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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - vcuaoiwk

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1
Bug Reports & Support (modded) / Re: Max Alpha Cores
« on: March 08, 2023, 02:16:01 PM »
Sorry I've been unavailable and only just got to this.
But no, I havent found a solution to this. In general this issues seems to crop up after 25 or 50 Alpha cores and then eventually goes away. Not sure what the trigger for this starting or stopping is.

I've ran into it multiple times with multiple modded playthroughs.  Unfortunately I always play with like 20 mods so its been hard to debug it.

2
General Discussion / Re: Is it time to get rid of Blast Doors?
« on: September 24, 2022, 02:04:31 PM »
While I agree the base game doesn't rly encourage you to prioritize Blast Doors I do think that it does play a sizeable role when factoring in all the mods out there.

One of my favorite builds is just the armor tank with Blast Doors installed and using the Better Deserved S-Mods 10% armor damage reduction. That 10% damage armor damage reduction really allows you to do some obscene builds (i.e. creating frigate/destroyer support tanks).

In general, I've found that if you see something that seems useless in the base game, then someone has a mod out there that takes advantage of it and its up to you to find out how to exploit "useless" game features use the modiverse. IMO this is the reason that people keep coming back to Starsector and propagates the tremendous replayability that this game has.

Also, as I write this.... I just realized it is Grievous69 that posted this.... however I do think the above has merit. One of my favorite things that keeps me coming back to this game is that I keep finding mods that flesh out game features and continually allow for entirely new game tactics. I think doing something like removing one of the most basic hullmods has long ramifications throughout the modiverse and hence can negatively impact player enjoyment (or positively impact because what the hell do I know).

3
Could it be because of Exotica Technologies? It implements an 'upgrades' system for ships, and could explain why AI ships in my latest playthrough have plenty of those upgrades, but not S-Mods.

I dont think so. I'm running Exotica for both playthroughs and one had AI S-mods and the other didn't. My suspicions are leaning towards the bootleg Vayra's sector.

4
@this_is_a_username

Just wanted to give you an update on the previous issue of not seeing the AI use S-mods: I ended up doing another playthrough but changed several of the mods I was using and now I'm seeing AI ships with S-Mods. Basically there is a mod conflict somewhere but I'm not sure which mod it was. If I ever figured it out I'll let you know.


5
General Discussion / Re: Are Pirates Overpowered?
« on: September 13, 2022, 06:08:12 PM »
If you want to make a pirate playthrough more 'interesting', you can toggle allowPirateInvasions in exerelin_config.json; this should also enable diplomacy events with pirates.
Ooooo thanks for that tip! That is going to make it a bit more fun!

Are you taking governorship of pirate colonies (rather than founding your own, with the light blue player color)? Hegemony never inspects governed colonies of any faction for technical reasons, but directly held player colonies should still be inspected with a pirate commission (or at least I see no attempt to prevent this in the code).
Well, I generally found the colony and then transfer ownership to pirates and then purchase the colony back. I use this particular method so that it feel more like I'm part of the pirate faction rather than just a vassal state. It also gives me more incentive to not simply resign my commission when things don't go as planned.

6
General Discussion / Re: realism
« on: September 13, 2022, 01:07:00 PM »
Ooooo now this is a really fun topic.

I do think that looking at the cost of modern warfare can help shed some light.  Just bear with me while I go off on this next tangent :)

For example: A low level bounty might could have 47k payout but ideally requires a challenging fleet of comparable value to beat it.

Next: Lets look at modern warfare. A modern US naval warship (something like the Freedom class Littoral combat ship) has roughly a 70 mil annual operational cost. Which equates to about $190k per day requirement. The crew complement is something around ~100 crew. Naval salaries can range from around $35k-$140k per year but obviously this has a hierarchal order with the majority of crew making between 35k-70k annually and a small minority making above that. We can do something like [80 crew * (35k+70k)/2 + 20 crew *(71k+140k)/2 = 6,310K per year (i.e. 6.3 mil yearly salary cost). Divide that by 365 = $17,000 daily crew payout for the 100 crew or roughly $172 per day per crew member.

Alright, now we compare the measly $172 dollars to the ships daily operational costs and you get 172/190k which is like 0.0009 or 0.09% cost goes to each crew member or roughly the entire crew gets 9% of the total daily operational budget.

With this in mind, we see that a single crewman actually gets a tiny percentage of a ship's operational cost. The crew also doesnt own the ship nor did it help fund the ship. The pirate bounty you got for 47k neglects the fact that the crewman is not providing their own vessel but rather looks at the cost of what fleet size it would take to actually kill the other fleet. In general, the game does provide some realism if you look at it that way.

7
General Discussion / Re: Are Pirates Overpowered?
« on: September 13, 2022, 12:19:07 PM »
That's a fair point.

Well, playing pirate isn't vanilla

Oh really? Christ, I havent played an unmodded version since like 2017 so I was literally writing that thread with the assumption that the base game included that option.

8
General Discussion / Re: Are Pirates Overpowered?
« on: September 13, 2022, 12:07:06 PM »
If I want to kill all of the core worlds, then eventually, I want to be non-hostile with all of the zombie factions (pirates being one of them) to avoid their raids.

For me, the big problem with non-hostile pirates is I cannot beat up named bounties of any kind for money and ships, or to defend core worlds from pirate raids when I want core worlds alive (so I can raid the core worlds for blueprints without waiting as long for stability to recover).  I look for named bounties when I do not feel like fighting Ordos.

