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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Topics - Xobra

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1
Bug Reports & Support (modded) / Change other Factions Doctrines
« on: August 13, 2020, 06:16:38 AM »
My Current Situation:
  • New Nex. Game starting with Mayasura. Which mean I got Governorship of Mairaath on Day 1.
  • Adjusting Fleet Doctrine; especially more emphasis on Quality
  • Going to Mairaath Market; Fleet Size& Ship Quality still using Mayasuras Doctrine, Patrol Ships included
  • Noticing, that technically the Market still belongs to Mayasura, not my own Faction (first time I "bought" Governorship)
  • Creating my own Faction; still no change on Mairaath
  • Tried ceding and rebuying my own colony and Mairaath; still no change, and my own colony I ceded now also "belongs" to Mayasura and uses their Doctrine
  • For now I just cede Planets and rebuy them with Money I cheat in.

For RP reasons I don't want my own Faction (yet); I usually Cede new Colonies or invaded ones to Mayasura; gives me NPC markets too. But those Patrols having 3-4 D-Mods (no Nanoforges yet), and seeing that Patrol ships are subpar Ships despite having food Blueprints is frustrating. Basically I try to RP as a more competent Independent Governor.

My Questions:
  • Is it possible to change a Factions Doctrine or make it use my own?
  • Should I just "become" Mayasura, aka using commands to change Market Owners and use their Flag? Although I'd like it not to be a Player Faction, since NPC Factions have Auto-Invasion Fleets and some scripted Relations/ Events.


2
Modding / Commerce Market Faction
« on: August 13, 2020, 06:08:47 AM »
Is it possible to Change the Market created by Commerce Industry to be a different one than Independent, for examples a Persean Market?

If possible, would that Market have different Items and Ships to sell, and could it affect relations with it?

Is it also possible to have that market without the Commerce Building via savegame edit, mods etc.?

3
Suggestions / Commerce Stockpile
« on: July 25, 2020, 08:59:16 AM »
The Idea:

Commerce adds an independent Stockpile, in which you can place unwanted Items, which are slowly sold into the Market for maximum Profit. For example X Amount or X Batches of Items per Month. Unaffected for Weapons.

If possible, even draw from the Players Storage on the Planet, if allowed, and if an Item exceeds a set amount. For example Auto-Sell excess if there is more than 5000 Fuel in Storage, or sell excess Tachyone Lances, if you got 30 already.

To spice things further, spawn custom Trade Convoys, who deliver the Items directly to a Market for (more) profit, and a Special Trade Convoy who deliver "Aid" to Markets with deficits.
Perhaps also a Special Smuggler Options, if the origin Market is a Free Port and you got excess amount of Drugs, Weapons or Organs laying around.

4
v0.9.6e

You can accept two separate Ceasefire for additional improvements in Relations, if you get Ceasefire Offers from two Members of an Alliance.

My Scenario: Rimward Venture and Hegemony are in an Alliance; both offered me a Ceasefire around the same time. After accepting one, their Alliance Vote for Peace went through; both Faction are now at ~ -40 Rep. I accept the other one, and I gain additional Rep. for that Faction only, which is now ~0

5
Modding / More Structures?
« on: July 22, 2020, 06:45:09 AM »
Is it possible to increase the maximum amount of Structures that can be Build in a Colony in a way? Per Mods or Config?

Especially with mods, the amount of Structures one has access to far exceeds the amount one can build.

6
I tried entering the Mausoleum System and got: Error loading [graphics/backgrounds/anvil_background_exalted.jpg] resource, not found...

