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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Topics - Great Wound

Pages: [1] 2
1
Modding / Just a little bit of fun
« on: October 17, 2024, 01:52:07 PM »
Not sure if I want to actually add this but I thought it was too fun to not share.

I present, Project Reach-Around:


For the how to:
1st stage is "missileType":"MIRV",
2nd stage is "missileType":"MISSILE_TWO_STAGE_SECOND_UNGUIDED",

2
Suggestions / [REDACTED] Colony Threat
« on: April 21, 2024, 08:06:39 AM »
So, I had an idea for a [REDACTED] colony threat...


Minor Event
We are detecting unauthorized deep space transmissions from one of our colonies. The communications are heavily encrypted and we are unable to determine their purpose.
Contributing Factors
Monthly Factors:
Rogue AI Core in colonised system* (+++)
Domain Era Comms Relay in colonised system (++)
Comms Relay in colonised system (+)
Alpha Core Administrator (---)

One Time Factors:
Remnant Nexus destroyed (--)
Remnant Ships destroyed (-)

Note: Event will not trigger in the absence of a Rogue AI core
[close]
A single none-hostile Remnant ship enter your system, orbits your colony for a short duration and leaves:
If the Remnant ship reaches your planet and is allowed to leave, the Rogue AI Core condition is removed from your colony and nothing else happens. Crisis Averted. Colony Threat reduced.
If the Remnant ship is not successful the Rogue AI Core condition is not removed from your colony and the threat continues...

Major Event
The deep space transmissions emanating from our colony have ceased. This indicates one of two things, whoever is behind them has either completed their objective or that something is about to happen.

A Remnant fleets enter your system. If one of them reaches your colony they will perform a tactical bombardment of the planet before leaving:
If the Remnant fleet is successful and leaves the planet, the Rogue AI Core condition is removed from your colony. Crisis over.
If the Remnant fleet is unsuccessful and the Rogue AI Core condition is not removed from your colony the event will repeat. Remnant fleets will now attempt to perform Saturation Bombardments and the number and size of Remnant fleets will increase with each failed attempt.

3
Pretty self explanatory, if you have a built-in hullmod which can be s-modded set to hidden you can see it on the ship but it doesn't appear on the Build in/S-Mod menu. I would only expect this to be the case if the hullmod is set to 'hiddenEverywhere'

You can replicate this in vanilla, take a hullmod such as ECCM and set hidden to TRUE in hullmods.csv, if you then take an Omen and try to S-mod ECCM it it doesn't appear on the list.

4
Suggestions / Exempt automated ships from crew training
« on: April 13, 2024, 11:15:04 AM »
Can't believe this took me so long to notice, is it an oversight or is Alex not telling us something... it makes no sense for automated ships to benefit from crew training being that they have no crew to train. I also love how the blurb is the complete opposite of what a fearless core is famed for doing.


5
Hi,

You added the no_auto_penalty tag with 0.96a, however, it doesn't appear to function correctly.

When spawning with the console command mod it works, however if you purchase/salvage a ship in game with the tag it does not apply. Similarly if you view a ship with the tag from the edit variants menu in dev mode the "does not require special expertise" text does not appear, so I assume it's not working here either.

Case example:
In the below image, the ship on the left was spawned with console commands, ship on the right was salvaged.



Spawned ship with the extra text.





6
Suggestions / Reduce squall missile health
« on: October 09, 2022, 07:59:03 AM »
I think I've figured out the problem with the Squall! Missile health. If you look at the numbers the Squall's missile health is on par with Torpedoes and the Sabot. This is simply too much given one of the the strengths of the Squall is to overwhelm the enemies PD using a sustained barrage of rockets. It should also be noted that the Squall is the fastest conventional Missile in the game (600) with the Hammer torpedo coming 2nd (500).

To sum it up: High health + High speed + Continuous fire = too difficult for PD to deal with.

Ideally I would say drop the Squall a tier to 150.
And while we're at it, raise the Pilum to 300 given its similarity to the Sabot (slow speed, multi-stage).

