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Messages - Nyctophonik

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16
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 03:47:57 PM »
To help consider how to narrow down the faction traits, here is how I would categorize them with lore justification.

Of the MbG, these are their core faction personality 'flavour' traits- "neutralist", "temperamental", "paranoid", "devious"
Lore reasons: Isolationist (neutralist), they have infighting among faction elites and rogue AI activity, never certain exactly who is in charge (temperamental). Worried about debtslave insurgency, don't want foreigners liberating their slaves (paranoid). Phase ships, covert activity and organ/slave smuggling with Sindria (devious)

For the KoC, these are the core faction personality 'flavour' traits- "devious", "submissive", "helps_allies"
Lore reasons: they are war profiteers who want more war for profits (devious), will seek alliances for protection (submissive), and then goad the bigger allies into fighting so they can sell industrial exports (helps_allies).

And these are the traits that both factiosn have but are for gameplay reasons only, not lore or 'flavour'- "monopolist", "lowprofile", "irredentist"

Monopolist to make them attack players, lowprofile to keep them alive when they have only 1 planet and the Angry periphery is not used, irredentist to help them recapture homeworlds when Angry Periphery is used.
I think that Monopolist can honestly be dropped, Paranoid and Devious will make them engage in more than enough hostilities (Opportunistic wars, failed agent actions)
Low Profile makes more sense for the isolationist M-G than the KoC, Irredentist isn't really required for either of them.

17
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 03:45:55 PM »
I'm glad to get a second/third opinion on this, because it means that I'm less to blame for bad balancing decisions lol.
No problem. I can make even worse balancing decisions for you :P

Irredentist was intended for use with the Angery Periphery submod, since their vanilla and modded defences are weak enough that they are likely to lose their homeworlds from Nex invasions. The intention was to ensure they would use the extra planets from Angry Periphery to recapture the homeworlds rather than attacking the planets of other factions. Is it redendant or excessive in this context? I don't actually use invasions in my game so I've never seen what a faction does when it loses a planet.
Generally, Irredentist makes the faction doggedly pursue retaking their territory. Revanchism, is, at minimum, -8 - and only increases with planet size. A 50% bonus basically shuts the door on diplomacy and usually makes war constant and inevitable, in my experience anyways. The Persean League having the trait, along with lots of easily-invaded planets, is why Nex games descend into war so fast.

Heirarchy/militarism was from the KoC being partly staffed by ex-hegemony military veterans, it also helps them join the Iron Shell 'Greater Hegemony' alliance which is an alliance based on militarism so they need it to be a positive value, without it they get locked out.
It doesn't need to be positive. It just needs to be not negative. You could set their alignments to 0 if you wanted. That being said, I see a much clearer case for Hierarchial over Militarist.

Nyct, did you think the diplo stuff was OK?
Other than the stuff I did bring up, basically yes.

In a nutshell Angry Periphery creates four new new systems two of which have planets for KoC and Mbaye. The intent was to give them a power boost; and try my hand at making custom systems.

It also enabled Commissions/Hostillities since it was disabled in Everybody Loves, but given the work Vcuh is doing on the Nex side I've decided to make enabled the default going forth.

Trade Centre and Outpost grant +2 Stability, I'm using them to help offset the -3 from Commerce. Similarly the +1 from Stealth Minefields offsets -1 from Rogue AI, although this was more of a happy coincidence since I was using them for flavor.

Keep up the good work Vcuh and thanks for the advice Ncyt.
I didn't know that. Neat.

18
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 01:48:14 PM »
The mod I made is a faction mod (or three). It adds some anti-Hegemony factions whose combined strength was, in testing, enough to deter the Hegemony + Iron Shells' often brokenly powerful alliance.
... most of the time.

Couldn't find any attachments on restructing the economics of KoC/M-G, but:
 - Do note that traits like Trade Center and Outpost have no effect right now. If you want them for the sake of having them, though, that's fine.
 - I'm pretty sure you want to be swapping the "mult" and "count" on the cryosanctum, to prevent a billion cryosanctums semi-breaking the economy.
 - I don't know if the Cryorevival center does anything considering that there isn't a ship to accompany it
 - The attachment for Arcadia has 5 industries on Agreus: Refining, Military Base, Tech-Mining, Heavy Industry, and Shipbreaking.

As for their diplomatic relations...
 - Irredentist feels somewhat unnecessary, at least on KoC markets. The bonuses to revanchism have a tendency to spiral out of control
 - Swapping off Dislikes AI on the KoC makes sense.
 - Generally, this is a lot of traits for factions to hold. Most all factions have no more than 4, because past that you start confusing players and the traits begin to lose their meaning. If M-G is generally isolationist, maybe drop Devious/Paranoid/Monopolist. If KoC is a Hegemony puppet and under their protection cutting Low Profile could be reasonable. Even if those factions might suggest those traits, they don't have to actually exist - and refining their identity down to a couple core traits would help.
 - This is probably the first time I'm okay with a faction having Helps Allies, @ modders stop putting Helps Allies on ALL YOUR FACTIONS
 - KoC being Hierarchial/Militarist to me seems like it should get a review. Also, consider making them both anti-Ideological. Especially the M-G.

Once I figure out how to do those little drop-down windows I could try my hand at reorganizing the economy.

19
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: September 26, 2022, 12:10:34 PM »
I smell nex settings/econ conversation...

... but really, considering I made a giant database about it I like to think I'd be able to advise economic/diplomatic changes, if you want me to of course. I also made a (currently unreleased) mod focused entirely on the economy + politics over the guns or hulls.

and while I'm here, how does the Periphery Planet Pack work? You say that it makes the Ko/M-G stronger, but I don't notice anything suggesting that...
I'll probably just run the game for myself to find out, though.