Spoiler
java.lang.RuntimeException: Error loading [graphics/backgrounds/anvil_background_exalted.jpg] resource, not found in [D:\Games\Starsector\starsector-core\..\mods\Anvil Industries,D:\Games\Starsector\starsector-core\..\mods\Better Colonies,D:\Games\Starsector\starsector-core\..\mods\CombatAnalytics,D:\Games\Starsector\starsector-core\..\mods\Combat Chatter,D:\Games\Starsector\starsector-core\..\mods\Commissioned Crews,D:\Games\Starsector\starsector-core\..\mods\Common Radar,D:\Games\Starsector\starsector-core\..\mods\Console Commands,D:\Games\Starsector\starsector-core\..\mods\Industrial.Evolution1.7.d,D:\Games\Starsector\starsector-core\..\mods\Interesting Portraits Pack,D:\Games\Starsector\starsector-core\..\mods\JP_RC,D:\Games\Starsector\starsector-core\..\mods\Kadur Remnant,D:\Games\Starsector\starsector-core\..\mods\LazyLib,D:\Games\Starsector\starsector-core\..\mods\Leading Pip,D:\Games\Starsector\starsector-core\..\mods\Luddic_Enhancement,D:\Games\Starsector\starsector-core\..\mods\MagicLib,D:\Games\Starsector\starsector-core\..\mods\Nexerelin,D:\Games\Starsector\starsector-core\..\mods\PirateCollection,D:\Games\Starsector\starsector-core\..\mods\Ruthless Sector,D:\Games\Starsector\starsector-core\..\mods\SSMSQoL-1.3,D:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack,D:\Games\Starsector\starsector-core\..\mods\SkilledUp,D:\Games\Starsector\starsector-core\..\mods\SpeedUp,D:\Games\Starsector\starsector-core\..\mods\Stop Gap Measure,D:\Games\Starsector\starsector-core\..\mods\Supply Forging,D:\Games\Starsector\starsector-core\..\mods\Transfer All Items,D:\Games\Starsector\starsector-core\..\mods\UnknownSkies,D:\Games\Starsector\starsector-core\..\mods\Vayra's Sector,D:\Games\Starsector\starsector-core\..\mods\Vayra's Ship Pack,D:\Games\Starsector\starsector-core\..\mods\Version Checker,D:\Games\Starsector\starsector-core\..\mods\WeaponArcs,D:\Games\Starsector\starsector-core\..\mods\ToggleWeaponGroup,D:\Games\Starsector\starsector-core\..\mods\Audio Plus,D:\Games\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
[close]

Looking into the Mod folder, it seems that anvil_background_exalted.png is present, but not a .jpg version.
Copy&Paste into MSPaint and saving as .jpg solved the issue.

Enabled Mods:
Spoiler
  "anvil_industries", (version 1.2.1 also 1.2.2)
  "timid_admins",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "deconomics",
  "interestingportraitspack",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "yunru_pirate_collection",
  "sun_ruthless_sector",
  "SSMSQoL",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "StopGapMeasures",
  "timid_supply_forging",
  "transfer_all_items",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "WEAPONARCS",
  "toggleWeapons",
  "audio_plus",
  "shaderLib"
[close]

7
Suggestions / Adding flavor to Decivilized Worlds
« on: July 10, 2020, 10:33:43 AM »
Only found a few old Posts on this Subject, so here is another.

IMO the "Decivilized" Trait is too bland and doesn't include all circumstances of a collapsed colony, like existing Industries and Structures or the need of more Security from the Subpop.
A Size 3 Planet with only Mining that decivilized has the same effects as a Size 8 Planet that had a lot of Industry, with the Stability effects never diminishing.

An Idea would be to give Decivilized a Size Modifier, for example:
  • Size 3/4 Decivilized Planets would have "Small Decivilized Subpop." with 1 malus to Stability, removed once the Colony grows to Size 5 and requiring 1 Unit of Marines and Arms
  • Size 5/6 would be "Medium ...", with 2 malus to Stability, decaying by one with each Size 7, removed with Size 8 and requiring 3 Unit of Marines and Arms
  • Size 7+ would be "High...", with 3 malus to Stabiliy, reduce by one at 7 and 8, completely removed at Size 9 or 10 and requiring 5 Unit of Marines and Arms
  • Increase/Decrease of Hazard Rating is tied to Stability Malus.
Maybe tie Marine and Arms Need to Market Size.

"Bribing" Subpop. by a second Growth-Investment like Option to decrease Stability Malus and Marine/Arms Need for x Months; additionally Increase Pop Growth even further by convincing/ recruiting them with the power of Space Bitcoin credits.

