Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Reshy

Pages: [1] 2 3 ... 74
1
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 12, 2022, 01:06:42 AM »
you get access to virus bombing by having one of their cresil carriers in their fleet, it requires genetech & organics to do


Aaaah.... okay that explains why I've been struggling to figure it out.


Played around with it, it's definitely interesting.  Though the permanent modifier is a big limiter of it's employment since it doesn't burn itself out like regular viral plagues.  Maybe something that could be fixed with an atmospheric processor with cross compat with terraforming?  Not sure.  The AI did immediately create a Biohazard Prevention Agency immediately.

2
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: December 12, 2022, 01:06:09 AM »
Could make it a perk of the Automated Ships ability that AI cores are more manageable or sociable.

3
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d - Balance
« on: December 11, 2022, 06:37:49 AM »
I wonder, is it possible to make ships without a defense system like a shield or phase the ability to treat their soft flux as hard flux for the purpose of some of the special hull mods?

4
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: December 10, 2022, 07:24:57 PM »
How do you even use the IEDs when piloting the ship?  All I get is a stupid clicking noise.  Even the AI regularly falls prone to this, I'll sometimes hear the clicking sound.


5
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 09, 2022, 11:28:54 PM »
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get.

As in, the genelab that produces their special commodity?
you don't, that's exclusive to one of their planets.

Oh, huh, thought it'd be a special infrastructure like in Aurora Federation.  What about the bombing maneuver?

6
Modding / Re: [0.95.1a] Blue Friend Balls v1.0.0
« on: December 09, 2022, 08:09:17 PM »
Will say in hindsight it is kind of hilarious that AI cores complain more about being removed from power than your flesh and bone administrators.  I didn't know silicon could be so petty.

On a more serious note it would be nice to be able to transfer them from colonies, since typically when you're using them it's because you're at your admin cap and thus have more colonies than people to manage them at least from my experience.  Maybe it'd be possible to put them into the comm directory and give options to transfer their command to another colony?

7
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 09, 2022, 01:01:47 AM »
Any chance for the ability to reverse engineer the mod's drone ships?  You can only get them from salvaging, and if you wipe out their pet faction you no longer have any source of them and I don't think there's any blueprint drops for them either.

8
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.72g1dc_exp
« on: December 08, 2022, 11:09:09 PM »
Minor request, but could any of the Aurora Federation's ships be added to the reverse engineering list from Industrial Evolution?  Would be nice to have a more reliable source of the ships other than hoping they show up for sale or getting the very rare blueprint drop.

Sure, but are you expecting the (M) and (SP) to be part of the reverse engineer white list as well?


I mean maybe?  It's quite expensive to get like 4 sacrificial hulls of the M and SP variants to reverse engineer them, and you need to have maxed out reputation or close to it.  Realistically, you shouldn't ever need more than 4 for your personal fleet, but it's more something to do if you want your colony's patrols to include any of those ships since they run off of blueprints.  Up to you though, I just really like the mod's starship designs and it's really hard to find the Auroran Federation blueprints on larger modpacks.

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 08, 2022, 10:35:13 AM »
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.

How can atmospheric toxicity be remediated when active volcanos are constantly spewing toxic gases all over the planet?

Well, that's why you need to keep the processor around, but there's also volcanic planets without a toxic atmosphere.  I imagine it's more like "you're removing the millions of years of toxic fumes building up in the atmosphere" rather than removing it permanently forever.  Like, the toxic atmosphere might become a problem in the future, but we're talking maybe a couple thousand cycles and then it's the future people's problem.  At least that's what makes sense to me, though you're the modder and have the final say of course.

10
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: December 08, 2022, 10:13:39 AM »
Another suggestion for the hub ship, but maybe make it give an effect that works somewhere between a Salvage Gantry and an Efficiency Overhaul since it's basically a mobile space station, it could carry ships around inside it without needing to spend as many resources or as much fuel.  Something like "Mobile Drydock" where you can add in hullmods that require a dock, as well as reducing the maintenance and travel costs due to delegating it to the space station.

11
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: December 08, 2022, 04:27:11 AM »
Yeah, the tribute is fine though it has a couple of issues with it.  Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops).  Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile?  Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.
Hmm, if I didn't break anything then tribute should crop up eventually even for captured colonies (unless it's size 5 or larger, big colonies won't get territorial satbombed and so don't require tribute).
The colony screen with the warning of claimed systems uses the vanilla logic, where player can never be considered the owner of a system (and also it doesn't detect Nex alliances), but the mod does make it so player can be the system owner under the same rules as the NPC factions.

Two things:

First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex.  I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home.  I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them.  Both of these behaviors were reasonable.  This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before).  Anyway, this is cheating and it's *** me off.  How do I make this stop, and have any response fleets have to actually search for and find me?
Nothing's changed with vengeance fleet pursuit logic in over a year (other than the addition of the setting described below). They always had a maphack to find the player, but lose it when getting close. In particular, if they've seen your fleet once but lost it, they have trouble finding you again until you leave the system.

If you find things sufficiently bothersome, there's a useNewVengeanceEncounters setting in the main config you can try. Although one could argue it's even worse in terms of somehow knowing where the player is.

