Fractal Softworks Forum

Starsector => Mods => Topic started by: Great Wound on December 23, 2021, 05:23:18 PM

Title: [0.96a] Everybody Loves KoC
Post by: Great Wound on December 23, 2021, 05:23:18 PM
It was the night before Christmas, when all through the house, not a creature was stirring, except for that dude who had too much time on his hands.

Have a Merry Christmas you filthy animals and I'll see you on the other side: Here's your present.
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Everybody Loves the Ko Combine

(https://i.postimg.cc/2zQsdM6x/BigKoC.png)

DOWNLOAD TODAY (https://drive.google.com/file/d/19SFVQJVvFzmjSgW9aME1cf-shmzekpBs/view)
(Old link for those still using Starsector 0.95.1a) (https://drive.google.com/file/d/1wz0aojOmaUWdIYhoW6wZrrINZ63SMDsX/view)
Now comes bundled with Angry Periphery - enable it when starting a new game for four additional systems of fun:

New Weapons:
(https://i.postimg.cc/Y9fc1Y0J/Weapons.png)
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Story 'events' and tweaks:
  • Custom starts in a different system with additional modifiers!
  • Donating supplies at Beholder station garners you rep with the Church AND Pathers
  • Paying the Pathers tithes increases your reputation with them
  • You can visit Louis Armstrong station and volunteer crew for "cryostorage"...
  • Two additional missions.
  • Lore/Story hooks
(https://i.postimg.cc/hG47gxsk/Screenshot-from-2022-10-01-12-31-02.png)
[/list]
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Mod Compatibility:
  • Nex Compatible - If you're using Nex I recommend using Angry Periphery
  • Commissioned Crews compatible
(https://i.postimg.cc/YCsZ1nN2/Commisoned-Ko-C.png)
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Random images:
(https://i.postimg.cc/xdyw1jy1/Periphery-System.png)
(https://i.postimg.cc/851s606m/Screenshot-from-2022-08-04-16-09-57.png)
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Vanilla compatible. Latest Version 1.04.42a
Title: Re: Everybody Loves KoC (0.95.1a)
Post by: Great Wound on December 29, 2021, 11:14:10 AM
KO 1.02.11
New Ship,
New Drones,
Added a bunch of descriptions,
Still left that blasted Grav Blaster in there!

Start a new savegame as I've changed ship ID's which will brick saves using the old version.

Enjoy.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: TontonBoo on December 29, 2021, 12:16:23 PM
Don't know the Combine don't care about the Combine love surprise presents.
Was just about to start my last Sector run of the year.
Combine it is.
Be blessed by Ludd for your holiday spirit and merry everything.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on December 29, 2021, 11:29:51 PM
The new 1.02.11 update seems to be causing an error for me.

Spoiler
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.RuntimeException
cause-message       : Ship hull spec [valkyrie_miss_default_D] not found!
method              : com.fs.starfarer.loading.specs.HullVariantSpec.readResolve()
class               : com.fs.starfarer.loading.specs.HullVariantSpec
required-type       : com.fs.starfarer.loading.specs.HullVariantSpec
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 23072
class[1]            : com.fs.starfarer.campaign.fleet.FleetMember
class[2]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[3]            : com.fs.starfarer.campaign.fleet.FleetData
class[4]            : com.fs.starfarer.campaign.fleet.CargoData
class[5]            : exerelin.campaign.submarkets.Nex_BlackMarketPlugin
class[6]            : com.fs.starfarer.campaign.econ.Submarket
class[7]            : com.fs.starfarer.campaign.econ.Market
class[8]            : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[9]            : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[10]           : com.fs.starfarer.campaign.econ.Economy
class[11]           : com.fs.starfarer.campaign.CustomCampaignEntity
class[12]           : com.fs.util.container.repo.ObjectRepository
class[13]           : com.fs.starfarer.campaign.StarSystem
class[14]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[15]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[16]           : com.fs.starfarer.campaign.Hyperspace
class[17]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.oooO
version             : not available
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Switching back to version 1.01.10 fixed it.

Edit: ... unless, having read the last update post, it requires a new game. I am dumb, apparently.   :-[
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Deageon on December 30, 2021, 11:37:58 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: TontonBoo on December 30, 2021, 01:13:31 PM
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.

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on December 31, 2021, 02:31:50 AM
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.

Yeah, I'm getting a "0 Markets" with Iron Shell too...
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 01, 2022, 12:50:55 PM
And a happy new year! New version is out!

Added a ShuttleKoC (Kite) two new hullmods and removed the Explorarium (No more conflicts with Iron Shell). You'll also need a new game...

Also tweaked colony settings, I may or may not have borked them in the previous release. Can't remember.

See OP for link:


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.

I'm glad you like the KoC... Feedback on your feedback:

 - Glad you liked the ships.
 - The X-Pulses have the lowest DPS of the pewpewers so you can pewpew with impunity.
 - Rejoice! The Explo have been vanquished from the sector.
 - If it makes you feel better the stats of the Valhalla, TPC/Large/Carrier are the same as the base Valkyrie, so they're under performers to begin with.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Tantalum on January 03, 2022, 12:54:09 PM
Is the download Link for this broken or is it just me?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Yunru on January 03, 2022, 12:55:34 PM
You can find the download link on any Iron Shell colony
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 04, 2022, 09:46:08 AM
Is the download Link for this broken or is it just me?

Just checked and it's working from PC and mobile.

You had me worried for a second that nobody that was going to get chance to play with the KoC.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: TontonBoo on January 04, 2022, 11:10:06 AM
And now for more feedback ! Couple dozen hours more in and :

-Your frigates are awesome. And look kind of like the trains from Sunless Skies.  Which is awesomer even. I used to be a Lasher spammer, then I took a Munin to the knee. Now I'm Muning my way to victory.
-I misjudged your pewpews. They are just about right. 700 range pulser seemed overkill but no. You know your stuff.
-Fare thee well Explorarium. You'll be sorely not missed.
-The Gungnir (probably spelled that wrong) is also cheap to use, efficient and looks neat. Go spam !
-If I understand correctly the no-drawback hullmod in fact compensates for the relative low perfs of your ships and makes them just right. That is how it feels anyway.

If I had to summarize : adds flavor to the boring Hegemony,  nothing lore breaking (no anime, no useless or overpowered buildings or hullmods) and adds good cheap midline alternatives which are easy to put to good use. All this makes it very vanilla friendly for a purist. Even works in the first few games, before you really start unleashing all the mods.
All in all this is another essential ingredient to my Sector Salad. And it got me curious to try your reskin mods L&L and KN. You'll probably hear from that too ... some day. Thanks for all your work.

Oh and one last thing. I don't like Koc in general. I just like your Koc. (You walked right into that one).
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: The One Who Crawl on January 07, 2022, 01:31:49 PM
Hello, the download link didn't work for me.

Also, your mod seem very cool.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 07, 2022, 04:03:28 PM
Hello, the download link didn't work for me.

Also, your mod seem very cool.

Hmmm, interesting, just checked and the link still works for me.

Regardless I've updated the KoC and changed the links, included an alternative link for the old filehost I was using. Let me know how you get on.

Changes:
Updated/removed/added wings
Changed starting ships
Minor stat and description changes

For those on the old version you'll need to start a new game.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Yunru on January 07, 2022, 04:05:55 PM
Does it still remove Iron Shell?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 07, 2022, 04:08:38 PM
Does it still remove Iron Shell?

Not anymore, I removed the Explo completely, they're no longer present and Naraka is safe again.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on January 10, 2022, 06:19:53 PM
Hey there,

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Mrshilka on January 11, 2022, 11:20:43 PM
Hello!,

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 12, 2022, 02:57:22 PM
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.

The ordinance cost is mostly a legacy thing, in 0.91 there was a bug where the built-in bonus wouldn't apply until you save/reload your game. One of the potential workarounds was to mask the OP saved under the OP cost so that you wouldn't have to save/load. It also disincentives installing the hullmod in all your ships and upgrading them as you acquire SP while exploring the fringes of civilised space

As for the maintenance cost, I've dropped it to 30% for you  ;)


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.

Ah! I was playing with different values for built-in/logistics and left that settings in the config. Completely forgot about that. I've removed it for the next version.

Currently playing with some tweaks for their military ship line-up. I'll pop'em in the next release.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 14, 2022, 03:24:48 PM
KOC 1.02.24
Strix - +2 Small Energy Hardpoints - hardpoint fix (was turret)
Muninn - AssPack
Huginn - Rebuilt, fixed drone wing +2x small energy mounts
Bodkin - Flux Shunt changed to AssPack - Set to 0 spawn
Valkyrie_Sup - built-in pulse_wing - variant tweaked
NEW SHIPS - Bodkin Ass/Esc
Flux Capacitor - upkeep reduced to 30%
Deleated testing settings  (max Perm/log mods + spac start)
New Ships - Chicken and Squirrel!
Custom Start - More starting options and new starting location

Page 1 Links updated:
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: BwenGun on January 16, 2022, 05:26:13 AM
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.

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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Tyrant11 on January 16, 2022, 05:59:03 AM
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.

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?
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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: BwenGun on January 16, 2022, 06:11:01 AM
Ah, right, glad to see I'm just being a moron! Thanks for the help!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: coolio on January 25, 2022, 12:04:48 AM
Cool mod. Isnt trying too bite off more then it can chew and looks pretty vanilla friendly. Will try out. Ko forever!!!1
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 25, 2022, 05:47:39 AM
Cool mod. Isnt trying too bite off more then it can chew and looks pretty vanilla friendly.

Thanks, that's what I was going for.

Forewarning, I'm in the process of updating their military ship lineup. I'll be cutting a few so it will kill saves, also adding a couple of 'imports':

(https://i.postimg.cc/y6MHZwTb/1643050164331.png)

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ruddygreat on January 25, 2022, 06:02:56 AM
y'know the ko combine got a new logo this update, right?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 25, 2022, 06:38:50 AM
y'know the ko combine got a new logo this update, right?

Yeah, but I prefer the old logo, reminds me of AG Systems.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 28, 2022, 11:59:53 AM
Major update is out: 1.03.27 - Links updated

Ship line-up has received a significant overhaul so it will no doubt break saves....
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: PreConceptor on January 28, 2022, 09:48:02 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 29, 2022, 12:34:52 PM
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.

I think you're overreacting but I'll admit, the Fighter Chassis Storage is a step too far*; it's an OP-starved glass-hanger. The Converted Cargo Bay nerfs the fighters and wing+system it's the equivalent of an Astral in volume so it's a toss-up between the two offensively. Defensively it's slow as molasses and has paper-thin armour so if you can get around or push though (hint: Bring a devastator) the fighter screen it's an easy kill.

*Removed for the next version.

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

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

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.

Regarding the Ballistic and Missile vs Energy I don't see a game breaker, granted the only ships I really compared for maximum potential savings were the Onslaught/Conquest/Paragon and Enforcer/Hammerhead/Medusa so maybe I'm missing some cases where things go out of whack. Could you expand on this one.

-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.


I may sound defensive but I do thank you for the feedback as it's constructive. Keep it coming.

