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

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Messages - DeusVauly

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1
Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: November 01, 2022, 10:14:19 PM »
Where in the files can I remove the -50% colony growth speed from starfarer mode? I like fighting big vergence fleet more often and colonies being a bit less of a money printer but don't like artificially drawing out the game.

2
I was just about to start my low tech run when I saw this. Normally I'm not toooo into mecha-inspired mods but I'll give it a run and maybe provide you some feedback in the coming days/weeks.

3
Modding / Re: [0.95a] Of Ludd and Lions
« on: June 25, 2021, 12:18:30 PM »
so the the luddic enhancement mod is included here? what does that mean for the original standalone mod thats still isnt 9.5 compatible?

4
Mods / Re: [0.95a] Tahlan Shipworks 0.7 - SUNDEREST!
« on: June 19, 2021, 06:49:03 PM »
Question, how are you supposed to find the Rosenritter quest, I had a super long vanilla game with the 0.5 version of this mod and never found it. I did find 1 Rosenritter derelict after going through about 50% of the explorable star systems, but nothing else from them. 

5
General Discussion / Idea: adding a "wingman" command
« on: June 11, 2021, 01:46:00 AM »
There was a big thread about the games AI that was generally terrible, however, one person's suggestion seemed pretty simple to implement (as in not unworkable with the current AI) and quite useful to the player, a "wingman"  variant of the escort command where the escorting ships actively target and engage with what the leading ship is targeting. I think we've all had moments where we wish we more control of where our AI are focusing their firepower but without the possibility of them suiciding themselves with the eliminate command because they got isolated and picked off. This may be a way of getting that control without any need for overhauling the AI much.

How it would ideally work in my head would be like this: you assign two frigates to a destroyer who acts as the "squad leader" giving the destroyer a eliminate command on an enemy ship makes it so that the frigates would follow the squad leader and work with them as a team to eliminate the ship, but only so long as the destroyer is engaging, they won't stick around if they aren't in the fight and will instead try to stay as a cohesive unit leaving fewer opportunities for them to get picked off while still effectively engaging the enemy when they need to. Another example: You the player are piloting a capital with mostly HE weapons and have two long-ranged support eagles with ion beams and hypervelocity drivers. you lock onto a target the eagles will attack them at a distance, driving up their flux allowing you to move in and rip them apart with your HE. if it worked really well then I think the player would start to think about building their fleet loadouts around different combinations of potential squads. That and support ships, in general, would feel a lot more useful since you can directly command them to work with other ships rather than having to pray they don't try and solo proper combat ships or remain too passive to support anyone.

A couple of problems I could see is if the AI switches targets very erratically when it doesn't have a eliminate command thus there isn't really much focus firing going on, or that there may be cases where the escorting ships are in danger but they can't properly react to the threat because its not what the squad leader is targeting if these were consistent problems then id imagine it would be a major source of frustration.

What are y'all thoughts on this? do you think the AI with how it's currently set up could handle this?

6
Ya, im aware, I just liked the idea of having it be less of just an annoying planet moddfier you have to remove but more of a means of fleshing out what kind of faction you are.

7
The population bonus it gives implies that the native people of the colony are integrating themselves into your government, it would logically follow that overtime this debuff should prob change in severity as your governments control over the planet increases at each population level, it would make literally no sense if you were at a size ten world and there were still somehow billions of people still "on the fringes of civilization"

You could just have the effects of it decrease at each population level but a more interesting way of resolving it would be to have a special building that gives multiple options on how to deal with them.

Maybe one option opts for a light-handed approach where the natives are given autonomy and allowed to exist in their own local governments, increases population growth, removes hazard rating debuff, but the stability debuff stays the same and takes the longest for full integration.

Another approach would be military conquest, your army is constantly on the march to wipe out resistance, increase colony demand for marines and heavy armaments, hazard rating debuff removed, stability debuff increases (since there would be constant warfare) the shortest approach to integration.