Code: Missile Health
Reaper-Class Torpedo	500
Proximity Charge 500
Breach SRM 450
Hammer-Class Torpedo 350
Hurricane MIRV 350
Atropos-Class Torpedo 300
Sabot SRM 300
Squall 300
Salamander MRM 150
Harpoon MRM 150
Pilum LRM 150
Locust SRM 60
Swarmer SRM 50
Annihilator Rocket 50

It should be noted that the reason I said not to nerf its speed is because the Squall is long-range and unguided which would completely mess with the missiles hit rate.

7
Modding / A Modest Portrait Pack
« on: October 03, 2022, 12:52:57 PM »
This is a collection of 109 portraits that tries--as best as I could--to stay close to the vanilla lore and art style. The quality varies such that I could probably pare this down to 70 or 80 portraits, but here I figure it's better to include more than less.


Someone is welcome to put them into pack and post them to the forums on my behalf if so moved.

I was moved, so I did:

https://drive.google.com/file/d/1FVcIx_nOyO3ITaj1289I98wISdh5hdqy/view

8
Suggestions / Raids - Disrupting Commerce increases stability
« on: September 28, 2022, 08:49:58 AM »
I found this one quite funny.

Commerce has a flat stability penalty of -3. So what happens when you take 1000 marines and disrupt Commerce:

Spoiler
[close]

The Commerce penalty (-3) is removed and replaced with the Raid penalty (-1) so the colony is effectively at +2 stability!

And after 3 months that raid penalty decays, assuming Commerce is still disrupted you're at +3 stability until normal operations resumes!


9
Suggestions / Fixing S-Mods
« on: September 24, 2022, 07:03:55 PM »
The current way of thinking is to build in the most expensive hullmods (i.e. heavy armor) as a way to cheese the game for 'free' OP.

I believe this is the wrong way of thinking and against Alex's intent (feel free to correct me if I'm wrong). I believe a better way of doing this is to assign a pool of ordinance points exclusively for built-in hullmods. It would encourage a greater variety of built-in hullmods without punishing those who don't min-max. An example:

  • Ships get an additional 10/20/30/50 Story Ordinance Points (SOPS) depending on size.
  • So a Dominator would get 200OP + 30SOPS
  • Equipping Heavy Armour (20OP) would leave it with 180OP + 30SOPS
  • Building in Heavy Armour would leave it with 200OP + 10SOPS

The total ordinance available is still the same:

Quote
Well I'm still going to cheese it by building in two of the most expensive hullmods

Sorry but no! In order to prevent abuse any excess ordinance is removed from the regular OP pool.

  • Currently our Dominator has 200OP + 10SOPS remaining
  • If we were to build in Hardened Shields (15OP) the excess is removed from the regular pool
  • Leaving our Dominator with 195OP + 0 SOPS remaining

Quote
What about "Best of the Best"?

The simple solution is to have it increase the amount of SOPS, to say 15/30/45/70

  • Our trusty Dominator just gained 15SOPS
  • So now it has 200OP + 10SOPS remaining

Doing things this way makes it harder to abuse and re-opens the door to building in over-costly hullmods i.e. Safety Overrides/Integrator and Anchor. It also encourages variety, rather than just building in the most expensive players are encouraged to build in the hullmods they are most likely to use because what you gain in SOPS you lose in flexibility.

10
Suggestions / Faction Variable Comissions
« on: September 13, 2022, 02:43:41 PM »
The proposal is thus, add two new (optional) variables to .faction files:

Code
	"custom":{
"StipendBaseMult":1.0,
"StipendPerLevelMult":1.0,
},

If a factions offers a commission these multipliers are applied to "factionCommissionStipendBase" and "factionCommissionStipendPerLevel" as found in settings.json

Why? Because giving factions unique commissions adds flavor and variety. It gives a player an incentive to question their loyalties and move between factions to garner the highest pay leading to a more dynamic game.