Include a few extra Effects if the Planet had Industries. These should be viewable and be managed by Colony Info, not as a Trait if possible.
  • Half Build Time (Repair/Disrupted) and Cost for preexisting Industries and Structures, but those need to be either cleared by Security first (Send Marines) or Bribe the Locals (Full Prize, but still half built time)
  • Removing those works the same; Bribing for half price or Send Marines
  • Preexisting Industries produce Goods for half off their usual amount, but it counts as other-faction imports
  • Preexisting Heavy Industry additionally increases the Need for Marines and Arms, Orbital Works is always downgraded by Decivilization
  • Preexisting Military Base/ High Command add more Stability Malus by 1/2, also increase Marine/Arms Need. Can only be dealt with by Security Forces (reduce to Patrol HQ) or bombed from Orbit (remove completely)

8
Suggestions / Recoloring Ships with Hull Mods
« on: July 08, 2020, 11:35:37 AM »
It would be nice if we could have the ability to add some paint (similar to Variants like Falcon (P) etc) to Ships via 0OP Hull Mods.
For example Simple Blue or Green Stripes.
This was one could better differentiate between different Loadouts for the same Ship Class, ex. paint Attack Herons Blue and Strike Herons Red and see it on the Battle Tab Menu.
D-Mods seem to do something similar, as the ships looks more and more damaged if you have them.

Also asking if this is possible as a mod? I am not familiar with modding SS myself, but I noticed that SS runs of Java and I do have some Java experience. If it is something I could easily do, I may try to after I get some more free time.

I though of making transparent Stripes which displays when the Hullmod is selected.
These should ideally be in their own section, where you can only choose one.

9
General Discussion / My Experience so far
« on: July 07, 2020, 08:51:59 AM »
I got this game ~2 months ago, after watching a video that started with "Hey hey people..." and gave it a try, got a key, and wanted to share my experience and stories of this game:

TL;DR: Great game, but it got boring after I started to Steamroll with my very profitable colonies. 7/10. With mods however: 9/10.

Beware the Wall of Text


Beginning
At first I did the Tutorial and some missions. Those gave me enough experience for small battles. I still sometimes let the Auto-Pilot do it's thing though.
The Tutorial-Story-Mission in the Campaign also helped a bit, but I had to look up the methods of Sensor Profile and Strength, since it didn't understood it good enough.

I restarted a lot in my first days of play, and noticed how unbalanced the Story mission ca be, as I made +200k by just trading between the Pirates and the Hegemony without the need to turn the Transponder on and finishing the Stabilizing Jump Point Mission.

I slowly learned where Producers where, and when to accept Procurement Missions, which to pass, and came to the conclusions, that smuggling is not more profitable than these, unless it is a Procurement Mission for Drugs or Organs.

Exploration Missions more or less thought me how to handle Automated Defenses, Surveys and the strength (or sometimes lack of) [REDACTED] Fleets. Low Warning were no problem if I had ~2-5 Frigates, in Medium Warnings I needed to be either sneaky or needed a bit more Firepower, but still no sweat. Only the High Warning Systems were a challenge, especially if I couldn't dodge 3 of their fleets (resulting in the destruction of half my fleet, at this point I was in vanilla End Game).
Never did Commissions; they seem to bring more trouble than benefits, and most ships I wanted I could either buy on the Black Market sometimes or later produce myself.


After the Basics
I mostly used the Black Market to either get ships or large amounts of Supplies and Fuel. The 30% Tariff also made me think of just dumping everything there. So early game I went for Shielded Cargo Ships and Insulated Engines, though I never felt that I needed them, as either the planet I wanted to trade with had no Patrols or annoyingly many, making me leave the Black Market trades with none or maximum Suspicion every time on the same Markets.

As for skills I usually went for Transverse Jumping first, followed by Navigation, then Salvaging Skills etc, with Combat Skills coming last. For Officers I found a nice PDF somewhere, which explains which skills to take in which role. (Basically: Damage Control Bad, Combat Endurance Good)
Also I learned to buy good weapons whenever I find them in early game. I only saw the Storm Needler once on sale in Sindria only for a Cooperative Commission on the Military Market.


