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Messages - ArbuzBudesh

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Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?

Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
IXBG i think took 2 systems with 5planets\stations and was working on 3rd one so they were pr big by the time of the screenshot.

IXBG already had no friends and fighting everyone same time. I might have to not include them in my future runs.

Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.

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Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.

Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart

this is iron shell invasion points vs 9th


At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?

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Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: January 22, 2024, 04:49:50 AM »
Brigantine having 300 peak perfromance time feels a bit punitive for cruiser, given it already has plenty of weaknesses player has to work around so it still feels "pirate engineered". Other than that its still one of my fav ones to include in midgame due how many loadout options it has while having to balance OP.

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Mods / Re: [0.96a] FSF Military Corporation - EN Edition
« on: June 25, 2023, 05:39:20 PM »
Nexerlin random core sector seems to always generate premade systems with planets in addition to random ones. Is there a way to prevent this?

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Mods / Re: [0.95.1a] Kyeltziv Technocracy [1.4]
« on: March 16, 2022, 07:16:52 PM »
Hey i've being breaking my head over doing minor DIY modifcation to this mod. Issue im having by default mod adds a system which still present in Nexerlin random core system, and i'd prefer Kyeltziv being random as all other factions. I've had similar issue few other mods in the past but managed to somehow rip out the system\planets from gen, while here im kind of stuck removing it from generation without crashing the game.
Can i get a tip what i need to edit\delete to achieve this?

6
General Discussion / Re: The State of Derelict Contingent
« on: January 07, 2022, 12:01:02 PM »
A problem im having with derelict op is less a balance, but rather it being more "annoying" to exploit as a player relatively optimally.
Since in comparison restoration passively brings benefit without player needing to spend extra time to remove d-mods, and you not reliant on rng here since sooner or later all dmod will be gone. Compared to derelict op you either need to intentionally break your ships or semi-controlled enviorment, or just hope for the best with rng.
Or another comparison is green branch support doctrine, which grants 20% reduction. Obviously its different that its more combat focused without logistics buff, and you cant stack it with officers but for sake of argument lets assume other bonuses from it offset the difference. So for every other ship you now need 4-5 dmods on a ship to make it "worth" having derelict op over support, which now again leads us to being insentivised to break ships or pray to rngesus. While support doctrine conditions are fairly reliably achieved without needing player to spend extra time grinding for something.

While i dont think it need to get stronger, but would be nice is some logistical "simplification" to accumulate D-mods easier like "sloppy recovery" option next to difficult recovery post battle where you get plenty of dmods + some minor boon like token extra loot. Or perhaps version of "rugged construction" without penalty reducion but very likely to get dmods + nearly guaranteed recovery.

7
Mods / Re: [0.95.1a] Fleet Size By DP
« on: January 06, 2022, 05:16:56 AM »
Yeah at this point i cant see myself without playing this mod. Allows to field more frigates\destroyers without feeling artifically punished.

8
General Discussion / Re: My quit moment
« on: December 16, 2021, 05:52:42 PM »
Generally thing which i found the most "unfun" in starsector are when cruiser and capital ships get good mobility ship systems. Them being pain in the ass to punish is one thing, but they force a very specific gameplan each time othervise you're going to be punished real bad, so you better have a tight formation deathball or else. In vanilla i can think of only radiant able to do things like this, but some modded ships i've seen play out radiant-scenario in very similar fashion if they have similar-ish ship systems.
Unlike regular enemy anchor ships you can't focus and pin them down, since they will retreat very efficiently as flux will rise up. But they surely can punish you for pretty much anything, and AI surely struggles to respect looming Radiance danger in vicinity. So very often i end up watching Radiant chewing through a flank, while rest of my fleet gets bogged down with smaller remnants and struggling to responce, and then inevitably whole fleet flopping like dominos.

So to put it simply its dynamic of "you cant punish it, but it can punish you" which feels frustrating. So it generally feels like only way to beat it is with raw power (thank god its getting 50%dp increase because it whiped the floor with any 40dp capital i've fielded too so overpowering it didnt feel like an option sometimes). Closest thing to radiant in vanilla i can think of is cruiser phase ships, but unlike Radiant phase ships have more pronounced weaknesses you can exploit.

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Mods / Re: [0.95a] Roider Union 1.2.2
« on: October 21, 2021, 09:21:42 AM »
well refits are for combat, it would make sense that bunch of ore mining corps would commission own design for ore haulers, since asteroid mining would have slightly different needs than commercial transport.

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Modding / Re: Mod Request: Star Trek Faction, The Cooperative.
« on: October 08, 2021, 05:05:25 AM »
What is your scope and your budget?
three fiddy

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Mods / Re: [0.95a] Weftin's Ship Pack
« on: September 26, 2021, 02:07:26 AM »
Looks promising, will give those ships a go on next playthru whenever that happens. Really like they have their very distinct own style, while not strongly clashing with game style.

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Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: August 16, 2021, 02:47:09 AM »
Being playing with the mod recently, generally love faction roster, though factory ship seems to be reliant on player control to be efficient, ai seems to handle missile forging only half-efficiently.
Tried different ballistic\energy weapon setups to keep ship from tryin to engage too close or too long, shorter range often puts its in danger, while longer range weapons take priority over missile production. Also ship really likes to vent during missile forging without finishing the process fully. No idea if its even possible to fix those issues due AI in vanilla was never taught this style of ship.

But its quite hilarious to watch 8 sabot racks with expanded racks salvo, which completely disables pr much all cruisers, sadly in combat its less usefull since low priority ships will often force to use ammunition which ship struggles to replenish in timely manner.

Other than that think rest of roster is amazing, even have niches for Fox. Currently trying to get hands on a capital ship.

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Modding / Re: [0.95a] Arbworks ships. Pangolin class update.
« on: July 03, 2021, 01:21:29 PM »
Hmm i guess i could've try to give it a bit more rounded feel with shading, i ll try it later on.

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Mods / Re: [0.95a] Fleet Size By DP (Beta)
« on: July 03, 2021, 01:20:11 PM »
Definitely wanna try this mod in my future playthrough. Having wide vs tall choice felt important to me in games, so I appreciate this mod. :D

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Modding / Re: [0.95a] Arbworks ships. Pangolin class update.
« on: July 03, 2021, 01:12:34 PM »
Maybe i'm biased as a creator, but i don't see it, since i intended it to be simple to reinforce "cheap but reliable military" idea. No idea how anime gacha game is tied to it, then again i never played it :v

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