Here's how it might play out:



Hegemony - Base 1.0 - Per Level 1.0 - We don't care either way (current vanilla pay (20,000 base, 5000 per level)).
Tri-Tachyon - Base 1.8 - Per level 0.8 - Come work for us! But don't you dare think about demanding a raise, you're expendable and there's plenty more where you came from!
Sindrian Diktat - Base 0.5 - Per Level 1.2 - I may not have earned your loyalty but I'll certainly buy it once I've seen what you can do!
Persean League - Base 0.7 - Per Level 1.1 - We can't afford to lose our heroes.
Luddic Church - Base 1.0 - Per Level 0.8 - We'll provide a basic stipend, but we can't afford any indulgences, besides, you're not in it for the money, right?

Optimal tactic is to join Tri-Tachyon for that signing-up bonus, betray them for the Hegemony then in a final act of defiance switch to the Lion's guard. But that's really going to mess with your reputation.

11
Modding / [0.95.1a] Periphery Planet Pack v1.1a
« on: April 02, 2022, 12:54:39 PM »
Ever wondered what inspired the Luddic Logo? It turns out Ludd discovered a very special system...



Part of a constellation: Periphery and its brothers can be found just beneath the core worlds:


System Maps:
Spoiler

Periphery:

Nergal:

Lagan:

Wurzle:
[close]

PPP Has now been integrated with [ur=https://fractalsoftworks.com/forum/index.php?topic=23393.0l]KoC[/url], if you run the two together KoC and Mbaye will gain additional planets, offer commissions and participate in hostilities with the other factions.

12
Modding / [0.95.1a] Manic Miners
« on: February 28, 2022, 01:46:17 PM »

Time for something new and tasty!
MANIC MINERS

Adds a unique hullmod, ship and fighter to the game.
Converts Mining Laser/Blaster to Hybrid mount type because low tech should have access to basic mining equipment.
Adds a Micro Mining Blaster, Mining Array, Heavy Mining Laser and Hammer Torpedo Pod,

On the more technical side the hullmod will work with modded weapons provided they meet the specified requirements.

13
Making the elite effect of the sensors skill remove the Neutrino Detectors false positives seems like a no brainer to me.

Thoughts?

14
Mods / [0.97a] Everybody Loves KoC
« on: December 23, 2021, 05:23:18 PM »
    It was the night before Christmas, when all through the house, not a creature was stirring, except for that dude who had too much time on his hands.

    Have a Merry Christmas you filthy animals and I'll see you on the other side: Here's your present.
    [close]

    Everybody Loves the Ko Combine


    Now comes bundled with Angry Periphery - enable it when starting a new game for four additional systems of fun:

    New Weapons:
    [close]

    Story 'events' and tweaks:
    • Custom starts in a different system with additional modifiers!
    • Donating supplies at Beholder station garners you rep with the Church AND Pathers
    • Paying the Pathers tithes increases your reputation with them
    • You can visit Louis Armstrong station and volunteer crew for "cryostorage"...
    • Two additional missions.
    • Lore/Story hooks

    [/list]
    [close]

    Mod Compatibility:
    • Nex Compatible - If you're using Nex I recommend using Angry Periphery
    • Commissioned Crews compatible

    [close]

    Random images:


    [close]

    Vanilla compatible. Latest Version 1.04.44a

    15
    Modding / [0.95.1a] Of Ludd and Lions
    « on: June 18, 2021, 04:01:53 PM »

    DOWNLOAD: HERE!

    Sick of the Vanilla factions being Vanilla? Want to spice them? Ludd and Lions is the mod for you!

    Adds unique hullmods to the Luddic Church, Sindarian Diktat, Pirates and Tri-Tachyon drones! What's that you say? The Diktat and Tach don't have unique ship skins? Well now they do! The Diktat get a full set of unique skins and those treacherous Tachyons have put out a new handful to "test fire" on the unsuspecting. We've also given The Ludds and Bloods a small boost to their vanilla fleets for your pleasure. And we're not done yet, believe me, there's plenty of torpedoes left in the tubes!

    And while you're at it grab Kazeron Navarchy! It's free and completes the set so those Perseans don't feel left out.  Damn PeachPatrol, you sweet!


    What's more, download today and you can get a bonus for free!

