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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 - D00D

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Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 25, 2022, 11:41:15 PM »
Carrier refit rate * hull level * missile refit penalty, with lower limit being 30% refit rate like standard fighters

So basically, I should make a capital carrier with no wings that could tank its refit rate and take off all my missiles? Is it just for missile weapons or reloadable guns like anit-matter blaster?

Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 24, 2022, 08:42:23 PM »
What affects the refit time in the pilotable Fighter-Frigates? I am making a fleet based on those and the refit can take ages for some reason. Also, is there a way to command AI fighter-frigates to refit?

Looks like there is a bug with completing the Aurora fight sucessfully for Sierra's quest. I tried opening the intel screen and it crashed the game. Reverted a save and I can open the intel screen fine.

I can't attach my Starsector log for some reason so I can DM you the log if you prefer?

If Commissions are to stay (weren't they meant to be a stopgap when first introduced years ago?), they should probably only come from faction Military contacts with sufficient reputation.

Station heads can already become contacts. Military bounty givers in bars are usually the station commander, bar quartermasters correspond to station quartermasters and become Trade contacts, etc.

The contact system is great and really just scrapes the surface of what could be possible. Imagine if fleet commanders can become contacts as well... forge contacts and relationships with other bounty hunters, bulk traders, deep space prospectors; or even join forces with wanted pirates to raid the core worlds...

Holding that thought, one of the complaints about raiding is that the bar for entry is too low - you just need to buy a few handful of marines and the core worlds are at your mercy. Perhaps early-game raids could only be realistically accessible by joining forces with other fleet admirals, whether it be war-time raiding between factions, luddic sabotage or pirate looting; with solo raiding only possible after sinking significant capital into a marine force.

Other missions you might get from fleet commander contacts could be to convoy with trade fleets (the dreaded escort mission has arrived), joint expeditions against pirate/luddic stations, take on a particularly difficult bounty together, etc.

Yeah, I was thinking that the Station heads should have their own unique role with benefits for

Now, I know the potential of contacts are there but my screen is already filled up with dozen of contacts already so not everybody should be a contact. I think unless these contacts are influenctial enough to interact with the PC on equal terms, they should not be Contacts. Basically, anybody that can be beaten by spending 1 SP should not be a contact, rather their bosses or influential people should be the contact. Rather than dealing with one captain that is patrolling a system for a cycle at most, you should be dealing with their Bosses like an Admiral or Trader owner etc.

For the minor services like joint expeditions, trade convey etcs, these should be requested from their bosses and then the underlings will show up to support with "Regards from X".

As for raids, this thread isn't quite the place to discuss but if Marines are locked behind comissions, then Contacts would be the way to get them. Getting Marines from Independents and Pirates are too easy though, maybe getting from these sources should come with a penalty to effectiveness and experience on account that they are not 'properly trained'.

Hi Histidine, is the REDACTED offer to build their stuff with the secret Agent from the Freeport suppsoed to be a one-time offer only? The code flags it to appear once, courtesy of DAL:

public boolean setPersonMissionRef(PersonAPI person, String key) {
        if (person == null) return false;
        if (person.getMemoryWithoutUpdate().contains(key)) {
            return false;
        person.getMemoryWithoutUpdate().set(key, this);
        changes.add(new VariableSet(person.getMemoryWithoutUpdate(), key, true));
        return true;

Suggestions / More interactions with Contacts, more Personality etc.
« on: April 26, 2021, 12:15:22 AM »
Hi Alex

I have to say great job on the contact systems and there is a lot of potential in this system. Hopefully, there are more features that are incoming but if there is a game that does this type of contact system very well, I would recomend taking a look or inspiration from Star Traders Frontier (STF). There are many striking similarities between STF and Starsector so it could be worth it to take a look at this wiki page to see if there are any interesting features that would fit nicely into Starsector as well.

Here are some points which I think Starsector could benefit from:

Personality Perks and more types:
In STF, contacts come in various types and profession much like in here. However, they also have randomized personality perks that make each unique and can stack in one direction or another. Some examples are:
1.Impaitent: Missions have 25% shorter deadlines but pay 25% more
2.Corrupt: Contacts award less faction reputation but pay 10% more.
3.Charismatic: Contact award more Faction Reputation.
4.Slow to forgive: Contact pays out 25% more but failing missions result in large penalty to relations
5.Stingy: Missions pay 10% less.

New Contact Type:
I feel like there could be a new Contact type called Station Head, that should be an amgalmation of the current non-interesting NPCs like local administrator/port master. It seems more interesting that you can build up local reputation in addition to faction reputation which would allow you to get certain perks like cheaper repairs or lesser Black Market suspicion etc. Basically, a close friend or local ally around your usual hunting grounds can help safeguard when things sour badly with a faction and you can hideout.

Commissions & Military Ranks:
It feels weird to me that you can be commission and loved by a faction without ever interacting or rubbing shoulders with their influencers. Perhaps there should be a cap on the relationship with a faction until you have a good relations with a number of their contacts (0: 20 Relations, 1:50 Relations, 3:100 Relations etc).
In STF, some of the gear and benefits lies behind 'purhcasing' military ranks from contacts. Perhaps a commission should also be locked behind having someone sponser you at least among the faction on top of the occasional ship and nanoforge slots?