First Colony
In my last Vanilla Playthrough (+QoL Mods) I made 2M before starting a Colony (although I don't know how man Cycles passed) in a High Warning System at the edge of the Sector, which was the only good System I found, and I had surveyed a lot. Most of the money came from Bounties after I first made money by Procurement and Exploration, and used it to get my Fleet together.

I did want to find a Pristine Nanoforge and Synchrotron Core before starting a Colony, but never found one after I did, and then both of them were in ruins on a 300% Hazard world in the same system. Just my Luck. Something similar that happened a lot in later playthroughs.

I used a Command (per Mod) to add a Stable Location, because there were none even though the system was big. Something I now use more often for Colony Systems.
After settling and building 5 colonies across 2 Systems, with Populations between 5-7, all with Star Fortresses, High Commands and Heavy Batteries + Industries, I made them all Free Ports, and watched the Hegemony Fleets turn into Debris fields. I farmed a [REDACTED] Nexus next Doors for AI Cores, and had installed Betas in most industries. At this Point no one could be a threat to my Colonies anymore.

I also finished my Fleet, with High Tech Frigates (Wolf/ Tempest), 1-2 Conquest (depending how big the Enemy Fleet is going to be), 3 Herons, mostly Eagles and Falcons for Cruisers, with some Hammerheads as Destroyer.

Even in newer Playthroughs I find this Fleet to be very comfortable. I do prefer higher Burn Levels, with an Ox I usually get 19 with Sustained Burn. I did add an Apogee, used as a Shield Tank, and Auroras later. I also had one Prometheus and 2 Atlas + a troop transporter with me all the time.
Personally I leave command of Capitals and Carriers to my Officers, as I personally underperform with them. I stick to Cruisers, usually Eagle or Doom, or Frigates. Alternatively I activate Auto-Pilot and micromanage per Commands.
So now for my fleet, I use mostly Midline for Capitals and Destroyers, a mix of High Tech and Midline for Cruisers and High Tech for Frigates, and still do in later playthroughs.

Something interesting about this Playthroughs was, that the Hegemony was Hostile to everyone but the LC very early, and a pirate Raid succeeded in stealing a Nanoforge. The pirates ships only had 0-2 DMods on average afterwards, but they were hardly a greater challenge, just better ships for me to salvage.


Going into mods
But after 2 Weeks of Gameplay I got bored and didn't touch the game for another ~3 weeks. I came back after contemplating if I should go for another round of Stellaris or this, and decided to try out SS with Nexerlin, Vayra's Sector, + Industrial Evolution later.
And boy was it worth it.

I had 3 runs thus far, with around 1-2 Cycles, with the last being 6+ now.

The first playthrough I tired being a trader, and usually had 1M after 1-2 Cycles, with a nice fleet and a place surveyed to become a Colony.
In the first run I had a balance between Procurement Missions, and Supplying Deficits, which now were more common with all the periodically occurring Hostilities, Trade Blockades, Conquest and new Colonies. In the end I felt that I did rather few Profits  though, but I it helped my Reputation a lot. And the reduction in Tariff off 18%, or 9%, was a blessing.

In the second playthrough I mostly did Procurement Missions. This time The Sector seemed to be in an FFA War almost all the time, but markets barely changed hands and demands never truly increased.
Here I also felt my profits rather small. This time it also felt as if there were far less ships and weapons on sale. I barely found Phase Lances, or High Tech Ships and Weapons in general. Most missiles were also missing from sales. I tried to go for Navigation Skills first, instead of Transverse Jumping, and I must say it was a mistake, as some of the good Bar missions I got were in pirate infested systems, and using jump points there was most of the time rather a bad idea.


Current Playthrough
In my current playthrough I decided to start with a PL commission (my first commission ever) and went on exploration Missions instead. Since I was mostly away from the core worlds, I didn't had to worry about the constant war with the Hegemony, or Tri-Tech sometimes. The Political Climate in general seemed nicer in general, and I finally figured out how exactly Agents work.