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on January 29, 2022, 01:56:03 PM
.... -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.


I may sound defensive but I do thank you for the feedback as it's constructive. Keep it coming.
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.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: PreConceptor on January 29, 2022, 09:58:02 PM

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


The point is that essentially converting the Odyssey's side large energy mounts to forward facing ballistics is overpowered. There's a reason why hightech stat spreads should not have straightforward access to ballistics. Even without the Plasma Burn the Odyssey is too fast and has too high flux stats to mount the typically long-range hard flux dealing large ballistics without it being overpowered. The kiting potential is insane. 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). Blockade Runner's zero flux boost bonus may also be too much on an already fast capital like the Odyssey, further compounding the issues.

KoC Atlas losing Fighter Chassis Storage is good. That might be all that's required.

Oni summed up my thoughts on Flux Capacitor vs Ordinance Storage quite nicely. 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. 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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on January 30, 2022, 01:18:26 AM
... 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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: hydremajor on January 30, 2022, 10:09:30 AM
any chance we could get a version with no added weapons ?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: PreConceptor on January 30, 2022, 02:47:53 PM
... 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.

In that case, Ordinance Storage would need to lose its existing missile OP reduction.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 31, 2022, 12:25:46 PM
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.

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.

I'm not keen on adding missiles to the Flux Capacitor, just doesn't make sense to me how they would fit together and I'm sorry but the name (and icon) are not up for debate... I mean:

Spoiler
(https://i.postimg.cc/T2sKCfN6/flux-capacitor.jpg)
[close]

If anything I'm more inclined to go the other way and merge them into a single hullmod, making hullmods that overlap in function feels like bloat.

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).

I'm not going to mess with the offensive side (There's already one version with a HD-IRPulse), but I'll certainly look into making them a little more slow and squidgy for you.

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on January 31, 2022, 01:27:51 PM
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)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on January 31, 2022, 03:44:04 PM
Awesome, will the next update require a new game?  8)

Nothing's being removed (Sorry hydremajor) I was experimenting with adding a Mercury (KoC) but it doesn't really have anything to offer. Should be a straight replacement, no new game required.

Changes so far:
Spoiler
1.03.28-Premature Update
 - Atlas(C) Removed hullmod Fighter Bay Storage
 - Unified OrdStor/FluxCap penalties.
 - Buffalo (C) removed survey equipment
 - Atlas/Buffalo (C) added militarized_subsystems
 - Atlas (C) Crew min/max increased
 - Buffalo (C) Reduced minimum crew
 - Drone health reduced (500/400 -> 400/350)
 - OddyKoC Reduced OP to 265 (-15)
 - OddyKoC Reduced Large Universal arc to 120 (-30)
 - ShuttleKoc/OddyKoC/KoCPest removed from independent markets
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on February 02, 2022, 06:09:22 PM
New version out, link updated!

1.03.28
 - Atlas(C) Removed hullmod Fighter Bay Storage
 - Unified OrdStor/FluxCap penalties.
 - Buffalo (C) removed survey equipment
 - Atlas/Buffalo (C) added militarized_subsystems
 - Atlas (C) Crew min/max increased
 - Buffalo (C) Reduced minimum crew
 - Drone health reduced (500/400 -> 400/350)
 - ShuttleKoc/OddyKoC/KoCPest removed from independant markets
 - MaidenMRM EMP Damage reduced to 1000 (-500) and arc damage reduced to 500 (-250)
 - MaidenMRM 100% chance to generate arc on hit (+50%)
 - OddyKoC Reduced OP to 265 (-15)
 - OddyKoC Reduced Large Universal arc to 120 (-30)
 - OddyKoC Small mounts converted to Hybrid
 - OddyKoC Medium mounts converted to built_in HeavyBurst
 - OddyKoC Built in wings removed
 - OddyKoC Fighter bays reduced to 2 (-1)
 - OddyKoC Removed Advanced Turret Gyros
 - OddyKoC Added Intergrated PD AI
 - OddyKoC Burnspeed increased to 9 (+1)
 - KoCPest Removed Efficency Overhaul
 - KoCPest Added Insulated Engine
 - KoCPest wing size reduced to 2 (-2)
 - (Military) Pulse_Drone Added ECCM Package

Feedback appreciated.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: geminitiger on February 03, 2022, 06:04:12 AM
"Everybody loves koc."
 :o
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: ASSIMKO on February 15, 2022, 01:34:09 PM
Hello. My game is crashing because I'm using your two mods, which contain the same ship with the same name. I don't know if that's really why, the fact is that the error says it can't find the 'huginn' hull.
1599664 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Slot id [WS0001] not found on hull [huginn]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [huginn]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on February 16, 2022, 03:10:31 PM
:o
;)

Hello. My game is crashing because I'm using your two mods, which contain the same ship with the same name.

A lot of content from Plight was ripped for this, Plight has been updated now. So has KoC:

1.03.29
 - Maiden New missile apperance
 - Shrikoc added
 - Updated desciptions for import hulls (Kite/Pest/Shrike/Oddy)
 - Updated desciptions for export hulls (Strix/Prospector/Buffalo/Atlas)
 - Updated desciptions for military hulls (Raven/Wolf/Horse)
 - Updated desciptions for logistics hulls (Valkyrie/Valhalla)
 - Atlas added to Luddic Church markets
 - Sleipnir added to Luddic Church markets
 - Sleipnir added to Luddic Path markets
 - Luddic Shrine offering also improves relation with the Path!
 - Armstrong Station + story event added to Arcadia System - WIP
 - GravBlaster rejigged to Graviton Pulse Cannon
 - Weapons markets revised - GPC added
 - Tweaked new game text
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on March 08, 2022, 02:47:55 PM
1.03.30
 - Added new Minor Faction, Mabye-Gogol
 - Changed Nomios to Gogol control
 - Added ship gogol Afflictor
 - Added ship gogol Gremlin
 - Added ship gogol Shade
 - Added ship gogol Harbinger
 - Added Gogol HMod
 - Paying the (LP) tithe now increases your rep
 - Fixed bug in Armstrong Station event
 - Tweaked Arcadia system settings


Spoiler
(https://i.postimg.cc/sXDnpp93/Maybe-Google.png)
[close]

Front Page Updated.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: MapleDaddy__ TTV on March 20, 2022, 12:36:18 PM
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.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on March 21, 2022, 04:48:26 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: MapleDaddy__ TTV on March 22, 2022, 09:34:37 AM
I technically do have one that alters the drops, but it shouldn't affect what drops, as it just increases the number of blueprints per drop, so instead of 1-3 per raid I get 3-7. I add so many factions that I just feel like 1-3 is so underwhelming. So yes, it does alter the drop, but I don't think it should affect the drop table at all. Lemme question the creator of said mod and I'll get back to you.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on March 30, 2022, 03:05:04 PM
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:
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Mr_8000 on April 01, 2022, 10:20:50 AM
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.

To shed some light on this, wing id's that don't end in exactly "_wing" crash when having their blueprints raided. Xhan had a similar crash a while back when the only difference was capitalization ("_Wing"). As for why it's dropping, "pulse_wing_civ" is tagged as "independent" (and KoC), so it's known by the indies and any modded faction that also draws from that pool. BP Raids draw from a faction's known blueprints so it's possible to raid a blueprint that is otherwise not available elsewhere (the 14th legion blueprints are like this, bar the legion).

I'm also pretty sure "no_drop" only applies to salvage, to deal with raided blueprints you might want "no_bp_drop" or just never give them to any faction to begin with.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: MapleDaddy__ TTV on April 15, 2022, 08:50:55 AM
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.

Also I did what Mr_8000 suggested and added no_bp_drop to all the wings and that worked, though the last update you put out didn't fix it, so you might want to make that change in the next update
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on April 15, 2022, 03:32:11 PM
... 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?  ???

I thought I'd just installed too many faction mods again.  ;)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on April 17, 2022, 07:57:10 AM
Thankyou MapleDaddy__ TTV / Mr_8000

1.03.33

 - Added (Gogol + Vanilla) Geist
 - Added no_bp_drop to hopefully fix that *** (again)
 - Commented out max zoom adjustments - Run less mods ONI!
 - Integration with Periphery Planet Pack (New release - separate mod)
   - Modified Mbaye on Nomios (immediate effect)
   - Added Nergal.json econ file
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on April 17, 2022, 10:51:37 AM
.... - 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.

As for the mods... can you blame me?  ;D So many interesting factions, I want them all.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Lessyloo on April 23, 2022, 11:20:12 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Justinkid on April 23, 2022, 02:04:16 PM
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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on April 24, 2022, 03:02:19 PM
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.

Thank you, and don't worry. I'll be moving to Google Drive soontm. Negotiations are almost complete.

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?


Here's a bit of inside info for you. The Ko Combine started as my first real attempt at kitbashing a faction. I didn't want to over extend creating some game changing faction like every wannabe-superstar-modder out there. One of the reasons I settled on the KoC was because there were already a few assets in game which made my job easier, and because they were already in game I wanted to keep them as close to their vanilla as possible, at it's core KoC it is still independent planet and making them another major player in the sector is a push too far away from that vanilla feel.

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.

This way it's in the players hands which they play with, 'Vanilla' KoC or something a little bigger...
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Justinkid on April 25, 2022, 06:25:58 PM
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.

Oh I see. Thanks for the reply. I'm looking forward to PPP!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: 5ColouredWalker on May 10, 2022, 04:03:47 PM
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.

Spoiler
384331 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [WS0001] not found on hull [huginn]
java.lang.RuntimeException: Slot id [WS0001] not found on hull [huginn]
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on May 10, 2022, 04:36:24 PM
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.
Code
Slot id [WS0001] not found on hull [huginn]

That's interesting, just checked the latest download and the slot is certainly present. Can you go in to /mods/+Ko 1.03.33/data/hulls/muninn.ship and search for the following line:
Code
      "id": "WS0001",
If it's not there I'm perplexed and would recommend re-downloading. If it is there then it's likely another mod is interfering (if you're running an old version of Plight of the Valkyries that might be it - the Huginn/Muninn were originally a part of it), post the contents of /mods/enabled_mods.json

Thanks.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: 5ColouredWalker on May 11, 2022, 04:30:33 AM
Might be Plight. KoC has the requested line. Checking versions I was running .25d of Plight, looking around I found 1.26a, however that causes crash on load. I'm just removing Plight at this stage... Requires a restart but I had barely started.