Quote
Edit: ok, never mind that second part.  After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it.  Never saw that before.  So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing.  Net profit 200K.  Opportunity cost?  This is TERRIBLE.  Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time.  Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money.  Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!

Well, now I know.  And I know to apply a reduction to the posted mission rewards for those.  Making them probably even less likely to be worth it.
Is that 200k net after the supplies, fuel, etc.? I'd say that's pretty good for not having to leave the core worlds, considering top-end intel bounties are like 350k gross.
(If it's 200k gross, how tiny was the planet you took?)
That said, I've already increased the payout somewhat in dev (payment for market size is now 6k * 2^size instead of 5k * 2^size, and it counts six months of market income instead of three). Also might make ground battle deployments cost fewer supplies.

As for the amount printed in the mission intel, well the parameters that go into the reward calculation are specifically listed in the intel description before accepting, so


Here's a screen shot from my longish run with all the places that got decivilized and didn't get rehabitated:





EDIT:  A weird bug, I assume, but a raiding force retreated before taking action, but no reason was given (not destroyed as I was trailing the fleet looking for freebies, not due to changing faction attitude as they're still hostile to each other).  How does that happen?  The fleets jumped in, and them immediately jumped out of the system from the nearest point.

12
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: December 07, 2022, 09:28:01 PM »
So I have a question, but how do you get access to the special VIC related stuff?  You start with the revitalization center, though the rest of the stuff I haven't figured out how to get. 

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: December 07, 2022, 11:37:27 AM »
I do think that volcanic worlds though should be able to have an atmospheric processor to help with Toxicity/Density issues.

14
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: December 07, 2022, 11:36:15 AM »
Marie-Galante is already decivilized at the start of the game. Perinthus is (well, was) pirate, and pirates don't [re]colonize. Both are bad enough that a different faction might not otherwise pick them up. (I forget if DME has also applied the do-not-colonize tags to Marie-Galante)

Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it.  No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).
I found a way to mess with the rep penalty for being caught with your transponder off, so I might well remove it in a future version. It's the most annoying part of the mechanic, especially if it happens to push you over the hostile threshold.
Sadly I don't have a way to change the behavior of patrol fleets regarding the 'bother a huge fleet which realistically should be presumed hostile' behavior (here's an interesting post/thread on a related topic, at least).

Quote
Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction.  It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate.  Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.
For a colony in their system, just pay the tribute when the demand is made, or have an alliance with the system owner.

Expeditions in general are vanilla (and a placeholder mechanic, I assume) but Nex already lets you turn them off! enablePunitiveExpeditions in exerelin_config.json
I've considered making that setting default off since expeditions are a really daft concept in a bunch of ways, but I dunno if I want to outright remove features from the base game.

Quote
Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone.  Realistically, it should have a more gradual curve.  Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all.  It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.
If sat bombing by NPC factions had reputation penalties, I'd need a way for the faction to figure out whether it was actually worth doing so. The upcoming strategic AI could do just that (so I might implement this at that time), but it's likely the answer (compared to alternative actions by the faction) would be 'never'. Which, to be fair, is also often the case for player.
That said, the asymmetry here with player getting punished when NPCs don't is exactly why there's an allowNPCSatBomb setting in the config file :)

As for player's rep penalties, there are currently a few cases where the impact is reduced: a third party faction is vengeful to the target; the target faction has the Monstrous trait; or the planet/station is small (size 3 or lower) and/or outside the core worlds.
Other than that, well, if you mass-murder a hundred thousand or a million civilians in an already decaying sector, don't expect other factions to approve of this :-X
(Insta-hostile is an unlikely response, insta-suspicious or inhospitable with a large numerical penalty to push already-neutral factions into hostile territory would be more likely. All the same, I don't have a particular reason to change this right now, especially when a remarkably large number of players in the community are apparently still perfectly happy to sat bomb Hegemony and others for comparatively minor offences)

Yeah, the tribute is fine though it has a couple of issues with it.  Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops).  Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile?  Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.


On the saturation bombardment topic though no faction as far as I know are ever vengeful with pirates or luddic path, so if you wanna nuke them everyone will hate you for it, despite everyone being hostile to those factions with a couple of exceptions.  There's also the thing that, for the most part, it's just much easier to just repeatedly raid the industries over and over and over again as it gives no major penalties aside from just needing the marines and a couple in game days to go and sang bag their industries till they're -30 or more instability.  That's more of a vanilla issue though.  I guess in general the saturation bombardment being so punitive relative to you know, invading worlds so hard that they decivilize entirely or mass invading the entire sector like the space mongols is a far healthier for your reputation, especially given that other factions also use saturation bombardment fairly regularly.

15
Suggestions / Re: Going to war over transponders
« on: December 06, 2022, 12:00:15 AM »
I second this, it seems like a good change, but I personally wouldn't say it needs prioritization.  Maybe just have allied patrols ignore your transponder off if they've seen you recently?  I'm not sure how implementing it would work in practice.

Also, I do enjoy someone pointing out the absurdity of fast pickets stopping enormous war-fleets in their tracks.  It's like a policeman on a bike stopping a convoy of tanks and mobile missile launchers.

It shouldn't be a major change, the player's own faction already ignores the player for transponders.

Pages: [1] 2 3 ... 74