Within 1 Cycles I almost made 2M, the commission helping me a bit and giving me access to some ships early on like an Atlas, and wanted to start my Colony ASAP before one of the newer Factions popped up or someone else claimed my Planets. I resigned my Commission, and settled down a bit north of the Core Worlds, relieved that the the Stormhawks(?) settled in a System at the southwest corner of the Sector (only to lose a rebellion 3 months after founding the colony against Pirates and then becoming decivilized soon after).
I had to rush my second Colony, as the LC decided to go there too, then dealt with their Colony Fleet.

My reputation with Pirates was at -20 as they put up rather a lot of the Exploration missions, but it went to -100 fast, as I grinded Bounties and Reputation with other factions. The unique High Profile Bounties were a nice challenge.
I somewhen found the Red Guards HQ in Hyperspace and chuckled when I heard their Faction Music.


Sindria and Tri-Tech had an Alliance I later joined, with the PL joining soonly after, only to leave a month later because a random Diplo Event making Tri-Tech and PL inhospitable towards each other.
And rather frustrating was that then the Alliance went to war against PL (without me) with Sindria also voting Yes, despite having a +60 Relation with PL.
After their Ceasefire, I used my Agents to raise their relations, lucked out 2 times in a row + good Diplo Events, and PL rejoined.


Three new minor Factions popped up soonly after, one in the old System where the Stormhawks lost their colony, another in a system next to them, and the last one on the southeast corner sector and formed an alliance with the Hegemony.

I checked out the two of the new Factions, and why there were so far away (and also because some Bounties were there).
The first one, Ashen Keepers, settled on a semi good planet, but without food. A Cryosleeper was in the system, first time a saw one.

The other one, Independent AI Mandate in the system next door was the same. Barely good, with 200% Hazard, but the another Cryosleeper was also there! Guess that's why the Stormhawks tried settled there before... on a 300% Hazard world with some ores.
I can only imagine how the Decivilized Subpopulation is trying to survive there now.


By now I had fully surveyed 1/3 of the Sector, 6 Colonies and made at least +300.000 Credits per month. My defenses were not perfect, but good enough against Pirates and Pathers. I found nice BP, Artifacts etc, and slowly upgraded my Fleet and Colonies, leaving some in Storage so I wouldn't use too many Supplies in Explorations.

With the Alliance between Me, Sindra, Tri-Tech and PL we easily controlled 2/3 of the Core Worlds.
Sindria declared War against LC, and everyone joined. I tried the new Fleet Request function and ordered an Invasion of Gilead. I watched my 5 Fleets destroy the System alone; I joined to bombard Ground Defenses before my requested fleets invaded (~3 days after destroying the Station in Orbit), and then went on to conquer Asher alone.
Now LC is reduced to one system + an outpost I found in a Nebula, which was a surprise, I didn't know they could have "secret" markets.


The last things that happend was the Stormhawks coming back, resettling at the east end of the Sector, a Medium [REDACTED] Fleet showing up and attacking me, and the Hegemony having negative Diplo Events with our Alliance.
I guess I will deal with them or Pathers next. The only thing I lack is to find a [REDACTED] Nexus for farming purposes.

Next Playthrough I'll definitely start with a few more Content Mods.


A few Complains
  • Fleet Logs from Derelic Ships etc and Bounties on Bases are also listed in the Exploration Tab, and that Fleet Logs cannot be deleted if you looked into it or don't want them anymore.
  • When an Officer LvL up, there are only 2 Options, and more than once I had to choose between 2 suboptimal once, and no option to just redo the LvL progress for another Skill roll.
  • In battle, it was sometimes rather hard to find ships which had low Hull, and got destroyed before I could order them to retreat.
  • Allies (like mentioned above) just declaring war at each other, because an Alliance member wanted it. (Nexerlin problem I guess)
  • Some weapons being just very rare or unbuyable anywhere, even with Commission, like Storm Needler, or Ion Pulsers.
  • I can't seem to change my factions color

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