Requested fire contents posted below.
Spoiler
{"enabledMods": [
  "yunrutechmining",
  "pantera_ANewLevel25",
  "AI-Retrofits",
  "A_S-F",
  "raccoonarms",
  "lw_autosave",
  "timid_admins",
  "BSC",
  "BSC_Submod",
  "CaptainsLog",
  "CFT",
  "CAS",
  "chatter",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "dynamictariffs",
  "su_FairSMod",
  "fleetsizebydp",
  "fluffships",
  "forge_production",
  "GrandColonies",
  "gunnyhegexpeditionary",
  "hyperionsystems",
  "IndEvo",
  "Imperium",
  "jaa",
  "lw_lazylib",
  "lights_out",
  "mag_protect",
  "MagicLib",
  "miner2049er",
  "mir",
  "more_hullmods",
  "ness_saw",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "objects_analysis",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "wisp_perseanchronicles",
  "planet_search",
  "wyv_planetaryShieldAccessControl",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "pt_qolpack",
  "roider",
  "sun_ruthless_sector",
  "RC_Second_Wave_Options",
  "secretsofthefrontieralt",
  "PT_ShipDirectionMarker",
  "speedUp",
  "stelnet",
  "StopGapMeasures3",
  "timid_supply_forging",
  "surveycorpssp",
  "Terraforming & Station Construction",
  "mayorate",
  "underworld",
  "US",
  "UGH",
  "vic",
  "whichmod",
  "mir_np",
  "aaacrew_replacer",
  "shaderLib"
]}
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Gabloc on May 12, 2022, 03:26:22 AM
Hello,

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.
 
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on May 15, 2022, 11:41:10 AM
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.

Thanks and fixed. Update is out:

1.03.34
 - Nerfed Koc Breaking
 - Colony Tweaks
 - Various Graphical Tweaks
 - Intergration with PPP
 - Rolled in SP start to base KoC start
 - Restored zoom settings...
 - Several goal variant fixes
 - Gremlin reskinned to Mk.II for Mbaye.

Also; moved to googledrive.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: localvampirequeen on June 16, 2022, 04:26:12 PM
Rip, realized this doesn't work with nex's randomized sectors. Ah well.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: speeder on July 10, 2022, 11:39:33 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: speeder on July 11, 2022, 10:37:12 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on July 29, 2022, 05:27:12 AM
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.

As it turns out Mbaye are the manufacturers of the Defender and Bastillon, so why not...

Mbaye have recently dug out some [expired] security codes so the Derelicts are no longer hostile towards them, please note that these codes will not work with more advanced drones that have received the latest security updates. They've also restarted production of their Defender and Bastillon drones, these drones, while fundamentally the same as their predecessors have received several software enhancements and a few tweaks under-the-hood in order to support an all energy layout. The colour scheme, designed to be reminisce of a more fearsome family of drones, was selected as a means to cause hesitation in less experienced commanders and to serve as a false-flag to the existence of
Spoiler
[REDACTED]
[close]
.

(https://i.postimg.cc/zGK002Rj/Incoming.png)

Update will be coming soontm...
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on July 31, 2022, 04:08:16 PM
Quite a few tweaks this time and a little extra content: Link on 1st page.

1.03.36
 - Gremlin Mk2 removed (soft removal to keep save game compatible)
 - Added Fury (KoC) (WiP)
 - Revamped Graviton Cannon
 - Added Flicker PDL
 - Added Atropos Pod
 - Reduced Blockade Runner damage reduction
 - New Variants (Buffalo/Propsector/Strix)
 - Upgraded (Huginn/Muninn/Geri/Freki/Sleipnir/Valkyrie/Valhalla) Small Ballistics to Hybrid and tweaked variants
 - Added Bastillon/Defender (MbG)
 - MbG have access to drone codes and are now considered friendly with the Derelicts (But the Remnant ain't falling for that trick).

1.03.35
 - Tweaked DPs
 - Removed IEA from KocPest
 - Flipped Geri/Freki Ass/Esc mods
 - Added derelicts
 - Perseans get Buffalo (C)
 - Strix - Added BuiltIn IPDAI + Loadout changed
 - Revamped Mbaye Hullmod
 - Revamped Mbaye variants
 - New MBaye Phantom
 - Gremlin Mk2 removed (from default ship roles)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on August 04, 2022, 05:23:07 PM
MBG Drones are getting an update soontm.

Spoiler
Shields, Canister Flax, the ability to use them without needing the Automated skill... why sacrifice men when you can send AI cores to war...

(https://i.postimg.cc/851s606m/Screenshot-from-2022-08-04-16-09-57.png)
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: NoTalkofLowTech on August 08, 2022, 07:09:05 PM
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
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on August 10, 2022, 12:50:22 PM
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

Nex is low on the list but hostilities are coming:

(https://i.postimg.cc/8Cc8XfSj/MORTAL-WOMBAT.png)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: NoTalkofLowTech on August 10, 2022, 06:26:39 PM
Cool, Ty!!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: ctuncks on August 14, 2022, 04:10:22 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on August 14, 2022, 01:05:41 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: ctuncks on August 16, 2022, 04:17:16 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: NoTalkofLowTech on August 16, 2022, 07:26:46 PM
I noticed that as well, I just see it as a market opportunity to get rich.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on August 17, 2022, 04:04:25 PM

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:
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Timid on August 17, 2022, 07:17:57 PM
Quote
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.

Thinking there can be some potential with KoC developing a Mark X Autocannon...

However, I'm also surprised the Ko Combine doesn't Prioritize ships like the shepherd and monitor. Would it create issues like create too many monitors and shepherd?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: berkenkamp25 on August 19, 2022, 05:41:54 AM
Would it be possible to list these changes? Was wondering what mod changed this stuff, aside from the sensor stuff.

changes
{
   
   # MORE OFFICERS SPAWN
   "officerBaseProb":0.4,
   "officerProbPerColonySize":0.1,
   "officerAdditionalBaseProb":0.5, # if rolled one officer, multiply probability by this and roll again
   "officerBaseMercProb":0.25,
   "adminBaseProb":0.4,
   "adminProbPerColonySize":0.1,
   "maxOfficerPromoteProb":0.1, # post-combat
   

   # SENSORS USES TOP 10 SHIPS (PREVIOUSLY USED 5)
   "sensorRangeBase":125, # detection range = base + profile + base + strength
   "baseSensorFrigate":25,
   "baseSensorDestroyer":50,
   "baseSensorCruiser":75,
   "baseSensorCapital":100,
   "maxSensorShips":10, # number of ships used to sensor profile/strength of a fleet
   "sensorRangeMax":5000, # anything beyond gets culled from detection checks
   "sensorRangeMaxHyper":2000, # anything beyond gets culled from detection checks (in hyperspace)
      
   "detectionRangeTransponderMult":1, # multiplier to detection range (NOT sensor profile) when BOTH fleets have transponders on
   "detectionRangeDetailsMult":0.5, # fraction of max detection range at which fleet composition is visible w/ transponder off
   "detectionRangeDetailsAlwaysMult":0.1, # fraction of max detection range at which fleet faction is visible w/ transponder off
   "detectionRangeDetailsAlwaysMin":50, # min value for that range
   "detectionRangeDetailsAlwaysNonFleet":0.5, # fraction of max detection range at which hidden entities are "discovered"
   
   "enableShipExplosionWhiteout":false,

   "maxCombatZoom":5.0, # zoomed out all the way (Default 2)
   "maxCampaignZoom":5.0, # zoomed out all the way (Default 3)

   "maxContacts":5,
   "defaultPotentialContactProbability":0.5, # Default 0.25

   "minPirateBases":3, # Default 2
   "maxPirateBases":7, # Default 3
   
   "minLPBases":3, # Default 2
   "maxLPBases":7, # Default 3

   "minMonthsBeforeFirstPirateRaidOnPlayerColony":12, # Default 6

}
[close]

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on August 19, 2022, 03:42:50 PM
1.03.38 is out and now comes with Angry Periphery, enable this 2nd mod for more hostilities.

1.03.38
 - Colony Tweaks in combination with PPP (Angry Periphery)
 - KoC Fleet tweaks
        - Reduced frequency of KoC ships 1.4>1.2 (more KoC ships = less dependance on artificial bumping)
        - Increased frequency of Monitor/Shepherd 1.0>1.1

1.03.37a/b
 - New sprites - Fury/Shrike
 - Added Mudskipper/Nebula/Starliner to Gogle line-up
 - Replaced Phase Anchor with Drive Field Stabliser on MBG Phantom
 - Increased Monthly supply cost - Phantom
 - Increased Monthly supply cost - Geist
 - Increased Grav Cannon RoF, Decreased (sustained) accuracy
 - KoCFury mounts swapped S.Ballistic<--->Energy
 - KoCFury mount change M.Universal--->Energy
 - KoCFury variant tweak
 - Google Drones - Added Unique H.Mod (Shield + OP +CR) - Can use google drones without Automated ships skill!
 - Google Drones - Replace Flares with Cannister Flak
 - Google_Shade revamp - moar missiles
 - Added Misison - Randis Conflict
 - Added Misison - Randy for Randis
 - Added missing desciptions
 - New Mbaye-Gogol faction description
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: ctuncks on August 20, 2022, 03:48:14 PM

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

The easy fix that seems to work alright is to just add Tech Mining into the list of Industries present on Agreus, sure it'll go over the limit, but I don't think that matters under CPU control. I tried it and the script still flips Tech Mining over to Domain Archeology despite running over capacity with industries.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ovid on September 12, 2022, 02:57:21 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 13, 2022, 08:18:14 AM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: power12359 on September 15, 2022, 10:58:27 AM
Will this ever support Commissioned Crews?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: RoquetheRogue on September 15, 2022, 06:15:27 PM
Amazing mod!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ovid on September 15, 2022, 10:39:23 PM

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.

Looking at Timid's CUM (...huh), looks like the issue with TASC and Agreus' Tech Mining was solved in an earlier version (v1.11, with v1.12 being the current version). I suspect that whatever you were changing with KoC previously was possibly reverting whatever CUM had changed in their v1.11 change.

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)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 16, 2022, 04:29:36 PM
Will this ever support Commissioned Crews?

I don't see why not, it should be pretty straight forward. How does the following sound to you?

Engine specialists - In order to avoid blockade patrols Ko Combine engineers are trained to push their engines to their limits. In order to avoid triggering an overload or safety shutdown they have to be able to anticipate problems before they arise. +1 burn speed, 20% faster engine repair speed during combat.

Phase Hazing - As part of their training Mbaye-Gogol recruits are expected to undergo a controversial number of rapid phase-shifts. Those that don't drop out are able to maintain their composure in almost any situation. +10% maximum combat readiness, 20% fewer crew casualties from hull damage sustained in combat,

I'll try get it implemented for the next release.


Amazing mod!

Thanks.


Looking at Timid's CUM (...huh)

 ;D ;D ;D

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  ;)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ovid on September 17, 2022, 05:08:40 PM
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?

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 18, 2022, 08:02:30 AM
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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 18, 2022, 11:48:52 AM
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.

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?

That'll work. If you take a sneaky peak in the .factions of angry periphery you'll see that's exactly what it does, overwrite those two values with true:

Code
{
"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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 18, 2022, 12:34:55 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ovid on September 18, 2022, 04:30:16 PM
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.

??? 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.

And I tried the g-drive link you gave me, but that version of .39a is still flawed.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 19, 2022, 07:01:17 AM
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'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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 19, 2022, 07:03:37 AM
??? 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.

If you open Koc.Faction and maybeGoogle.Faction there should be a section like this:

Code
	"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"
],
},

The entry you want to delete is:             "atrops_pod",

Alternatively replace them with the attached.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 19, 2022, 08:11:10 AM
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.