Special Contact Actions:
In STF, Contacts give you access to a wide variety of servics such as puchasing rare weapons, hiring skilled crew etc; much like Starsector now. However, I think there's more room for more unique ability given the more interactive world of Starsector. Some examples are:
1.Plausible Deniability (Agent): Actions taken without being positively identified has no reputation Penalty for X number of months
2.Economic Collusion (Trader): Exports of a certain commodity that the Contact's station also produce has an X% increase in profitabilty, the player will also be supplied by this station as if it's an infaction output
3.Military Aid (Military): Upon request, a military fleet (strentgh scaled with Contact's influence) will be dispatched to this system for a certain amount of time. This can be used to defend a colony or to clear out an area of pirates or pathers in the exterior systems.
With X scaling off their influence level and relationship.

Exclusive Subquests:
Currently, it feels weird that all the once-a-sector playthrough are done through some random bars while mingling with nobodies. A high level and relations with contacts can open up some late game quests for their respective factions. Perhaps one for each of the major factions should be locked behind maxing out a contact?
Also, contacts in STF can sometimes 'level-up' by completing a quest chain for a particularly ambitious contact such as a smuggler attempting to topple the local crime ring to become a kingpin.

Influence (in STF):
This is a feature in STF where contacts actively fight againest each other in Conflicts to gain or preserve inlfuence. Their rise and fall depends on the powerbase or planets they safeguard and the people they *** off. However, since Starsector isn't about that much polictics, I think this feature won't work well and Contacts should work in isolation. At most, you could have a couple of unique quests where you have a choice to support two different contacts from two factions.

Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 18, 2021, 04:20:39 PM »
There's a bug with the Faction of Pirates invading from beyond the sector, the game confuses them with the regular vanilla pirates and are creating Pirate Bases that raid people that are friendly to everyone and hostile to the vanilla pirates.

Hop between ships in battle, so you can go in with a phase SO ship that causes maximum havoc, then come in as a heavy capital once the job is done.

You could in 0.91, but due to mutually exclusive skills this doesn't work nearly as well in 0.95.

That's exactly what I meant. To make use of mutually exclusive skills once you got them both, just use two radically different ships to benefit from both in a long battle.

Just my 2 cents on combat skill looping, yes half the skills are useless to you if you pilot a certain type of ship but there is one important thing that the player can do that AI cannot. Hop between ships in battle, so you can go in with a phase SO ship that causes maximum havoc, then come in as a heavy capital once the job is done.

General Discussion / Re: Luddic Path cells: How does one find them?
« on: April 05, 2021, 07:40:20 PM »
Three ways excluding the Bar Event

1) Wait in Hyperspace and see which direction they are flying from.
2) Go to bars and pick up the Missions that either create bounty in a remote system or have a pather bounty. These more or less always spawn on top of the Patherbase and the ones close to you home is the one raiding you.
3) Take not of small systems around your home that has nothing in them, these tend to spawn Pirates/Pather bases.

Does the enemy fleet size scale with your level? I heard the massive fleets are bad enough on level 15 already.

Modding / Re: [0.95a] Objects Analysis 001
« on: April 01, 2021, 06:21:56 PM »
Is there a way to add this to an existing character? Maybe a console command from that mod?

Suggestions / 10 as import requirement is too unbalanced for everybody
« on: April 01, 2021, 04:50:45 AM »
In theory, 10 imports is used as a drawback to give a powerful boost to a player colony but because you need to get all of this from a single source, you will need to max out nearly every bonus to meet this demand.

What is more, 10 is impossible for NPC factions which creates a instant shortage situation that the player can profit at a ridiculous degree.

Hence, it needs to be a level where the most advance NPC faction can reach so that the player can't crash the sector economy by being a lamp salesmen.

Suggestions / Colony Building as a Victory Condition
« on: March 28, 2021, 06:11:57 AM »
The latest update has greatly boosted the variety and depth in colony building and it really feels like you can build a wide and varied empire based on Lostech that can dwarf the vanilla Factions eventually. I think that more people are enjoying this aspect and I feel that eventually, the endgame empire you build should deserve its on lore implications.

Thereofore, I think there could be an ending path related to colony building that is different from the usual beating up of a super-sector ending threat. With conditions and milestone such as reaching 10 Billion population Colony, producing X amount of fuel reliably, creating a garden planet to re-educate luddites etc. The end goal would be to reach such a beacon of stabilty and progress that you become an influencial enough political faction that you can bring everyone to the table to achieve sector wide peace. This may not be an immediate win, but uniting the Sector and putting all their minds and will towards stopping the Super-threat would be a good payoff.

At the end of the empire building, perhaps the player can be awarded a "Wonder" style building to commemerate the achievement and have a steady Story Point income to signfiy this achievement.

Mods / Re: [0.8a] The Knights Templar 0.9.8
« on: May 15, 2017, 07:49:44 AM »
I'm getting a ton of them from NPC battles when they launch a crusade, even more in the rare cases where they get their faces smashed in. Some variable must have been off since their exploding chances doesn't seem to apply to NPC battles where you don't participate.

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