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Messages - RoquetheRogue

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1
Mods / Re: [0.95.1a] Custom Battle Music
« on: March 01, 2023, 03:27:06 PM »
Laroustine and those that know,

is it possible to allow faction music to play when you're comissioned, say you're hegemony and fighting tritachyon, for the combat music to draw a selection of songs based on the two factions currently fighting each other?

or if you're a comissioned by a faction, fighting another faction that doesn't have any music set up, could it perhaps play the music from your commission faction?

2
Mods / Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« on: February 17, 2023, 10:40:08 AM »
Hey Histidine, thank you for all your hard work, got a couple of ideas..

Is it possible to give more flavor to Declarations of War, if you take over Jangala, Hegemony gets a "casus belli", to declare wars over "The Reconquest of Jangala", say if Kadur invades Garnir, pirates get a "Ambush and wipe out" to take it over again and hegemony because they claim Corvus can push back whatever non-tributary/commission faction from their system, say if the league for some reason takes garnir over or tri-tachyon, they get a mission to push the hegemony out of the system or the hegemony gets a mission to wipe them out.

Right now wars are weighted on relationships, I for no reason, keep getting wars declared on my faction and my commission faction only for the entire Eternity span of a month, sometimes a week later for a ceasefire to happen, it's like the factions have no idea what they're doing, no goals in life, such as reclaiming lost territories.

More Impacts over declarations of war such as a increase in stability losses tied to how long the war has been going, how many fleets were lost, planet saturated/raided, planets lost.

Or an Increase in Stability for taking revenge against a faction that has caused so much harm, while prioritizing taking over lost lands, I see AI going absolutely crazy over my planets in Rim Systems far away from the Core Systems instead of focusing on stuff I've conquered right in their yard

Likewise a increased focus on war flavor.. "Liberation" should be priority in Alliances, say a faction lost territory to a aggressor, focus the might of the alliance on recovering that planet, instead of trying raid a system far away from it for the 8th time

Officer, Administrators, Governors... Romans.

Have a way to convert Officers into either Agents or Administrators,
it would be a match made in heaven when using mods like Arma Armatura that has that hullmod Wing Commander which allows you to make a elite squad of fighters that eventually can be turned into Officers themselves, and even captains if someone use the Special Squad feature, been having a lot of fun with this! Agents should be easier, more accessible, and converting officers into agents could be incredible
Administrators there could be a tie with Industrial Evolution where you leave a officer to be turned into a administrator, of course, former officers could have more "fleet oriented" traits, instead of economics, so you will still have to go after those trained in Distributive Economics instead of your officers.

I have some Administrators I have absolutely grown found of, what if there was a way we could give them more powers in our my factions, such as turning them into Governors that can rule an entire system on their own, with a increase in the traits pool, giving higher stability bonuses.

Think Autonomy but on a whole system, less debuffs with it's all centralized on a single individual, they essentially become a sort of "Agent", instead of having missions to do something shady, the Governor gets missions but it's all about the colonies, letting you chat with them, tell them to raise a patrol, give you some credits, you could also tie that Z/X button we use to request fleets to governors and their specific industrial capacity

minor but giving an UI to allow modders to even put some flavor in there, but most of the time it's just about telling your governor to focus on industry/economy/military, sorta how Sectors used to work in Stellaris, if you're not familiar.

Measure this as a sort of relationship too, if you ask too much of a governor they could even rebel, establish their own faction, maybe they use a random player faction flag and get a random faction name based on their own name.


EDIT: Maybe Governors can also become Special Contacts Themselves, allowing some rather unique missions to take place, all the way to stuff that can impact of the planets / the whole system.

Give Special Squads the ability to raid Systems if it has a Outpost assigned to it, we can create a lot of outposts and more often than not they are a somewhat useless stockpile I keep forgetting about, but what if we expanded it to include the ability for Special Squads to take control of it and use it as a base of operations where it can draw supplies, and deposit loot raided from systems you assign them to Raid? just a minor income boost to encourage players to build more personalized armadas

Also Kudos because thats the most wholesome feature, to see a fighter pilot grow up to be a lieutenant and then a Captain is one of the most fun things I've did in this game

I've been modding starsector for a while now and I now these are some very tall orders, but from all I've seen, this mod has already accomplished the impossible and absolutely amazing, many times.

I'm happy if at least the officer conversions are considered.

Thank y'all again for all y'all done.

3
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 03:31:47 AM »
I am using everybody loves KoC yes, is that the one breaking the sector? shiiz

4
Is it possible to make GMDA friendly/neutral to Ko Combine and Mbaye-Gogol from Everybody Loves KoC mod? the system is a right mess with all the constant infighting beween gmda fleets and the factions from that mod.

5
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 02, 2023, 05:45:11 AM »
Boggled,

Why is it that sometimes the galaxy generates with a ton of domain relic consumers but not a single market produces it? sometimes I feel like upgrading something but there aren't anyone producing domain artifacts, I didn't touch the settings all that much - or anything related to domain artifacts anyway.