The edgiest and most amoral approach would be the enslavement of the native population. Your government is constantly raiding the natives for captives who are then made to do forced labor in your industries. industry production for mines, farming, and heavy/light industry increased by one, hazard rating increases, stability debuff decreases, population growth buff decreases or becomes as debuff, slave revolts occasionally sabotage buildings. the decivilized population never goes away but the natives become less dangerous as their ability to resist diminishes.

story points could be used to increase the progress of integration/subjugation (you make a diplomatic breakthrough or win a major battle) while AI cores do their thing of lowering upkeep and increasing efficiency.

Tbh I would like for most buildings in the game to have a system like above (the multiple choices for governance, not the enslavement lol) I feel one thing that is lacking with the colony system is that you have no way to really give your faction its own unique character like the NPC ones. Being able to properly roleplay as either a benevolent leader, or tyrannical despot, would be neat.

TLDR: let the player build a building and decide on how they deal with the native population.

8
IMO I think the total population size works out because in the lore the  Persean Sector was the frontier of the Dominion, I can imagine the would-be colonizers spread themselves out pretty thin in order to lay claim over the best pieces of land on various planets assuming that it was inevitable that more migrants would travel through the gates for new opportunities, thus you would have a few billion people spread over hundreds of planets in the sector, then the collapse happened and the various devastating cataclysms that followed, 200 years of famine, large scale warfare, and constant instability must of whittled down the population a great deal.

9
General Discussion / Re: Is it the end of system override?
« on: March 25, 2021, 01:49:07 PM »
the heavy blaster and the mining laser are powerful assault weapons that can take advantage of the flux dissipation you get from SO

10
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4b
« on: March 20, 2021, 08:57:05 PM »
hey great mod!, but i was wondering if you have any recommendations on how to tinker with the spawn values of other mod ship packs that include luddic path variants? I want to make it so that the variants from each of the mods get some about equal  representation, said mod packs are tahlan shipworks and ship/weapon pack btw

11
General Discussion / Re: How to remove Ship blueprints from faction
« on: February 12, 2021, 12:26:44 PM »
I don't have it memorized but I "think" you go to the mod folders themselves. starsector\mods\whatevermod\data\world\factions
Each faction has a file there, use a text editor to comment out the ships that you don't like.

That said, I "think" your current run still has the old info loaded to it because the information is only loaded one time. You'd have to look through your save state folders for a file that has the factions. (I don't know where that is).

this is what i got from HMI

"hullFrequency":{
      "tags":{
         "hmi_junk_bp":0.5,
      },
      "hulls":{
         "mulligan":0,
         "hmi_charlie":0,
      },
   },
      "shipsWhenImporting":{
      "tags":["hmi_junk_bp"],
   },
   "knownShips":{
      "tags":["hmi_junk_bp"],
   },
      
   "illegalCommodities":[
      "red_water",
      "mess_nano",
      "hmi_crystal",
   ],
},

so i would just have to either lower the spawn frequency  to 0 or delete the hmi_junk_bp tag to remove them right?

12
General Discussion / How to remove Ship blueprints from faction
« on: February 12, 2021, 11:14:55 AM »
Hey y'all, I was wondering how to remove ship blueprints from a faction because I feel that the luddic path fleets, which has access to a bunch of new ships from mods I've added, get cluttered instead with ships from hazard mining incorporated and underworld and I would like for them to have a more unique lineup compared to the pirates which also has access to those. where in the files do have to go to edit this?

13
Mods / Re: [0.9.1a] Luddic Enhancement Mod 1.2.4a
« on: January 02, 2021, 04:07:12 PM »
it seems like the luddic church AI isnt using the reskins for the Legion and onslaught [

[attachment deleted by admin]

14
Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: December 07, 2020, 02:31:14 PM »
can someone tell me what i need to edit in the code in order to get the game to run with this mod?

[attachment deleted by admin]

15
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.0
« on: June 26, 2020, 01:15:04 PM »
is there any way to get the caravan labeled as a civilian ship so you don't get fleets filled with freighters like this?

[attachment deleted by admin]

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