I guess that's a difference in playstyle: I find that knowing everyone wants to kill me is the same as being non-hostile with everyone. I also wait until pirate raids soften up a core world buy destroying their stations before I go raiding for blueprints (it makes it easier for me since 1/2 of the work is already done).


I think it's because players are expected to deal with pirates, so the main factions aren't allowed to do anything because that would remove content meant for the player.

Thats part of what I'm pointing out. Playing as "pirates" is list as "hard" but in reality pirate life enjoys way more perks than any other play style. I'm all for creating more challenging gameplay and more content but I also prefer balance and hence I think there is a pretty overpowered playstyle when a player is part of the pirate faction.

9
General Discussion / Are Pirates Overpowered?
« on: September 13, 2022, 11:38:41 AM »
In an attempt to crank up the difficulty I gradually began playing only pirate runs for my last couple playthroughs and have come across a few items what may or may not be intentional. However, this has led me to wondering and asking the following:

1. The downsides to playing as a pirate are pretty obvious and include:
(1a) most factions will attack you on sight, (1b) trading is limited since you almost always have to go into "stealth" mode, (1c) diplomacy is limited (in this case you basically have to fight your own battles and everyone hates you).

2. However, these cons have almost always fit into my general playstyle as I don't care about how other factions feel about me and I generally exclusively do black market trades (and hence always need to have my transponder off).

3. The pros of pirate life are actually tremendous but not as obvious. These include the following: (3a) the Hegemony does NOT and will not do AI inspections. That alone makes up for just about every con listed. (3b) In my playthroughs, the amount of factions trying to actually invade pirate holdings are minimal. This is in comparison to if I was playing my own faction or if the faction I'm a member of is at war with with someone else. (3c) Factions can't declare war against pirates? I dont know if this is hard coded but I have yet to see someone declare war against pirates, I'm assuming this option isnt even available since "Pirates" are technically not a faction but a general classification? Again, the system seems to treat pirates as a separate special case because things like diplomacy are not eligible.

4. With the above in mind, it seems like Pirates have a tremendous edge over just about every other faction in mind. Obviously this doesn't take into account the random pirate bases that spawn and become targets of raids/base strikes, but those temporary bases are irrelevant anyway.

5. I think the purpose of this post/thread is to ask if other players have a similar viewpoint on pirates? However, I'm also curious to see if this can be modded out to change the parameters of pirate life but that would be a separate post under "modding".

Thoughts? Opinions? Would love to hear from you guys.

10
@Medic1153

Here is an excellent video that shows you how to install mods.

https://www.youtube.com/watch?v=PwquQTmOwYs

This process really should take you only a few minutes.

11
Bug Reports & Support (modded) / Re: Max Alpha Cores
« on: September 10, 2022, 10:40:49 AM »
More follow-up: Documenting in case someone else happens to run into the same issue.

Ran into the same issue with my next playthrough and I tried copying the earlier mentioned solution and it did not work. So back to step one (or just deleting everything and starting over).

12
But that does give me an idea I can test out. I'll modify the max fleet size to 15 ships and see what happens :) thanks for the idea!

13
Currently my fleet size setting is the default 30 ships but with a maximum of 400 DP.

To be clear I'm totally aware this might be a mod conflict issue but am simply putting out information as I find things out (since this issue has repeated through two playthroughs I did find it a little weird). Good to know some people are seeing the same issue but other people are not having the problem (so it may very likely be a weird mod conflict issue).
 
I'm generally running pretty standard mods with the exception of the bootleg vayra's sector. 

14
Bug Reports & Support (modded) / Re: Max Alpha Cores
« on: September 07, 2022, 05:20:32 PM »
Further update,
Not sure if this is actionable but for anyone else that runs into this issue: I think there's a weird conflict here with either nex, vayra's sector, or tahlan shipworks. Not sure if its related to the bounty system or what but below is what I found.

Details: After completing the bounty against the AI controlled Hresvelgr (image below) I started recieving Alpha core drops again (starting with that battle). To test this I had luckily saved prior to the fight so I reloaded , found a random large remnant fleet, fought it and again didn't recieve any alpha cores (at this point I had set the AI core drops to pretty much 100% guarantee drops after fighting an remnant capital ships so I should of been guaranteed drops but had not been receiving them).
Again I reloaded, did the bounty fight again (the AI controlled Hresvelgr), received one alpha core, went and found another remnant fleet, fought them, received an insane amount of alpha cores from that fight (due to the settings.json config at that point). 
Obviously this isnt the most rigorous testing method but it was repeatable and hence just straight up weird and what lead me to that conclusion. How any of this code could even be related seems bizarre but there you have it.




15
Ah I forgot to include the 2nd issue:

Basically I am seeing zero AI ship S-Mods. Like not a single one besides ships that have a s-mod already prebuilt (i.e. some bounty ships have s-mod hardcoded). In previous playthroughs I would begin to see AI S-modded ships around mid game/late game. Especially if you racked up a lot of hate from constantly raiding then the resulting Vengeance fleet would sometimes come stacked with almost every ship having at least one S-Mod. This has been pretty consistent in my last few playthroughs. However, my last two playthroughs have included this mod and I have yet to see a single s-modded ship outside of my fleet or already predetermined bounties.

My main concern here is that a player fleet is usually pretty overpowered once you get into mid-game and having enemy s-modded ships helps counter that. This lack of s-modded opponents now makes my s-modded ships feel like a cheat at this point. Especially since you can now get 5+ s-mods on a ship using story points.

I don't have a solution to the above but was wondering if the following suggestion would be feasible: Can you setup the code to only effect player ships? Is that possible?

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