20
Modding / Re: Colonies of the Modiverse
« on: September 08, 2022, 05:21:59 PM »
MODIVERSE UPDATE

I've added all non-faction planets that are added in mods, as well as Nexerelin diplomacy. I've begun working on adding enhancement mods, too, and put in a few missing factions.

21
Modding / Re: Colonies of the Modiverse
« on: September 07, 2022, 02:20:53 PM »
I did remove the modded factions side sheet but the Magellans/Apex disappearing was not intentional. Seeing as neither author has told me and it doesn't seem like any unknown users edited the doc, I'm safely assuming it was an error on my part and am fixing it.

22
Modding / Re: Colonies of the Modiverse
« on: July 13, 2022, 07:40:22 PM »
Note: Finished adding Ground Defenses, Special Industries, Total Items for every faction!

also added a few more (namely VAO, ScalarTech, 9th Battlegroup, Carter's Freetraders, ORKS, and the Kyeltsziv). I put the Domain Historical Society, Neutrino Corp. and the First Persean Empire under a separate sheet, sinc they don't have (up to date) forum pages to link.
I think that's all the factions I want to add. for now. let me know if there's any missing, I'm really bad at remembering things. I also am holding to not adding factions whose devs aren't in the Unofficial Discord just so that communication is easier. Also, there's now Luddic Path, Independent, and Pirate categories under the "Vanilla" spreadsheet.

I'm currently (s l o w l y) working on adding in the extra worlds that factions add (like indies and pirates and the many factions that add League planets). The current system is how I continue to plan to do it - mostly because other ways would require too much work or are extremely unfeasible on my end :P .

well, I have more shenanigans to get to. bye

23
Modding / Re: Colonies of the Modiverse
« on: June 29, 2022, 03:37:42 PM »
Well done! Super helpful!

Thanks!

Hey will you be adding Tiandong Heavy Industries if it updates for the newest version? There's some interesting colonies there. Also will there be other factions included on the list? Because at the moment it's missing independent worlds and pirates.

I'm planning on adding any factions that are updated to 0.95 / 0.95.1. Currently the biggest focus is on finishing the ground defenses/special items update but any new factions that crop up I'll try to put in!

24
Modding / Colonies of the Modiverse
« on: May 30, 2022, 09:10:17 AM »
For the past while, I've been working on a big sheet of information on colonies and their industries, as a giant economic reference. So, I grant you all the Colonies of the Modiverse!
Currently contains the 5 major factions, and various modded factions of various sizes, as well as the industries they contain.

Link to the Colonies of the Modiverse here.


If you're a modder who does/n't want to be on this document then comment it on the sheet or in this forum post.

Thank yous go out to Timid & SafariJohn for their suggestions and assistance with setting this whole thing up, as well as the Unofficial Starsector Discord in general.

25
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
« on: May 29, 2022, 07:57:50 PM »
Hello there, I gave N3ophobe credit and a TY in the changelog notes. I assume that is you on discord. (least I hope so) Nice to hear you are excited heh.

Yep, it's me, I use a different name here. Hopefully the changes work well!

26
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.85 - 05/28/22
« on: May 28, 2022, 06:09:16 PM »
   -Updated the starting relationships with the vanilla factions to more neutral and inline with JYD lore - Ty N3ophobe for your thoughts.
   -Changed the size of the pirate planet, Eldorado, in Dogstar and lowered their core usage from beta cores to gamma cores - This should balance their economy vs other pirate planets.

Oh hey that was me!!!  ;D
Can't wait to try this out.

27
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.1)
« on: April 09, 2020, 12:38:03 PM »
I was using your mod and got Odysseus contacting you from the clouds of Aeolus just after salvaging an Equipment Cache
if it matters, said cache was in a blue giant named Astarte.
I don't know how image posting works but I do have a .png of it

28
Mods / Re: [0.9.1a] Roider Union 0.8.1
« on: April 08, 2020, 07:39:16 AM »
is it possible to add Nex support for them, since you can take a commission?

29
Mods / Re: [0.9.1a RC 8] Metelson industries: 7.0.2 03/25/2020 RC1
« on: April 08, 2020, 07:33:35 AM »
I installed Metelson a couple weeks ago and have to say that it's probably one of my favorite faction mods I've tried so far. It's pretty balanced and the ships look nice and not too flashy.
a couple of notes I've noticed:
1. In Nexerelin, the Metelson is almost completely passive (doesn't use agents/declare wars) but will literally never stop fighting someone when they do get attacked.
They ally with the League a lot and will literally always vote "no" for alliance actions, causing wars to be dragged out for ridiculous amounts of time (i.e. war with the Tri-Tachyon for literally 4 years). Also Votuyro Outpost gets targeted for invasions a lot, though I've never seen a faction actually succeed at taking a Metelson colony.
2. Ragnus has too many industries on it
3. Asharu Shipyard has the same traits as Asharu itself
4. The Vigil, and Hammerhead barely ever appear in markets but do appear in patrols, and the ROMA doesn't seem to appear anywhere at all
5. (more of a suggestion) Metelson ships seem to accelerate/decelerate/manuever a lot slower than their top speed suggest (especially the Securi).
all of this is just what I noticed after 5 cycle long campaign though, and I don't know if these are intended.

30
Modding Resources / Re: Kitbash Database
« on: March 03, 2020, 03:07:12 PM »
reminder about venture  :P
also, maybe the shuttles/phase ships/tankers? some of them could be useful for details (like mercury) and ship base hulls (like gremlin) and it would be easier than a lot of other ships I'd assume
also trying my hand at mods and I'll be using mercury a lot heh

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