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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - SpaceDrake

Pages: [1] 2 3 ... 17
1
Problem with this is that it incentivizes boring and conservative play. The Brave Blade is the most fun when you’re outnumbered and flying balls to the wall to survive, which is also how you lose it.

So I’m planning something special to ensure you can replace a lost one… but not so easily that you won’t feel the loss. That feels correct to me.

That's true, and that's fair. Part of this may just be building mythology in my head - the previous practical experience with an irreplaceable Brave Blade, which isn't even obtainable in gameplay and can only be had by starting with it, by itself imbues it with a kind of odd "importance". It's a case of the existing game feel informing that feeling of How Things Should Be, and I'll admit I'm a bit attached to it at this point.

I fully trust you to get it right in the final version, though!

Quote
I will also second the "spread DME tech around a bit" assertion - going by the lore, entitles like the independent polities and pirates (and perhaps, even in a very limited fashion, the Hegemony) should use at least some DME technology, which is exported and sold to independent governments and other entities which can afford hull and fighter acquisition at scale. It shouldn't be the whole catalogue, of course, but older stuff especially feels like it should appear on the "used ship" market.
You’ll be pleased to know that the hoary old independent faction integration is being replaced by unique open markets in DME-influenced regions. And I have further plans in that department as well; my modding time this week has been spent building some scaffolding to support more regional identity for DME space.

Neat! I know the "regional identity" stuff has more been a focus for Magellan than DME (which is perforce more a creature of the Core Worlds), but features along those lines for the three DME systems would also be really nifty. I'm eager to see what's done with Kostroma and Martinique in particular, since those systems have always had a "wild part of the Core" feel to them (even with Kostroma being pretty deep in the Core, all things considered).

2
(What is a problem is that you can't get a replacement if you lose one. That's part of what a more elegant solution would fix, too.)

I do want to chime in that I remain a proponent of the "you get exactly one Brave Blade per run, and if you somehow manage to lose it, well, sucks to suck, try to get good next run". The others should be replaceable, both from a ~lore~ and gameplay standpoint, but the Brave Blade feels like it should be extra special, both in-universe and just for how powerful it is (albeit that this applies to its current incarnation, which is always up for review and alteration).

I will also second the "spread DME tech around a bit" assertion - going by the lore, entitles like the independent polities and pirates (and perhaps, even in a very limited fashion, the Hegemony) should use at least some DME technology, which is exported and sold to independent governments and other entities which can afford hull and fighter acquisition at scale. It shouldn't be the whole catalogue, of course, but older stuff especially feels like it should appear on the "used ship" market.

3
Mods / Re: Special Task Forces
« on: June 25, 2022, 09:13:01 AM »
The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair

The player faction has two Task Forces. You can guess which the other one is.

4
I mean, they follow more or less the exact same logic for officers that the Remnants do. If you have a problem with officer spam in Remnant-style fleets, you should take it up with Alex. You'll have just as many command limit problems fighting a Remnant Ordo as you will a BB fleet.

5
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 12, 2022, 04:42:51 AM »
Nope, at current they need to be manually created. The framework is entirely extensible, however (much of VS is implemented as frameworks for folks to use) and if you'd like to create your own offshoot factions that use existing ships in the game, it isn't terribly difficult.

6
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: June 11, 2022, 02:24:39 AM »
For example if both of them are destroyed but another faction had previously joined the alliance, it will now be permanently stuck in there and can not be removed, because you can't lower relationships between a living and dead faction. The only way to remove them from the alliance is to completely destroy the faction and then resurrect it, in which case there is a 90% chance they will instantly rejoin the greater hagemony ghost alliance again.

As a temporary work-around until the Nex update, you can probably use console commands to force the non-Hege, non-IS member to leave the alliance and then just adjust their relation to both below 50 so that they don't try to re-join. The proper order of commands should be "leavealliance <faction ID>", "setrelation <faction ID> hegemony 40", "setrelation <faction ID> ironshell 40", where <faction ID> is the internal faction ID for the third party faction that is having ghost alliance problems. You can verify what the ID is with the command "list factions".

7
Modding / Re: Mod to control own faction's fleets?
« on: June 09, 2022, 10:39:08 PM »
You can also turn off player participation in random diplomacy in the Nexerelin settings. Nexerelin is in fact highly customizable and you should look at any mod's various settings files when familiarizing yourself with it.

8
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: June 08, 2022, 05:31:07 PM »
   "spawnColonialCompetitors":true,   # Boolean options: true, false
       # set to 'true' to spawn other upstart factions looking for their slice of the sector
      # this framework is usable by other mods to add more colony factions
      # check /data/config/vayraColonies/ for examples

9
Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: May 26, 2022, 03:52:26 PM »
Someone told me on Discord this faction is underpowered now (it was OP when I last played it), so I'm wondering, how viable is it in Destroyers and Frigates only playthrough.

Perfectly so? They have a number of very strong cruisers and capitals, though, so you'd be missing out a bit. But Diable's frigs and destroyers are quite competent, especially the Pocket Gust.

10
are there currently any issues with running shadowyards in 95.1a?

Nope, it runs just fine in .95.1. The only thing with the mod is that it could probably use a bit of work on the content itself (addressing the issue with constant shortages of cloned organs, for example) but it seems MShadowy has had to take time off the mod, like many other modders, in our current unending disease-ridden hellscape timeline.

11
Genso Manufacture actually only has three dedicated carriers: the Margatroid, the Sagume, and the Eirin, along with a "Fighter Cruiser" in the Maribel. There's a lot more ships with fighter bays, but that's because a lot of the ships use built-in drone bays that can't be changed.

I'd hazard a guess that homejerry would want to get the mod's core features a lot closer to "done" before considering things like making a sub-mod for Arma-esque fighter shenanigans.

12

The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is
Code
leavealliance <faction name>
is there something else to it?

I actually had to use this again this morning, and I realized something: it doesn't trigger a pop-up message. The event is still happening, but you'll need to go into the alliance list in the intel screen to verify it's happening.

13
I'm definitely not having that issue on my end. Did you set the landing override to auto-fire? (The auto-config for fire groups likes doing that.)

14
The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?

Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov ). Are you sure you are getting the syntax right?

15
On that note: what is the LYC designation on the Valka and its shuttle meant to stand for? That's not the AA fleet's standard designation, and there's no notes about it in the files.
its kind of a placeholder for now, but ill probably elaborate on it in the future

Lore. More delicious lore!

Also, thank you for staying on top of all this, as always. I imagine it gets kind of frustrating

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