots volley that say 200x2x5 put the ship at like 30-50% flux, rough calculation that's 44k dmg, default onslaught cant kill it for a minute when i keep ramming into it in 1v1 eating every single projectile/missile it can fire...
name | id | designation | tech/manufacturer | system id | fleet pts | hitpoints | armor rating | max flux | 8/6/5/4% | flux dissipation | ordnance points | fighter bays | max speed | acceleration | deceleration | max turn rate | turn acceleration | mass | shield type | defense id | shield arc | shield upkeep | shield efficiency |
Monitor | monitor | Frigate | Midline | fortressshield | 5 | 1500 | 175 | 4000 | 1500 | 120 | 30 | 90 | 120 | 100 | 60 | 120 | 200 | OMNI | 300 | 0.5 | 0.8 | ||
Strix | strix | Frigate | Midline | fortressshield | 5 | 1500 | 175 | 4000 | 1500 | 150 | 35 | 90 | 120 | 100 | 60 | 120 | 200 | FRONT | 300 | 0.5 | 0.8 |
"Eridani Lore (Expanded)"Eridani-Utopia began life as a survery and terraforming corporation. After the collapse they found themselves cutoff and alone eventually settling on Qaras which held significant stockpiles and resources.
Following the Hanan Pacha atrocity and the demilitarization of the Yma system the remnants of Eridani-Utopia were quickly abandoned by their closest ally, Tri-Tachyon. Left with little defense they found themselves the targets of constant pillaging and raiding by pirates and brigands. With their calls for help going unheeded their stockpiles of resources and domain tech quickly evaporated into the holds of outgoing raider parties. Although there has been no official connection the precision with which the raids were conducted were too accurate for common pirates only Tri-Tachyon operatives are known to be so precise. It appears no coincidence that Tri-Tachyons own stockpiles of resources grew proportionately to their losses.
When their stockpiles were depleted the raiding stopped and a less structured class of pirate took hold of the system. Eridani was scattered and the planet was on the verge of complete decivillisation, their saving grace came under a so-called pirate lord who found the world beset by the disenfranchised. Seeking a higher purpose he cobbled together a council of like-minded mercenaries who sought to liberate the people from their downward spiral. Subjugating the citizens, they re-established Eridani-Utopia as a broker for mercenary units, and neutral ground for those recognized as such.
Stable, though existing at a primitive level within the sector, they found an ally in the Church who proclaim their downfall an act of Ludd. While many criticise the Church for supporting Eridani, who were such an extensive purveyor or heresy (once a devil, always a devil), the Church acknowledges that Eridani-Utopia no longer produces or develops such technology, seeing their new lifestyle as one of redemption. However, what is not publicly known is that the founding Brotherhood of mercenaries who make up the council of nu-Eridani-Utopia contains wayward members of the Path.[close]
I found out my fleet battles suddenly became much more smaller when I zoomed out because of this mod. Is there anyway to remove it? I prefer the vanilla zoom values
I found out my fleet battles suddenly became much more smaller when I zoomed out because of this mod. Is there anyway to remove it? I prefer the vanilla zoom values
This was removed a couple of versions ago, you're running an old version, I'm curious where you got it from?
If you go in to +Ko/data/config/settings.json delete the following lines it'll revert:
"maxCombatZoom":5.0, # zoomed out all the way (Default 2)
"maxCampaignZoom":5.0, # zoomed out all the way (Default 3)