Changing the alignments and diplomacyTraits should be relatively easy. Here is the reference material I'm using to understand what the Traits all mean (doesn't include the devious or lowprofile traits that TT has)-
https://imgur.com/FeKyfEY
https://bitbucket.org/Histidine/exerelin/src/master/data/config/exerelin/factionTraits.json

The bigger problem is that there are a lot of details in the Nex FactionConfig that need to be fine-tuned according to the specific faction to ensure full functionality in Nex. Copying the defaults for Heg/TT isn't going to be enough for many KoC mod users. This is particularly true when doing random sector generation, using faction-aligned custom starts, and with the Angry Periphery submod enabled. For example, the starting ships for faction-aligned player starts need to be switched over to KoC/MG hulls. The industrySeeds/bonusSeeds need to be altered according to what buildings you want on the homeworlds (and you've said that you'll be changing that in the next public version) and the unique buildings have to be added. It all needs to be balanced exactly for random sector generation, and I'm not sure how the Angry Periphery submod will affect random mode. At first glance it seems like when using KoC with Nex in random sector mode then it would be better if the Angry periphery submod is disabled (but commissions and hostilities are enabled).

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. For this reason I'd encourage you to write the nex files yourself. It shouldn't take long to learn how to write the FactionConfig. The guide to the FactionConfig is here-
https://github.com/Histidine91/Nexerelin/wiki/FactionConfig
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 19, 2022, 09:37:39 AM
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.

Whoa whoa whoa, who cares if it doesn't work for some other user?!? Make it your way. You're not imposing on anyone, we're not forcing people to play with my KoC! It's their choice, if they take issue they can tweak or delete it, or ideally give feedback which we may take on board and incorporate.

You know the intent is to fit in with vanilla, as long as you don't stray too far from that you'll be fine.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Ovid on September 19, 2022, 05:07:16 PM
Alternatively replace them with the attached.

Thanks for pointing out the location, and attaching the files! I hadn't seen the KnownWeapons section before because I was lazy and for some reason Control+F can't find "known" or "weapon" in that file.

Replacing the files worked, and now .39a works just fine with the Callisto Ibrahim section of Content Unlocking Missions.
Also, fun fact, with the ore refinery conversation option from C.U.M., you can buy ores from Agreus, talk to Callisto to refine them, then sell the ores back to Agreus. quick little profit margin, and a path for small reputation bonuses assuming you pay your tariffs.

Thanks for the assistance Great Wound!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 19, 2022, 05:21:02 PM
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)

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 21, 2022, 08:26:17 AM
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.

AWESOME! AND ADDED! Point of note, those Nexerelin files can go in the KoC.

As it is it looks pretty good, with Mbaye I'd add commerce/holosuite to their industry/bonus seeds. 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.

Preview of the new Nomios
(https://i.postimg.cc/4x6pQt0W/Screenshot-from-2022-09-21-16-11-15.png)
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: RoquetheRogue on September 21, 2022, 10:10:59 AM
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)

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 21, 2022, 03:12:47 PM
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 selling slaves volunteers 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.

KoC, they are war profiteers-
Code
	
"smallTrader":"Profiteer Convoy",
"trade":"Profiteer Convoy",
"tradeLiner":"Contractor Convoy",

Mbaye-Gogol, bondsman is a polite name for indentured servant-
Code
		"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.

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.

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.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: RoquetheRogue on September 21, 2022, 04:00:08 PM
KoC gave me quite a Atlas Corporation from borderlands vibe.

These designations made from vcuh666 looks really fancy, he gave it a 'good think'!  :D
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 21, 2022, 04:31:17 PM
I was assuming that Mbaye-Gogol crew are forced into indentured servitude contracts. For Mbaye-Gogol I was thinking of House Ordos from the Emperor: Battle for Dune games

https://www.youtube.com/watch?v=SPRg5ZxWX9g

Sneaky, ruthless post-humans who keep their underlings enslaved in permanent 'contracts'.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 21, 2022, 05:52:40 PM
Great Wound, since you made the 'Of Ludd and Lions' mod, would you consider similarly adding a unique hullmod to all KoC and M-B faction ships to make them more distinctive?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: NoTalkofLowTech on September 22, 2022, 06:31:00 PM
oooh, are we getting nex faction integration?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 22, 2022, 08:18:10 PM
oooh, are we getting nex faction integration?

Yes, there is an experimental file in an attachment to one of my previous posts, although it hasn't been playtested yet for gameplay balance. Hopefully it should be finished for the next official version of KoC.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 23, 2022, 02:39:56 AM
Ok, here's the latest version of the Nex files, put them into your KoC mod folder and overwrite but keep backups.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 23, 2022, 03:45:13 AM
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.

Since I don't use Angry Periphery, I wanted to increase the size of the MB/KoC colonies in my own game. I edited the arcadia.json file and made both colonies size 6. I gave Nomios mining, commerce and light industry, which combines well with their volatile/organic deposit. It also complements the heavy industry and refining on Agreus, I like to imagine that both megacorps will trade together. Both got starfortresses to keep them safe.

Here is how i built up the worlds in my own test game-

Nomios-
https://postimg.cc/w78XQT5f

Agreus (I removed the KoC Shipbreaking since I'm using IndoEvo. Ignore the redundant Ground Defenses, that's a bug from the Second Wave mod)-
https://postimg.cc/0MKS7Lz1
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 23, 2022, 05:17:05 PM
Quote from: vcuh666
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 selling slaves volunteers 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.

Between KoC and Gogol, I'm unsure. I say let the chips lie where they fall and to not give them any custom settings.

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.

Names have been changed.


Quote from: vcuh666
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.

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...".

With that in mind I'd probably swap out the 'Dislikes AI' trait for 'Devious', rumors have it they make a profit scraping intelligence from dead pseudo-AI cores. The devious is more representative of their diplomats actions with things such as disrupting industries being the result of industrial action they had a hand in organizing.


Quote from: vcuh666
would you consider similarly adding a unique hullmod to all KoC and M-B faction ships to make them more distinctive?

The KoC already get Blockade Runner and MbG get Phase Resonator.

I've also added commissioned crew bonuses for the next release.


Quote from: vcuh666
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.

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...

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 24, 2022, 10:48:59 PM
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.

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.

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 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? The one that is in the screenshots in the original post.

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.

I didn't notice the cooldown, sorry. If it has a cooldown then it's probably fine then.

I'd still suggest switching the rep gain from pirates to MbG. Also I'd suggest making it cause a relationship decrease with the Church and Pathers.

As for colonies, I'll have to get back to you on that...

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.

This is also good because it provides an opportunity for the player to encounter the faction-specific ships in battle. And it provides more reason for the player to visit those planets if they have more trade opportunities.

I'm not sure if they will send agents against the player to sabotage industries for market share reasons, but if they do then it would make use of the devious trait, which is another reason to expand their exports.

If you're willing to make Agreus larger, then maybe consider improving it's ore resources and giving them mining.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 25, 2022, 11:46:22 AM
Quote from: vcuh666
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?

I like that touch with MbG supplying organs for Andrarda's...personal use...  You've certainly helped me expand the lore from an abstract concept with more specific examples.

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:
Story Hook
(https://i.postimg.cc/xdwPqx3M/Screenshot-from-2022-09-25-19-26-53.png)
[close]

Quote from: vcuh666
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.

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:

Arcadia.json
Code
{
"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",
],
},
],


}
[close]

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...

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 25, 2022, 01:07:57 PM
In my test games I found that KoC and MbG formed alliances with their parent factions very quickly, too quickly. I feel like it'd be better to cut their diplomacy bonuses by half, maybe three-quarters. That should give the RNG more chance to form alternate arrangements, in particular for KoC to have a chance at forming an alliance with the Perseans. KoC and MbG already have a lot of diplo bonuses from shared alignment traits and common enemies, so the diplo bonuses are mostly redundant and possibly counter-productive if too high.

I'll drop it by 2/3 and see what happens on a new game.

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:

So wave me Mbaye lol embrace the memes!

Sounds good, the more interactivity the better. Are you also considering adding custom missions and bounties for the IBB? Smuggling missions for organs to Sindria (often very hard because it has such high security)? Helping KoC trade with the Perseans without letting the Hegemony find out (and doging the Hegemony when they try to intercept you)? Minor piracy 'acquiring' specific Hegemony/Persean hulls for the KoC to renovate, repaint and sell on for profit?

Since the KoC has blockade running and MbG has phase ships, it seems like they're built for smuggling missions.

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:

That's a fair point. Balancing it for Nexerelin is significantly divergent from vanilla balance.

I've learned to modify the .json files for my own games so I have nothing to complain about since I can modify it for personal use. My own game is a wartorn hell with 10-15 Pirate/LP bases and Cabal fleets everywhere, balancing for it is defnitely not like vanilla lol.

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 like the touch with the orbital lamp, and it seemed a shame to waste those resources when their industries needed them.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 25, 2022, 02:39:00 PM
Yeah, 1/3 of the diplo values is good. It's enough to setup positive relations but they're still at the mercy of the RNG gods. MbG actually has negative relations with Sindria in the early game right now due to a random event. KoC has almost equal relations between heg/perseans and could swing either way with future alliances depending on RNG.

There is still a slight bias to the RNG so they should still tend in the right direction over a long enough time. They shouldn't be so 'locked-in' to their diplomatic relations now.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 25, 2022, 02:56:12 PM
I ahven't tried the KoC/MbG ships yet. I noticed that the factions have only their own custom ships and no vanilla ones. Are the faction ships enough to make a functional battle fleet? I'm not sure how it would play out on a battle that isn't auto-calc.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 12:10:34 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 01:08:52 PM
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. Right now we've agreed that balancing it for vanilla takes precedence over Nexerelin stuff.

Does your econ rebalance have any publically available content, here or in Discord?

My dream mod for this game is one that seperates all the Pirate and Independent markets into unique factions. KoC is a significant step in that direction, so I'm eager to get the Nex content working. If you would download the attachments in my previous posts, look over the nex faction configs and give feedback then that'd be a good contribution.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 01:48:14 PM
The mod I made is a faction mod (or three). It adds some anti-Hegemony factions whose combined strength was, in testing, enough to deter the Hegemony + Iron Shells' often brokenly powerful alliance.
... most of the time.

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'm pretty sure you want to be swapping the "mult" and "count" on the cryosanctum, to prevent a billion cryosanctums semi-breaking the economy.
 - 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.

As for their diplomatic relations...
 - Irredentist feels somewhat unnecessary, at least on KoC markets. The bonuses to revanchism have a tendency to spiral out of control
 - Swapping off Dislikes AI on the KoC makes sense.
 - Generally, this is a lot of traits for factions to hold. Most all factions have no more than 4, because past that you start confusing players and the traits begin to lose their meaning. If M-G is generally isolationist, maybe drop Devious/Paranoid/Monopolist. If KoC is a Hegemony puppet and under their protection cutting Low Profile could be reasonable. Even if those factions might suggest those traits, they don't have to actually exist - and refining their identity down to a couple core traits would help.
 - This is probably the first time I'm okay with a faction having Helps Allies, @ modders stop putting Helps Allies on ALL YOUR FACTIONS
 - KoC being Hierarchial/Militarist to me seems like it should get a review. Also, consider making them both anti-Ideological. Especially the M-G.