    Spoiler
    Do you like Luddic Enhancement, you better do, it's pretty much an essential. Well you can also get HOLY LUDD with your Ludd and Lions! Slap it on top and those essential Ludd Ships also become sanctified in his holy name. Hate Pathers? Think they've gone too far to crazy town? GOOD! Say goodbye to their frame crashing IED's, no longer will their fleets attack you through the 4th wall, but don't worry, you can still buy them for personal use if you're a sicko. Big shout outs to King Alfonzo GET IT HERE! (for LE 1.2.5j)
    [close]


    Am I crazy, maybe, but with mods this good I'd be crazy not to charge you!

    Latest Version:

    Version 2.01.01b

    Prior Versions:
    Spoiler

    V2 - A whole new game

    Version 1 Change log for anyone sad enough to care.
    Spoiler
    Ludd and Lions 1.02.33
     - Fixed LG ships not spawnind in SD fleets/markets
     - Scaled back Ass/Esc/Sup bonuses

    Holy Ludd (1.2.5j)
     - Updated for LE 1.2.5j
     - New ships accounted for

    Ludd and Lions 1.02.30
     - Mostly undocumented
     - TT hullmod penalty changed

    Ludd and Lions 1.02.28
     - Added Variants
     - Restored Assault/Escort package

    Ludd and Lions 1.02.27
    "updated" for latest version
    P-Mod added to new pirate ships (Eradicator/Vanguard/Manticore)
    P-Mod velocity boost increased to 25% (and no longer affects energy ***).
    LC-mod penalty now dependant on hullsize (10/10/20/30).
    New ships Exodus and Wisp
    TT Tempest added

    Holy Ludd (1.2.5i Experimental)
     - Updated for LE 1.2.5i
     - Going forward versions numbers will be the same as LE

    Holy Ludd (1.03.15)
     - Updated for LE 1.2.5f
     - LE Version number added to .json, now you'll get a warning if you're trying to use it with a different version.
     - Stopped IED's spawning in fleets, if you want them back delete the "world" folder.

    Ludd and Lions (1.02.26) (Save-breaker):
     - New Domini and Luddliner
     - TT-mod ified to reduce potential conflicts
     - Lion Variants moved and modified to prevent conflict with another mod
     - P-mod moved from ship to variant where not skin to prevent bleeding.
     - P-Fighter Squalls
     - Variants overhaul
    - HMod tweaks
    Ludd and Lions (1.02.25):
     - Moved Blockade Runner to another mod...
     - Added no_drop to fighters
     - Minor Tweaks
     + Changes from mystery versions
    Holy Ludd (1.03.11)
     - Moved to own link (in spoiler)
    Ludd and Lions (1.02.16), Note: Not save game compatible with previous version:
     - Updated Lions Guard Skins (again)
     - Added Nebula and Starslayer (LC)
     - Added Lasher (P)
     - Added Sunder (LG)
     - Further art updates/tweaks
    Ludd and Lions (1.02.15):
     - Updated Lions Guard Skins
    Holy Ludd (1.03.11)
     - Removed (Classic) Fasces and Sebastian variants which were triggering a crash.
    Ludd and Lions (1.02.14):
     - Reverted Plasma Jets back to Burn Drive (community preference)
     - Replaced Alfonzos Lions Guard skins with new WIP Skin
    Holy Ludd (1.03.10) (Not save-game compatible with previous versions)
     - Removed Liberator (you can still get it in SWP)
     - Removed Independent Fasces and Sebastian (Alfonzo has own versions in the tubes)

    Ludd and Lions (1.02.13):
     - Added Nightingale Heavy Escort Hegemony and Pirate Variants.
     - Added Domini destroyer, Luddic and Independent Variants
     - Added Luddic Mora
     - Added Wolf (TT)
    Holy Ludd (1.02.09):
     - Amened Luddic ships with Burn Drive to Plasma Jets to increase differentiation (and for the green engine plume!)

    1.02.09: Added TT skins and moved Mining Blaster and Mining Laser to Hybrid weapon type (because low tech ships should need energy love to).
    [close]
    Previous Previous Versions undocumented (who really cares).
    [close]

    [attachment deleted by admin]

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