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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Flacman3000

Pages: [1] 2 3 ... 13
1
General Discussion / Settings you use to increase invasions on Nex.
« on: July 21, 2021, 01:38:08 PM »
Has anyone edited Nex settings (exrelin_config & settings in data>config) to have more frequent invasions I find myself able to protect and invade more often than factions which makes my game skewed in my favour so I was thinking of making my game harder without any damage or loot modifiers? If you change your settings could you share them I'm only trying to make my frequency of invasions 2X more than usual.

2
The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.

It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.

ahh I see thanks for that in-depth analysis and insight I was thinking about setting allowpinvasions to true because I wanted the pirates to be able to attempt capturing colonies after they have been completely wiped out by me or assisting them if I am allied with them. I am fearful that if I wipe them out they won't exist anymore to invade thus making them extinct in a way but I was curious how they respawned back if they can't invade anyhow.

3
allowPirateInvasions: Pirate-type factions* can launch invasions, and can themselves be targeted for invasions by NPC factions. (there are also a couple of other, related effects)

countPiratesForVictory: If false, pirate-type factions are not checked for the conquest or diplomacy victory types (i.e. you don't need to befriend pirates and their markets don't count towards the total pool for conquest threshold).
However, the player-commissioning faction always counts for victory, so for player with a pirate commission the pirate markets and relations are checked for the victory condition.

*this includes pirates, Luddic Path, and the Junk Pirates mod faction


Config changes are reflected in existing saves.

Thank you so much for this clear information! Do I need to worry about game breaking "related affects" or do pirates have other affects relating to normal invasion that I don't need to know about as I'm curious why pirate invasions are off by default.

TL DR what are the related affects when set to true? For allowpinvasion.

4
Presumably because Pirates also have temporary markets in their raiding bases, and that temporary-ness doesn't go away when they're captured by another faction.

By temporary markets you mean the trading you can do on hidden pirate markets (for example bounty pirate colonies) last I checked strike missions and player military action destroys these "temporary raiding markets" are you saying NPC's can capture and make them permanent I've never seen that happen at all.

5
Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start?
I mean... you kinda quote your own answer. retakePirateMarkets allows invasion of select pirate worlds even if allowPirateInvasions is off.
Thus allowPirateInvasions must control whether you can invade a pirate market.

1- Forgive me (I am playing a pirate-oriented playthrough I don't want to come across as annoying) so I assume that my solution is to enable allowpirateinvasions so that even from the start pirate colonies get invaded which is exactly what I wanted but am currently wondering why specifically the pirates have these allow invasions switch set to false? does the ludic path have one also or is it literally up to the player to invade pirate-only starting markets? I've noticed pirates never invaded colonies per se in my game they exclusively only raid systems it that intentional?

2- Also, can anyone confirm whether editing parameters in the config gets updated in a current save, or do I need to make a new game?

3-
Code
"countPiratesForVictory": false,
Does this mean that if allied to pirates (player) no victory can be achieved if set to false?

6
Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start? Possibly stupid question.

Code
    "allowPirateInvasions": false,
    "retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at the start of the game, even if allowPirateInvasions is false

1a- If I wanted to make invasions appear more often (2 times more often) could I just cut the invasion grace period in half? I notice I invade more than factions which makes it so that I end up being the one colonizing everything for domination too quick.

7
Maybe the mod can include a well-written fan faction between you and NPC with dialogue describing the sinful activities you are performing with your virtual uh nvm.

Jokes aside this is a horrible idea for vanilla unless family trees and inheritance were introduced. Like bannerlord.

8
Mods / Re: [0.95a] Capture Officers and Crew
« on: May 20, 2021, 12:20:27 PM »
what makes a faction have slaves as an illegal commodity? is it the diplomatic alignment I don't see faction files where you added slaves as illegal commodities?

9
Suggestions / Re: Alien Life png market condition?
« on: May 20, 2021, 09:56:34 AM »
Well, as a matter of strict terminology, we've had "alien life" as part of the game since almost day 1 - Jangala in the Corvus system (the very first, and only for a while, campaign system in the game) has a natural, but aggressive Inimical Biosphere on it that requires burning back every once in a while. Randomly generated planets can also come up with Inimical Biosphere, presumably also natural, alien life.

The icons that scare me (or possibly intrigue me) more are death, and xenoplague.

Ya, I saw death too and was like Jesus what kind of market trait is that lmao. We might see it as a market trait pertaining to saturation bombardment that criples a colonys growth rate due to all the bodies still decaying on the planet?

10
Suggestions / Re: Alien Life png market condition?
« on: May 20, 2021, 09:53:58 AM »
I'm guessing it's just a placeholder. It may get implemented as something influencing hazard rating and food or organics availability. I mostly see it as a counterpart to Inimical Biosphere, as in planets having their own fully fledged flora and fauna.

Spoiler
Alternatively, it may contain free hugs.

[close]

I figured  ;D LOL

11
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 20, 2021, 12:39:33 AM »
Ah that explains it so ill change the file path for now! Thanks for that clarification your a godsend now hopefully i can find some time to learn more and release a full-fledged mod soon.

12
Suggestions / Alien Life png market condition?
« on: May 19, 2021, 10:57:20 PM »
Does anyone know if this is a placeholder? What is the purpose of this implementation, later on, I would really like to see some more endgame content revolving around aliens is that a possibility?

13
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 07:07:49 PM »
Also Tart I was experimenting and teaching myself with this mod to make a new one similar to this one, and when I replaced most of the planet textures some changed in my game and some others remained the same! even though I deleted the image file from the mod folder! how is that even possible? In particular the Burnt, Azure and Auric world continue to look like the original texture instead of my replaced one is there a backup directory for some planet textures or is the texture just so well integrated somewhere? I'm so confused about how a texture that I clearly deleted is still appearing, do some textures save to the game save file?

14
Mods / Re: [0.95a] Unknown Skies v0.43 (2021/03/27)
« on: May 19, 2021, 07:02:58 PM »
Hey Tart I've never heard any of the sounds in the mod files what are they for they sound interesting.
Crimson clupeidae?

I'm not too sure what you are saying my friend :(, I play with random core worlds if that helps.

15
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.1)
« on: May 19, 2021, 04:52:26 PM »
Hey man, I'm working on a mod exactly like the Unknown skies mod have any idea how you made that compatible with this mod? Is it done on my side or as I assume from your side? Could you give some information on where your mod needs to be compatible with my planet types like one of mine is an Exotic World it is basically similar to Jungle worlds in all respects. With only a cosmetic difference.

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