Once I figure out how to do those little drop-down windows I could try my hand at reorganizing the economy.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 26, 2022, 02:13:44 PM
Quote from: vcuh666
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.

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.

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.

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.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 02:39:08 PM
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.

I mixed up the "mult" and "count" in the config files, my bad, fixed it now. 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.

Reducing traits seems reasonable, I'm not entirely sure which ones though. Great Wound, your opinion?

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 also gives diplo bonuses with Hegemony from shared alignments, they are intended to lean overall to the hegemony (with an RNG chance of flipping to the Perseans). The values are both +0.5 and less than the Heg's +1 because they still put profit first and are run by civilian war profiteering executives. Halving the hegemony values seemed reasonable to me, I didn't imagine they would be negative. Their nature as a corporation also implies a positive value for heirarchy, TT also has heirarchy set to 0.5.

Reducing the ideological alignment for MbG seems reasonable, it won't much hurt their relationship with TT and Sindria. MbG is -0.5 anti-militarist because they rely on agents and phase ships. They are more heirarchical then TT because they own debtslaves and organ farms rather than mere wageslaves.

Nyct, did you think the diplo stuff was OK?

EDIT: I have a post editing addiction, I'll stop myself now lol.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 26, 2022, 03:21:36 PM
Quote from: vcuh666
Plus, it helps to stop the debtslaves and organ farms from escaping. It's more about keeping people in than keeping them out...

+1 for lore!  :D

Quote from: vcuh666
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?

I've already told you, make it your way, I'm leaving the Nex side of things in your hands. If balance goes askew listen to the feedback and integrate it but only if you feel it's appropriate. As for traits, here's my take:

KoC:
Code
    "diplomacyTraits":["lowprofile", "devious", "monopolist", "submissive", "helps_allies"],
Mbaye:
Code
    "diplomacyTraits":["lowprofile", "devious", "monopolist", "neutralist"],

Feel free to disagree.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 03:26:50 PM
To help consider how to narrow down the faction traits, here is how I would categorize them with lore justification.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 03:45:55 PM
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.

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.
I didn't know that. Neat.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 03:47:57 PM
To help consider how to narrow down the faction traits, here is how I would categorize them with lore justification.

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.
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 03:57:42 PM
I think we can justify dropping either temperamental and/or paranoid from MbG. But I feel like that 'mysterious leadership' element and rogue AIs should be reflected in the traits in some way. I think I'd rather drop paranoid than temperamental, because paranoid affects war declerations which they should only be doing in alliances so it's not relevant in that case. Temperamental creates the RNG risk that they might actually dislike TT and choose another ally, maybe Sindria, I like having a chance for diplo clusterfucks.

I think I'd also drop neutralist from MbG, it makes them less annoyed at TT from being the bigger power, but they already have high relations so they don't really *need* it. The gameplay element for isolationism can be provided by their chilly relations with everyone else except Sindria and TT, so it doesn't necessarily need the trait. In some ways they are better without it, since they will dislike the Heg/Perseans even more and this will keep them more diplomatically isolated and excluded from their alliance blocs.

If they actually get revanchism stuff going without the irredentist trait then they don't need the trait at all because there are so few planets for them anway.

I think I'd rather drop "devious" from KoC because I don't want them to share 'flavour' traits and it's not particularly how I see them. Unfortunatley, there isn't a way to make them half as devious as MbG.

KoC
Code
"diplomacyTraits":["monopolist", "lowprofile", "submissive", "helps_allies"],

MbG
Code
"diplomacyTraits":["monopolist", "lowprofile", "devious", "temperamental"],

That narrows it down to Nyct's suggested number of 4 traits.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 04:22:30 PM
Nyct, would you be willing yet to commit to a final traitlist for the factions?

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.

You're talking me into seeing the downsides and/or redundancy of almost all the traits lol.

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.

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?

I made MbG have light industry in my test game with no drugs, so monopolist makes more sense there, but Great Wound didn't take the suggestion so it isn't in the base mod. In that case, maybe drop monopolist for another trait, maybe go back to paranoid.

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?

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.

I didn't know that, I misread the resource and assumed alliance required positive traits...

Given what we've went over, what are the other lore/gameplay reasons do you think make the case for reducing militarism?

Other than the stuff I did bring up, basically yes.

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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 04:52:40 PM
lol what have i been sucked into i just wanted to be able to play koc with nex

Sindria has "paranoid", "monopolist", "temperamental" so it's probably not good for MbG to have that combo (plus lowprofile) because it makes them too much like Sindria.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 05:02:24 PM
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.

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?
Low Profile is absolutely a necessity, and even then they might be at risk of invasion especially because of their poor defenses.
As for Monopolist, I feel like M-G should have it (organs can be obtained from Population at high enough sizes though, which could cause them to get mad at everyone) but if KoC is working for the Heg then it seems like the Hegemony would block any of those sentiments, no?
Although both Monopolist and Paranoid would be somewhat useless for M-G, because Monopolist gets them into limited amounts of trouble and Paranoid assumes that there's somehow a war they can win.

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.

Putting it all together, my proposal for traitlist is:
M-G: Paranoid/Monopolist/Tempermental (1-2, prefer Temperamental), Devious, Low Profile
KoC: Helps Allies, Submissive, (Optional: Low Profile), (Optional: Pacifist)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 06:42:15 PM
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.

Seems like we've reached sufficient convergence to call it a consensus. I absorbed most, but not all, of Nyct's suggestions. I took all the alignment suggestions and most of the trait suggestions. Here is the latest iteration of the nex files in the attachment, and also here is the screenshots of the new game start diplo profile pages for the factions with the new configs. Please check them over and feel free to give feedback or upload other ones to show what you'd prefer instead.

KoC
https://postimg.cc/PPSbNxmC

MbG
https://postimg.cc/K4FtNLfK

I'd justify removing devious from KoC because they'd rather send their bigger allies to deal economic competition, more opportunity for war profiteering and less risk/cost to themselves. They'd exploit the heg's paranoia. 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).

Would the pacifist trait interfere with the intended behaviour for KoC?

I feel like the diplo numbers for the factions are better with the modified alignments. I really wanted to suppress the KoC/Church relationship to make a heg alliance a little more complicated and push them slightly towards the Perseans. One unintended outcome is the positive relations between KoC and Roider Union, but I can't plan for all possible interactions with modded factions.

I added GW's most recent choices for Industry/BonusSeeds.

Maybe nudge the Sindria/MbG relationship a bit higher?

Hopefully this can be the final version?

...Paranoid assumes that there's somehow a war they can win.

This is absolutely correct and I overlooked it. As a single planet they can't beat anyone except early game player colonies which won't have large market shares anyway. There is no need for it.

[attachment deleted by admin]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 07:00:23 PM
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).
Would the pacifist trait interfere with the intended behaviour for KoC?
Monopolist is an interesting trait for KoC to hold. The sabotages are done personally, without discussion between alliance partners.
However, it quite notably will cause an even larger rift betwen the KoC and Luddic Path, as well as other aspiring alliances. This is because Monopolist will cause the KoC to send expeditions onto factions that might even have middling or slightly positive relations with them, which could blow up in their face.
Pacifist would not interfere with KoC's behaviour as far as I'm aware - it prevents them from declaring their own wars but doesn't stop people going to war with them (or their allies) or them going to war alongside allies. Plus, Pacifist factions can even still declare war I believe, just that they're less predatory about it.

Overall, I think this is a pretty good final version, with any other changes being fairly minor.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 26, 2022, 07:20:20 PM
Does the monopolist trait cause factions to attack non-player factions as well as player colonies? I didn't know that.

I'm happy with a worse relationship between the Luddites and KoC/MbG. It'll force MbG towards TT or Sindria for protection, and give the Perseans an 'in' with the KoC since the Heg in vanilla will sometimes ally with the Church.

I'm not sure how pacifist trait will interact with their other bahaviours, I will have to use a test game to find out.

I'm absolutely positive that we'll find more reasons to make more changes though...I can't resist tweaking.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 26, 2022, 07:32:02 PM
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
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 28, 2022, 03:19:47 PM
Hopefully this can be the final version?

You done good. If you're happy where it's at I'm happy to bundle it up and release the next version.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 28, 2022, 06:49:48 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 29, 2022, 07:18:58 AM
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.

Sure, here you go:

Everybody Loves:

Vanilla System sizes are 3/4/5 and have been bumped to 5/5/6. I'm not a fan of making them bigger but in the interest of balance and mod compatibility I've done so.

arcadia.json
Code
{
"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",
],
},
],


}
[close]

Angry Periphery:

These two were the expansions to power them up. I'm open to bumping their sizes/industries but I'd rather not go above size 6 (max player size), as they're still meant to be minor factions and giving them a colony the size of Askonia makes them a major player in the sector in my eyes.

nergal.json
Code
{
"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",
],
},
],


}
[close]

wurzle.json
Code
{
"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",
],
},
],


}
[close]

Edit: Scrumpy is size 4
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 29, 2022, 02:31:22 PM
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):
Spoiler
Code
{
"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
],
},
],


}
[close]

Spoiler
Code
{
"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",
],
},
],


}
[close]

Spoiler
Code
{
"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
],
},
],


}
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 30, 2022, 03:44:06 AM
For Nexerelin games I'd definitely support giving the 2 homeworlds at least the 2nd tier of defense station because they really need it. I'd also support a light industry somewhere for MbG, although Nomios is too crowded now.

GW has said that he doesn't want to expand the homeworlds too much or give them better defenses in order to maintain vanilla balance, balancing the main mod for Nex isn't desirable. In that case, I'd suggest treating the Angry Periphery as the expansion for Nexerelin balance by putting most of the extra content for the homeworlds in that submod. It could then add improved defences, larger populations and more industries to the homeworlds. It'd also allow the main mod to keep the homeworlds at a smaller size.

It's not really a problem with this mod, it's that Nexerelin is a significant change to vanilla and you can't always balance for both at the same time.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on September 30, 2022, 06:41:54 AM
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.

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....

The lack of orbital station on Argeus is deliberate, the in-universe reason being that the Hegemony are using Arcadia station Starfortress 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.

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):

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:

Nergal Descriptions
  • Lugalirra - The Sindrian Diktat's first foray outside Askonia, Lugalirra serves as a stopgap measure for increasing piracy against goods headed towards Sindria by enterprising pirates based in Umbra and elsewhere targeting the Askonia system. Though abundant in common ore, its volatiles are miniscule and transplutonic ore deposits ho-hum. When not shoring up deficits in Askonia, the mining bureau makes a moderate profit supplying the neighboring Mbaye's orbital works.
  • Meslamtaea - A hub for Mbaye's questionable practice of speculative cryofreezing and commercial practices. Those looking to quickly turn their credits into more credits without the risks inherent in intersystem trading turn here. Of course, maintenance doesn't come by cheap and one bad investment may leave hopefuls thawed and penniless turning to the same piracy that dissuaded them from a trader's life.
  • Nergal observatory - Originally a research station, now, a military installation and ship manufactory, the Nergal observatory produces the civilian transports and starliners Mbaye are famed for. With the arrival of new neighbors, the orbital works begin to produce more warships as a check against any overly ambitious Diktat officers.
[close]

Wurzle Descriptions
  • Knomoore - Commonly seen in propaganda advertising an honest days work. Knowmore is populated by the young and firery beliving they can make it rich plundering the depths of Klendathu.
  • Harvester - The homestead of numerous independent mercenary units and those looking for a fight. When not contracted, many units participate in the bloody games that are broadcast across the local comm-net in a bid for glory and fame.
  • Scrumpy - Intend as an alternative site for the farm of the now famous Volturain Lobster breeding program, the higher acidity of the planets water made the seas unsuitable for purpose. With environmental impacts now defunct the planet was repurposed to fuel and ship production and the seas became a convenient dumping ground for by-products and waste.
[close]

And in case you haven't visited Lagan system...