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 27, 2023, 09:11:34 AM »
yeah i think its been stated a few times that they should probably turn them into independent markets or somesuch

Or just give it to the player faction itself, didn't have time to even go there to buy governorship or take it for myself before it got blown up, even contacts got killed off  ;D

7
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 27, 2023, 04:20:08 AM »
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.

As I understand it it's a thematic thing because they're pseudo-pirates in execution/operation, and aren't interested in holding permanent territory outside of a handful of secret bases and the Anargaia itself. They're not here to plant flags and make claims.

That said, they abandoned IT, COMPLETELY SATURATED it. That's good to know I'll just claim it for myself next time, but holy ***.

8
I used a Transpoofer assigned to the Legio Infernalis (Tahlan Shipworks) and it seems the effect became permanent. It's years past the supposed 4 day duration and everything treats me as if I'm not from my faction. Some of my UI also turned red, the same color as the faction.

Is there any way to reset the transponder to the default behaviour?

I've reported that on the discord, apparently I fixed this by using CC to suicide, someone provided a code there that should fix it - it should get fixed soon.

9
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 25, 2023, 10:05:04 AM »
Why can't the Society own any markets? I instigated a rebellion in Garnir (cuz thats always the freebie) and the Society simply abandoned it once they've won.

10
Modding / Re: [0.9.51a-RC6] Portrait Faction Expanded
« on: January 24, 2023, 06:18:55 AM »
Hey Alexey ever thought of creating custom portraits for factions such as blackrock, scy nation and society? that would be so awesome as these factions do have some portraits, but for the most part they're not starsector style.

11
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 06:28:00 PM »
Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks

It's my understanding that with a vanilla game (other than TASC) the Autonomous AI Battlestation is actually substantially weaker than the orbital stations in combat because it doesn't have a minelaying system, which balances out the advantage of spawning remnant patrols.

Might just be me, I have been running some really "interesting" mods that when combined makes my ships and stations absolute monsters in combat, it's been chewing inspection fleets all on it's lonesome now.

12
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 05:05:17 PM »
If you use secrets of the frontier you can already use a stable point in a system to build a habitat which would overlap with the addition of another habitat type.

Is there any special features with the Remnant Station with a Alpha Core? what if sometimes they went rogue and established a remnant nexus somewhere in the planet? send defense fleets to systems that are threatened by fleets such as pirate/path as long there is a military building with an alpha core in that alpha core remnant station system.

Also, thanks for all your hard work these years boggled, can't imagine myself playing this game without TSC

I'm glad you're enjoying the mod!

AI cores in the Autonomous AI Battlestation function the same as a regular orbital station.

Having some sort of "betrayal" event is an interesting idea, but I think it would be too predictable since most players will have already encountered the Alpha core administrator event. Also, if it's triggered randomly that would be very frustrating and confusing for the player.

Balance would definitely be the key, but I think it's worth it since the autonomous station is quite the powerhouse by itself with negligible drawbacks
having some of its fleets malfunction/build a hostile nexus (can be balanced to be weaker but have a period of growth if left unchecked) could be very cool, example of balance, if at all possible..

We could tie the likelihood of it happening to the type of Core being used by the station, with gamma cores giving a chance for fleets to simply malfunction sometimes, all the way to alpha cores allowing malfunctioning fleets to sometimes divert resources to build a (Hostile even if allied with remnants) a nexus somewhere in the system, higher cores such as beta and alpha have lower chances of malfunctioning, especially alpha cores, however alpha cores when they do malf they go rogue and build a nexus to operate from.

This way it pays homage of the sheer power but unpredictable (albeit predictable in this case) nature of Alpha Cores.

I wonder, could these remnant fleets go hostile even during fleet battles?

13
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: January 23, 2023, 11:14:56 AM »
If you use secrets of the frontier you can already use a stable point in a system to build a habitat which would overlap with the addition of another habitat type.

Is there any special features with the Remnant Station with a Alpha Core? what if sometimes they went rogue and established a remnant nexus somewhere in the planet? send defense fleets to systems that are threatened by fleets such as pirate/path as long there is a military building with an alpha core in that alpha core remnant station system.

Also, thanks for all your hard work these years boggled, can't imagine myself playing this game without TSC

14
Mods / Re: [0.95.1a] prv Starworks v25.1 (2022-11-09)
« on: January 21, 2023, 12:35:22 PM »
Hey Prav, there's something odd wtih your special buildings, thought I'd share..

The Ruster War Syndicate Bar Encounter almost never spawns, tried it on multiple modlists, multiple characters, tried even with maximized relationships, it never spawns.

Any idea what could be happening? maybe it has a lower frequency because the RnD tech one at the prv labs seems to always spawn in the first time I visit it, Thanks.

15
Mods / Re: [0.95.1a] Better Colonies 1.86
« on: November 27, 2022, 01:54:09 PM »
Since you took over keeping the Kadur Alive, how about a version of that, but for the Kadur faith? that's a great idea isn't it? Thanks Bunches friendo for all your hard work.
Kadur is xenophobic in lore and their religion doesn't want to spread at all with the likelihood assumption of wanting their faith to be kept inside their community. This is also why the Kadur Faith despises the Luddic Faith.

Aww, sadge sausage... That's unfortunate. Thanks for staying true to the lore in the that case.

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