Lagan Descriptions
  • Cess - After reports of a virulent biohazard spreading across Cess Tri-Tachyon quarantined the planet and poisoned the skies, killing the population. The objective was to prevent the spread of the biohazard throughout the system while preserving the infrastructure which held significant monetarily value to the corporation. When the collapse came the Luddic Path saw an opportunity and recolonised the planet believing their faith would protect them.
  • Flotsam/Jetsam - Flotsam and Jetsam were constructed as part of a kite-racing track following Lagans rings. When the sponsors pulled out due to the inherent violence in the system an anarcho-syndicalist commune took over and decided the best way of settling draws was with a sword throwing contest. Needless to say the fans were mad and in a bloody take over turned to a life of crime to fuel their belt-racing obsession.
  • Ligan - A colony of the slave variety. Originally a penal colony, when the inmates took over the guards were put to work. Any attempts to bring order to this place have been met with fierce discord and violence by the vying rabbles who have carved out their own special places in this hell.
[close]

 ;D ;D ;D

Here's the latest version if you want to have a play with the tweaks so far:
[REDACTED]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on September 30, 2022, 09:47:15 AM
I will say that the changes I suggested were made in the context of balancing for mostly vanilla. Smaller factions can afford to be more powerful and dense with development even in vanilla, too, just on account of their size.

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 Arcadia station Starfortress 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.
I'm fine with Agreus not having a station. I still think Nomios might want an upgraded station

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;
Descriptions from one of my star systems
  • Formerly known as Phola, New Rising was a production world pre-Collapse, and a member of the Aleph Network afterwards. The Aleph government grew highly interested in the caches of Domain-era technology on Phola, and their pacifist policies led to the dismantling of the planet's military installations. These efforts have been long-forgotten as the various factions in power since have completely reversed these policies.
  • Kinaria was an unassuming habitable planet, and was selected by the Eridani-Utopia Corporation for terraforming. On the path to becoming a lush, Earth-like world, operations were cut short by the Shatter and collapse of government. After stabilizing under the Aleph Network, attempts were made to decode and finish what the Corporation began. These projects have since all been halted or destroyed after the Hegemony annexed the planet many cycles ago.
  • Disconnected from the system but still conveniently close to a jump-point, Aprolys Harbour has maintained a large population as the seat of power in the Great Snake system ever since the station was constructed. The station was captured from the Hegemony by the Tri-Tachyon at the onset of the Second AI War. It continues to operate under their control, although both the Hegemony and the Aleph government-in-exile seek to potentially replace their rule.
[close]
Nergal Descriptions
  • Lugalirra - The Sindrian Diktat's first foray outside Askonia, Lugalirra serves as a stopgap measure for increasing piracy against goods headed towards Sindria by enterprising pirates based in Umbra and elsewhere targeting the Askonia system. Though abundant in common ore, its volatiles are miniscule and transplutonic ore deposits ho-hum. When not shoring up deficits in Askonia, the mining bureau makes a moderate profit supplying the neighboring Mbaye's orbital works.
  • Meslamtaea - A hub for Mbaye's questionable practice of speculative cryofreezing and commercial practices. Those looking to quickly turn their credits into more credits without the risks inherent in intersystem trading turn here. Of course, maintenance doesn't come by cheap and one bad investment may leave hopefuls thawed and penniless turning to the same piracy that dissuaded them from a trader's life.
  • Nergal observatory - Originally a research station, now, a military installation and ship manufactory, the Nergal observatory produces the civilian transports and starliners Mbaye are famed for. With the arrival of new neighbors, the orbital works begin to produce more warships as a check against any overly ambitious Diktat officers. //Okay so they ARE an observatory
[close]
Wurzle Descriptions
  • Knomoore - Commonly seen in propaganda advertising an honest days work(,) Knowmore is populated by the young and firery (fiery) beliving they can make it rich plundering the depths of Klendathu.
  • Harvester - The homestead of numerous independent mercenary units and those looking for a fight. When not contracted, many units participate in the bloody games that are broadcast across the local comm-net in a bid for glory and fame.
  • Scrumpy - Intend(ed) as an alternative site for the farm of the now famous Volturain (Volturnian) Lobster breeding program, the higher acidity of the planets water made the seas unsuitable for purpose. With environmental impacts now defunct(,) the planet was repurposed to fuel and ship production(,) and the seas became a convenient dumping ground for by-products and waste. //Then I think it's better for them to have Pollution and not too much else to increase hazard, just so that the Pollution condition stands out a bit more.
[close]
Lagan Descriptions
  • Cess - After reports of a virulent biohazard spreading across Cess(,) Tri-Tachyon quarantined the planet and poisoned the skies, killing the population. The objective was to prevent the spread of the biohazard throughout the system(,) while preserving the infrastructure which held significant monetarily (monetary) value to the corporation. When the collapse came the Luddic Path saw an opportunity and recolonised the planet believing their faith would protect them. //suggesting a rephrasing: During the Collapse, a radical sect of the Luddic Path recolonized the planet, blindly believing in the sacred power of their faith.
  • Flotsam/Jetsam - Flotsam and Jetsam were constructed as part of a kite-racing track following Lagans rings. When the sponsors pulled out due to the inherent violence in the system an anarcho-syndicalist commune took over and decided the best way of settling draws was with a sword throwing contest. Needless to say the fans were mad and in a bloody take over turned to a life of crime to fuel their belt-racing obsession. //Having both Flotsam/Jetsam feels redundant. Maybe they could be a single market, kind of like how Culann & it's Starforge are technically two separate entitres but are listed under the same market. Attaching code file below.
  • Ligan - A colony of the slave variety (A brutal slave colony). Originally a penal colony, when the inmates took over the guards were put to work (a prisoner revolt led to the guards and citizens being put to forced labour). Any attempts to bring order to this place have been met with fierce discord and violence by the vying rabbles who have carved out their own special places in this hell.
[close]

Thanks for the version! I'll look at it in a bit.

Lagan system
Code
{
"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"
],
},
],
}
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on September 30, 2022, 06:57:23 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 01, 2022, 04:19:36 AM
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?

I'm happy to call it:

1.03.39 ###this planet ain't big enough for the three of us edition###
 - Geist - Reduced flux capacity (9000 -> 8000)
 - Geist - Reduced flux dissip. (1000 -> 800)
 - Geist - Increased phase cost (0.05 -> 0.06)
 - Geist - Reduced ordinance points (145 -> 135)
 - Buffalo C - Small Missile changed to Universal
 - KoC Fleet Doctrine tweaks
 - MBG Fleet Doctrine tweaks

 - KoC/Mbaye now offer commissions in vanilla
 - KoC/Mbaye now engage in hostilities in vanilla
 - MOD INTERGRATION - added commissioned crews intergration
 - MOD INTERGRATION - nex mining - thanks ctunks
 - MOD INTERGRATION - nex profiles - thanks vcuh666/Nyctophonik

 - Bigger and better:
     - Nomios increased to size 5 (+2 ind.) - Industries Rejiggered, added station
     - Argeus increaed to size 6 (+1 ind.) - Industries Rejiggered
         - Restored techmining and refining to Arcadia
         - KoC_Breaking heavily nerfed and no longer an industry
     - Arcadia increaed to size 5 (+1 ind.) - Industries Rejiggered, upgraded to starfortress

 - Added story/lore hook to Callisto
 - New artwork for mad maiden launchers
 - Shrike colour tweaks
 - FIX: Removed atropos_pod reference

Quote from: vcuh666
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've got the hooks so I'll probably focus on lore (and tweaks, always tweaking) next. How do you fancy being referred to as that Rogue AI core...

(https://i.postimg.cc/hG47gxsk/Screenshot-from-2022-10-01-12-31-02.png)

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on October 02, 2022, 02:40:11 PM
I'm using the Second Wave Options mod and it's supposed to add Ground Defences to planets that lack defences. For some reason it is adding them to Agreus when KoC is installed, even though it already has Heavy batteries. I would have assumed that Second Wave Options would apply the Ground Defences dynamically but I suspect that it has a hardcoded list of planets to add Ground Defences to. So it adds Ground Defences to Agreus even though it shouldn't. Second Wave Options probably doesn't take into account planet modifications made by other mods. Maybe GW you should talk to the author about this and try to convince him to get a fix? Not a big deal but it makes Agreus have twice the planetary defences that it should have. I solved it by removing the heavy batteries from the arcadia.json.

I'm really glad to see the latest version of KoC, thanks for it. Now I can play it for a proper game rather than throwaway test games.

The username for this account is just a semi-random series of letters and numbers. Literally just randomly bashing my fingers on the keyboard. It doesn't really mean anything because this is just a disposable account I made for posting in the KoC thread to pester you until you made it compatible with Nex. Then somehow you tricked me into doing it for you. So it's not something to name the Rogue AI after, although thanks for the offer, that's pretty cool.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on October 02, 2022, 02:41:53 PM
Quote from: vcuh666
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...
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on October 03, 2022, 07:24:05 AM
KoC usually joins the Hegemony in alliance in my test games. For the first time I found KoC making a Diplomatic alliance with the Perseans, so it seems that the intended behaviour for KoC is actually working, the RNG actually does give a minority chance for non-Heg alliances. They got wrecked in a war with the Heg and had to ask for peace.

Note that this also means that the Heg will definitely not protect the KoC homeworld, so that starfortress on Citadel Arcadia isn't really useful to KoC. It also means that the Heg can casually exploit the lack of a defence station on Agreus.

It seems like KoC would learn their lesson and quickly build a defence station, but the game mechanics don't allow new NPC constructions.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on October 03, 2022, 07:47:42 PM
If we add the following to the nex configs then it will prevent the factions from colonising systems outside of their current ones. In my case it wasn't desirable behaviour to see them colonise systems in unexplored space. They will still colonize, but only inside systems that they already have a colony in.

Code
	"maxColonyDistance": 0,

The Arcadia system in my current game is an amazing chaotic mess right now since all the factions there are on opposing alliances, it's a great way to salvage free ships.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: vcuh666 on October 05, 2022, 03:17:23 AM
Ko Combine allied with Sindria now lol.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 05, 2022, 11:14:43 AM
Thinking there can be some potential with KoC developing a Mark X Autocannon...

Definite potential:

(https://i.postimg.cc/Pr2nWP3D/mk10.gif)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 07, 2022, 10:07:52 AM
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???
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: bodeshmoun on October 08, 2022, 02:03:42 PM
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).
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 09, 2022, 11:06:00 AM
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).

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on October 09, 2022, 11:10:58 AM
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.
.....
....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.....
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'.
Did I accidentally avoid a conflict?  ???
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 09, 2022, 12:22:35 PM
Did I accidentally avoid a conflict?  ???

It's not so much a conflict, more Agreus is blessed with an overabundance of industry.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Hrothgar on October 09, 2022, 12:32:27 PM
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???

Mayby make it a using shells with emp.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: bodeshmoun on October 11, 2022, 07:40:01 AM
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.

You are welcome.

No I did not contact him yet, I will post your proposal in Industrial Evolution topic.

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.

Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 14, 2022, 03:28:39 PM
Mayby make it a using shells with emp.

That would tread on the Mojlnir. Decided to add a 'flak' component to the them instead, shells detonate when nearing maximum range and deal area damage.

Next step is to figure out how to make the shell/flak a different damage type. Ideally I'd like direct hits to deal HE damage and flak to deal kinetic. Stretch goal is to have proximity fuses begin after x distance. But sadly my coding skills don't appear up to par at this time.

Either that or we go back to MIRV shells...

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.

Talk about going above and beyond, thanks man, I'll have shifty and see where I can fit them for the next update.

Also; Geri and Freki are getting an upgrade:
WIP
(https://i.postimg.cc/k52xKrX4/freki.png)
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on October 23, 2022, 04:10:48 PM
Ok, I played with the mod a little bit.

I didn't realize how... extreme? The diplomatic relations are. Which just feels very strange - the level of cooperation these factions have with others is to a degree generally unprecedented within vanilla and modded games, and it leads to much flatter diplomacy because of how quickly they tend to pick a side.

KoC has abysmal ship quality because Agreus is the largest producer. Might want to change that if you want them to be viable. Scrumpy's extremely valuable Orbital Works is basically just a big target as a result. By extension, do not remove the Heavy Industry on Agreus if Salvage Yards is kept as a Salvage Yards without HI cuts ship quality by 25%.

I also wanted to report the conflicts with DME but I see someone else got to that first.
& I still think that some of the Angry Periphery should get a pop boost (namely Randis & Hope + Jetsam/Flotsam joining as one larger colony) because of how incredibly small most of these colonies are making them generally redundant.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Terran Allias on October 29, 2022, 08:29:25 AM
Can you make it possible to run Angry Periphery without needing to run KoC?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on October 29, 2022, 09:26:07 AM
Can you make it possible to run Angry Periphery without needing to run KoC?

Double-post:

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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Serenitis on November 27, 2022, 12:46:01 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on November 28, 2022, 01:53:45 PM
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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Serenitis on November 29, 2022, 02:01:33 AM
Are you running Nex when Nomios gets decivilized or is this a vanilla issue?
Vanilla + a couple of factions + minor "fluff" mods. No Nex.
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: KMS on December 05, 2022, 03:13:00 AM
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.

Aside from that, I love this mod. Thanks for bringing all these companies into the sector for real.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Serenitis on December 05, 2022, 03:29:12 AM
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.

Aside from that, I love this mod. Thanks for bringing all these companies into the sector for real.
Can confirm.
It's in ship_data.csv - the designation for the Manta is literally "designation" in the table.
I've just temp changed it to "Exploration Vessel" so it doesn't look (as) goofy.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: YourLocalMairaaboo on December 05, 2022, 07:45:31 AM
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?
Sees Eridani-Utopia is a faction. Yes!
Sees they have sided with the Path, abandoned their technology, and given up on terraforming. 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!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on December 06, 2022, 11:15:46 AM
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)
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on December 06, 2022, 07:58:57 PM
I'm running into a crash when starting a new game with the latest update:
Crash Log
404746 [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]
Definitely wasn't doing that in the previous version.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on December 09, 2022, 02:26:06 PM
I'm running into a crash when starting a new game with the latest update:
Crash Log
404746 [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]
Definitely wasn't doing that in the previous version.

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.

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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on December 09, 2022, 04:34:38 PM
....
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.
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 have gotten it to work now, but I had to jump through a few hoops.

Basically I had to add the info and files for the following ships/hulls from the older 1.03.39b version to the newer 1.03.40b that didn't have them:

midgard, squall_koc_bomber, and google_gremlin

Their graphics were there, but they were missing from the hull and variant folders as well as the descriptions (strings) and ship_data files. After I copy/pasted everything over it started working.

No idea why the game insisted they need to exist even if they seem to have been removed (I was starting a new game after all).

Here's my enabled mod list, if it can help:
Spoiler
  "starpocalypse",
  "$$$_lightshow",
  "AMPP",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "alkemia-armoury",
  "A_S-F",
  "Angry Periphery",
  "anotherportraitpack",
  "ARSWP",
  "apex_design",
  "ash",
  "Arkships",
  "armaa",
  "raccoonarms",
  "AzurlanePortraitPackSSR+NoJail",
  "battle_music",
  "BSC - Drone Refits",
  "timid_admins",
  "better_deserving_smods",
  "better_variants",
  "BSC",
  "blackrock_driveyards",
  "Blockade",
  "bluefriendballs",
  "bruh_moment_console_commands",
  "ORK",
  "CVFEHE",
  "CVFEH",
  "CaptainsLog",
  "CFT",
  "clearCommands",
  "chatter",
  "cmutils",
  "timid_commissioned_hull_mods",
  "su_Concord",
  "lw_console",
  "timid_cum",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "Diktat Enhancement",
  "domhist",
  "dronelib",
  "seven_nexus",
  "Everybody loves KoC",
  "exoticatechnologies",
  "a111164_ExtendPack",
  "su_FairSMod",
  "fast_engine_rendering",
  "HHE",
  "ruddygreat_HullmodFilters",
  "fleetsizebydp",
  "sun_flux_reticle",
  "forge_production",
  "fqol",
  "gflportraitpack",
  "GrandColonies",
  "Guardian_prototype",
  "HMI",
  "HexShields",
  "hte",
  "hiigaran_descendants",
  "sun_hyperdrive",
  "illustrated_entities",
  "immersionFriendlyPortraitPack",
  "IndEvo",
  "interestingportraitspack",
  "Imperium",
  "timid_xiv",
  "JYD",
  "kadur_remnant",
  "kazeron",
  "LTA",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "lights_out",
  "lobster_proliferation",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "MODCalveraSystem",
  "exshippack",
  "exshippack_armaacompat",
  "mag_protect",
  "MagicLib",
  "miner2049er",
  "Mayasuran Navy",
  "MissileShipOverhaul",
  "missingships",
  "dp_mnemonic_sensors",
  "molecularreplicator",
  "more_hullmods",
  "more_ship_names",
  "ness_saw",
  "nexerelin",
  "yrex",
  "objects_analysis",
  "luddandlions",
  "officerExtension",
  "JYDR",
  "ORA",
  "pn",
  "pearson_exotronics",
  "periphery",
  "wisp_perseanchronicles",
  "planet_search",
  "portrait",
  "pt_qolpack",
  "roider",
  "swpXIVLG",
  "tahlan_scalartech",
  "Scrapyard",
  "SCY",
  "Seafood",
  "secretsofthefrontieralt",
  "SEEKER",
  "holdsforall",
  "swp",
  "shush",
  "mayu_specialupgrades",
  "speedUp",
  "StarfarersWorkshop",
  "SPAIP",
  "sun_starship_legends",
  "stelnet",
  "StopGapMeasures3",
  "sss",
  "Sunrider",
  "superweapons",
  "supportships",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "TBJ",
  "timid_tmi",
  "TORCHSHIPS",
  "transfer_all_items",
  "vesships",
  "underworld",
  "uaf",
  "US",
  "UnofficialDiableAvionicsPortraitPack",
  "vic",
  "variants_lib",
  "vayrashippack",
  "weftinships",
  "whichmod",
  "audio_plus",
  "mir_ed",
  "astroidships",
  "ezsadditionalcharacternames",
  "shaderLib"
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on December 10, 2022, 05:09:29 AM
Here's my enabled mod list, if it can help:

  "Angry Periphery",
  "periphery",


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.

Quote
"luddandlions",
 "miner2049er",

I'm not sure which version of Ludd and Lions you're running but I've merged Manic Miners in to the newest version.



Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Oni on December 10, 2022, 11:29:14 AM
....
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....
Darn, must've missed that one when I was swapping out new versions. Thanks for the heads up.  8)

Quote
"luddandlions",
 "miner2049er",
I'm not sure which version of Ludd and Lions you're running but I've merged Manic Miners in to the newest version.
So... if I'm using 'Of Ludd and Lions' V2.01.01b then I don't need 'Manic Miners' v1.04a?  ???

... ah, I see. The part of the image with the miners stuff on the Lions page was off screen, needed to push the slide bar. Might want to also mention the merger on the 'Maniac Miners' page.

Any clue what was causing the original conflict I posted about, or was it the Lion/Miner thing?

Edit: I just tried a new game with a fresh install of the latest KoC and the redundant periphery/miner files removed, and it seems to work just fine. Thanks for the help!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: YourLocalMairaaboo on December 11, 2022, 05:55:18 AM
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)
I served as inspiration? GREAT! Perfect place for a Star Wars reference.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: darkwarrior1000 on January 18, 2023, 02:20:14 PM
As a disclaimer the following was with nex enabled. I've noticed some issues with mbaye fleets being too heavy on revenants. I think this is because the mbaye phantom isn't a traditional crew transporter so they lack one altogether. The revenant doesn't hold much crew to begin with so just load up a shitzillion of them, wasting funds in the process(just a guess on my part since I don't know how nex does those internal calculations for fleets). Also, I'm not sure if this is just you being cheeky, but I saw an mbaye task force labeled task force - <error>.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on February 23, 2023, 04:53:22 PM
NEW KoC 1.03.40dd

It's been a while since I've publicly released an update so enjoy! And as always, tell me what you hate!

Changes
1.03.40dd
 - Replaced KocBreaking with Waystation
 - Organs are illegal in Eridani
 - Added.ship Mercury (EU)
 - Added.ship Hinny
 - Added.ship Cerberus (EU)
 - Added MbG start
 - Added Phantom to MbG lineup
 - Added Dram to Eridani lineup
 - Added Fullrene Spool to Qaras
 - Upgraded food and organics production on Qaras
 - Manta - removed small mounts
 - Manta reduced OP to 70 (-5)
 - Manta reduced FP to 6 (-1)
 - Manta changed ship system to Q.Disruptor
 - Greki/Freki - Reduced Hull (-1000)
 - Migrated Heavy Mining laser from Ludd and Lions

- Removed Eridani Picket/Wolf/Vanguard
[close]

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.

Edit: Not in the the change log: Added.Ship Haymaker
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Jackundor on March 16, 2023, 09:35:45 AM
Config Changes
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
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: mkire on March 20, 2023, 07:09:25 PM
if i wanted to, could i use the custom start in nex?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on March 22, 2023, 10:49:20 AM
why the hell would you do this, why would you add config changes to a small ship and weapon pack for no good reason

Because I like those changes, also because I was too lazy to remove them... but don't worry, they're gone now!

KoC 1.03.41a - Weapons and variants? Weapons and variants! (https://fractalsoftworks.com/forum/index.php?topic=23393.0)
changes
- Redid GravBurst -> Pulse Detonation Cannon
 - Redid X-pulse
 - Added X-Pulse (fighter)
 - Redid MK10->Mk12 Coach Cannon
 - Removed Sleipnir TPC (duplicate) entry from codex
 - Removed Maiden_single - (unused)
 - Removed Pulse Drone (C) x2 wing
 - Replaced Kites Pulse Drone (C) x2 with Pulse Drone Rade wing
 - Changed Universal Hardpoints to Synergy on Geist (MbG)
 - Changed L.Universal to Synergy on Phantom (MbG)
 - Changed S.Energy to Universal on Strix
 - Tweak and fix for Buffalo bug
 - Removed IPDAI from Fury and Oddykoc
 - Removed Built-in weapon from fury and restored OP to base value
 - Removed Built-in weapons from Oddykoc and restored OP to base value
 - Added ITU to Oddykoc
 - REDID MOST VARIANTS!
 - New Eridani and CHM Eridani hullmods
 - Removed config settings
 - Increased Atlas (C) OP to 185
[close]
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Mr-Freeman on March 27, 2023, 02:29:05 PM

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.

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.

their unique ships could be something like cool high\low tech terraforming equipment used as weapon
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Serenitis on March 28, 2023, 02:59:27 AM
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. to give them more power and unique set, also making them very fighter centric would be nice, since their ships need scourts.
All Eridani logistics ships are some flavour of Shepherd+.
Built-in salvage and survey gear, fighter bays (most of which are full of Borers) and just enough weapons to be a fair support ship.
Not much direct power on thier own, but act as multipliers for other ships both in combat and campaign.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on March 30, 2023, 01:08:16 PM

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.

I hear you, unfortunately I've been unable to put together a line-up of civilian/survey ships for the most part. Which is why I leaned into them falling under mercenary rule, I can flesh out their line up with some low-tech rust buckets. It also explains the distinct lack of terraforming going on in the sector.

You're right on with the Gemini and I've already got one I can migrate across.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Smoke-Spear18 on April 09, 2023, 10:16:59 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on April 10, 2023, 12:10:08 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Mr-Freeman on April 10, 2023, 02:08:54 PM
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.


though 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?
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on April 10, 2023, 02:39:25 PM
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.
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on April 25, 2023, 09:54:55 AM
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!
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Great Wound on May 07, 2023, 04:44:56 AM
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!

Feel free to have at it, you two did a damn good job last time. There's no rush though.

"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]

Title: Re: [0.96a] Everybody Loves KoC
Post by: Great Wound on May 07, 2023, 04:49:26 AM
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.
Title: Re: [0.96a] Everybody Loves KoC
Post by: Indie Winter on May 09, 2023, 11:50:32 AM
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 0.96
Title: Re: [0.96a] Everybody Loves KoC
Post by: Great Wound on May 09, 2023, 03:48:11 PM
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 0.96
No problem, added a link to the front page for you.
Title: Re: [0.96a] Everybody Loves KoC
Post by: Mr-Freeman on May 09, 2023, 06:07:11 PM
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
Title: Re: [0.96a] Everybody Loves KoC
Post by: Great Wound on May 11, 2023, 07:06:00 AM
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

Thanks, I struggled with the concept of them for a while. Mostly because there's a hang-up that Eridani must be high-tech because they helped found the sector, which means Luddites must hate them. I was going to have them be pirates who became mercs using the legal status of Eridani to become 'legitimate' but once someone threw in the idea of them originally being pathers, it became more interesting.
Spoiler
You may have noticed that these guys are using exploration ships and have a tech-mining colony on Hanan Pacha. They're definitely looking for something...
[close]

Sneaky Peaky
(https://i.postimg.cc/2ywHKJRx/Screenshot-from-2023-05-11-14-43-07.png)
[close]
Title: Re: [0.96a] Everybody Loves KoC
Post by: twetyy on May 26, 2023, 01:35:33 PM
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...
Title: Re: [0.96a] Everybody Loves KoC
Post by: Great Wound on May 26, 2023, 05:50:29 PM
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...

Thanks for the feedback, believe it or not, the Strix is basically a vanilla Monitor with a couple of minor tweaks. The main difference is it trades the Flax for Heavy Bursts and has IPDAI build in. Stats for you to compare:

Comparisson
nameiddesignationtech/manufacturersystem idfleet ptshitpointsarmor ratingmax flux8/6/5/4%flux dissipationordnance pointsfighter baysmax speedaccelerationdecelerationmax turn rateturn accelerationmassshield typedefense idshield arcshield upkeepshield efficiency
MonitormonitorFrigateMidlinefortressshield5150017540001500120309012010060120200OMNI3000.50.8
StrixstrixFrigateMidlinefortressshield5150017540001500150359012010060120200FRONT3000.50.8
[close]

You'll be happy to hear that for the next release the frequency at which you'll encounter them has been reduced. And I'll knock the flux down so that it is in-line with the Monitor for you. If there's a anything else you can think of that needs tweaking let me know.

And as always, keep the criticism coming.
Title: Re: [0.96a] Everybody Loves KoC
Post by: Inhilicon on June 05, 2023, 08:05:09 AM
I was interested in this mod, but seeing as I'm having memory leak problems as is with not even that many faction mods, I am reluctant to try this since it adds 3 whole factions!

I still don't know which of the currently installed mods is causing the leak, and I have no idea how to identify which one it is, save for playing for hours with and without mods, until I finally identify the problem.

That said, I'll probably still try it. The ships and weapons seem fun and they look nice despite some ships being reskins.
Title: Re: [0.96a] Everybody Loves KoC
Post by: eidolad on June 15, 2023, 08:32:32 PM
regarding your leak scenario...recommend to look at the intro thread to the "Adding mods to your game: first steps" thread on implementing a jre update (I also posted on how to give the jre more memory (i need more because i also run a ton of mods)
Title: Re: [0.96a] Everybody Loves KoC
Post by: jvaler on July 11, 2023, 06:27:59 PM
There's a conflict with your mod and the base game:

The barrel sprites for the Mark XII Coach Cannon are overriding the vanilla barrel sprites for the Mark IX Autocannon.

I noticed they share identical file names and it may be the culprit, but I don't know as I'm not a modder.
Title: Re: [0.96a] Everybody Loves KoC
Post by: jvaler on July 23, 2023, 04:43:47 PM
The Lagan and Nergal system names aren't capitalized

Knomoore is spelled differently in it's description and name.
Title: Re: [0.96a] Everybody Loves KoC
Post by: Brightness on October 25, 2023, 09:52:11 AM
everybody DOES love the ko combine!
Title: Re: [0.96a] Everybody Loves KoC
Post by: Adventwolf on November 05, 2023, 07:48:05 AM
Just installed this mod and already loving the new factions. Is there a description for the pranker though? The Valkaryie variants that Ko Combine created instead of scrapping is a nice little touch and gives them a solid platform to develop ships from.
Title: Re: [0.96a] Everybody Loves KoC
Post by: BloodW0lf on November 06, 2023, 04:45:02 PM
thank you for the 95.1a version
Title: Re: [0.95.1a] Everybody Loves KoC
Post by: Nyctophonik on November 17, 2023, 03:34:33 PM

"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]

Hmm... let's see. From what I can find, Eridani-Utopia doesn't have anything for Nex diplomacy right now.
"Based on this description though:"
Relations:
 Eridani-Hegemony: Suspicious (-15) or Inhospitable (-30). A history tied in with Tri-Tachyon, barely legitimate government, and shady operations with Pirates and the Luddic Church? Can't imagine they do any better than this, but direct intervention could make them look like a warmonger and they aren't ready for that yet.
 Eridani-Persean League: Neutral (0). They keep the Pirates from pirating all over the place. But let's not pretend we're "buddies"...
 Eridani-Diktat: Neutral (0).
 Eridani-Tri-Tachyon: Hostile (-50) or even Vengeful (-70); I mean, seems pretty obvious the two aren't friends.
 Eridani-Luddic Church: Welcoming (30) or Friendly (50). The once-demonic Corporation seeks redemption, but they still have a long way to go before they have repented for their sins.
 Eridani-Luddic Path: Favorable (15). Not too open about their connections in public - that would be a death sentence for their rocky relationship with the Hegemony/League, but definitely not hostile.
 Eridani-Pirates: Suspicious (-20). Yeah they're run by a Pirate lord, but the Pirates are a very diverse banner. Just because he was one of their own doesn't mean he can't have gone straight and gotten the Pirates all twisted in the process, so they're keeping them at an arm's length over this "new Eridani" stuff.
 Eridani-Ko Corp: Neutral (0). They're be more hostile if they weren't interested in the noodling around Ko does with scrap.
 Eridani-Mbaye-Gogol: Hostile (-50). stop touching ai cores weird (I think that's what MG is up to anyways I don't 100% remember)

Economy:
 I'd also recommend not having a fuel production on Qaras and having a Heavy Industry instead. I can't find anywhere that Qaras had a Fuel Production directly, and placing those all over kind of degrades the whole purpose of the Diktat as a fuel monopoly. Also, less terrible ships that way.
 And maybe swap that Battlestation to Low-Tech? And give Hanan Pacha size 4/Mining/Extensive Ruins/marginally better resources (maybe even trace Organics)? Almost like Eridani is covering up their weird techmining by pretending to be "resettling", and the Mining a part of that. Also to make it make more sense campaign/economy-wise.

Nex:
As for their Nexerelin diplomacy! I'd go with +0.5 Hierarchial and -0.5 Technocratic for sure. Everything else is a bit up in the air... probably +0.5 Militarist?
Traits - Paranoid for sure. I think Envious could be an interesting touch, but the opposing Neutralist makes sense too. Dislikes AI? One True Way? Devious? They pull in a lot of directions.
Probably get a 1.5 for expansion since they're looking for something.
[close]

Those are all my thoughts for now, a whole six months late (sorry). I haven't even played Starsector 0.96 yet... :P
Title: Re: [0.96a] Everybody Loves KoC
Post by: XyttheElite117 on December 16, 2023, 03:20:49 AM
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
Title: Re: [0.96a] Everybody Loves KoC
Post by: Great Wound on December 17, 2023, 02:03:09 PM
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)
Title: Re: [0.96a] Everybody Loves KoC
Post by: XyttheElite117 on December 19, 2023, 08:23:50 AM
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)

Huh, strange...I swear I downloaded the latest version in the index and still had my zoom get increased. Tested out recently and yep, the zoom increase seems to be gone, thanks
Title: Re: [0.96a] Everybody Loves KoC
Post by: yes123 on February 06, 2024, 08:06:23 AM
Just wanted to comment that I really like that you've added the domain corporations as factions. Feels more in place than other faction mods.
Title: Re: [0.96a] Everybody Loves KoC
Post by: Iwe Eri on March 15, 2024, 02:00:02 PM
I need A koC update, has anyone tested is the mod still works if you just edit the version file?