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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 - Sundog

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31
Mods / [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« on: February 13, 2024, 12:32:22 PM »
Perilous Expanse
(A more challenging alternative to Nomadic Survival)



Change Log and Old Versions (shared with NS)

Compatible with all mods except for Fuel Siphoning and Nomadic Survival (due to overlapping functionality)
Can be added to existing games.
All updates are save-compatible unless stated otherwise.
Integrated with
Version Checker
Can NOT be removed from games in which it was already used.
Configurable by editing the OPTIONS.ini file in the mod folder or using
LunaLib to edit settings in-game.


In the base game, all you need to easily access the entire map is a single, cheap fuel tanker.
This mod changes that by making resource management and survival an integral part of exploration.


Perilous Expanse makes the sector seem much larger.
Not by increasing distances and travel times, but by making it necessary to find ways to refuel during long expeditions.
It drastically limits how far you can travel without refueling, but it also provides several new ways to obtain fuel.
This makes expeditions to distant stars a matter of careful planning or clever improvisation rather than just bringing more fuel tankers.
Several parts of the map may even seem unreachable until you unlock new abilities, learn new tricks, discover helpful artifacts, or figure out new ways to craft fuel.

Features:

Everything from Nomadic Survival


This mod is essentially an alternate version of Nomadic Survival with different default settings and a few additions.
  • Survey planets to discover sites where operations can be conducted to exploit or exchange resources.
  • Siphon fuel from nebulae.
  • Embark on extended expeditions to collect valuable Anomaly Data.
For a gentler experience that adds to exploration without overhauling it, go with Nomadic Survival instead of this.

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Overhauled Fuel Economy

  • Maximum travel range is drastically reduced. Not only does traveling through hyperspace require twice as much fuel, but the drive field anomaly cannot be prevented (unlike Nomadic Survival). This means tankers will gradually lose their usefulness the further you travel without interacting with a colony (or stabilizing your drive field in some other way).
  • While fuel capacity is limited, it is easier to come by. The base-price of fuel is reduced from 25 credits to 10. This makes it cheaper to buy, but also means fewer resources are required to siphon or craft it.
  • Fuel siphoning is less efficient outside of nebula systems (40% vs 75%). With the default settings you get 10 fuel per unit of supplies in nebula systems, but only 4 fuel in normal systems.
  • The Auxiliary Fuel Tanks hullmod has been changed. Some ships have extremely poor fuel capacity, making them undesirable for exploration with this mod. The new effect alleviates that by benefiting those ships far more than ships with high fuel capacity. It also costs very few ordnance points, making it an obvious choice for ships with low fuel capacity that you want to bring on expeditions.
  • The Bulk Transport skill has been changed to only increase fuel capacity up to 25% instead of 50%. This change does not apply if Quality Captains or any other mod that overrides Bulk Transport is used.
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A Few Other Changes

  • Survey and analyze missions with objectives further than 10 LY from the center of the map now offer additional payment to compensate for increased difficulty and danger.
  • The "spacer start" is enabled as an option for new games. It's a challenging vanilla feature that is normally hidden.
  • The accessibility penalty for distance from other colonies has been halved in order to avoid discouraging exploration of distant worlds. To compensate for this, base upkeep costs are increased by 20%.
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Questions and Answers

Why make an alternative version of Nomadic Survival?
I've wanted to turn Starsector's exploration into a more challenging and dynamic experience for a long time. While Nomadic Survival provides most of the features necessary to do that, I stopped short of limiting fuel range because I knew most players would want the new features without the increased difficulty. But that meant it didn't provide the experience I wanted to create, except with a great deal of tweaking. Without limited travel range, the "crafting system" of Nomadic Survival is merely a novelty, instead of being a necessary part of travelling great distances, as it was always intended to be.

Perilous Expanse could have been some sort of settings preset or mod pack, but I thought it would be best to make it a separate mod for several reasons:
  • While providing many of the same features, both mods have completely different goals and audiences.
  • Being able to add features and change settings that wouldn't make sense for Nomadic Survival.
  • Saving settings independently for each mod with LunaLib, preventing saved Nomadic Survival settings from overwriting the Perilous Expanse defaults.
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Can I switch between Perilous Expanse and Nomadic Survival?
Yes. The number of ordnance points used by any ship with Auxiliary Fuel Tanks installed will change, but that should be the only issue.
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Do settings for Nomadic Survival affect this mod?
No. Both mods provide the same options, but your settings are saved separately for each mod.
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How do I undo the changes to accessibility and upkeep?
Open "Perilous Expanse/data/config/settings.json" and remove the lines for the settings you don't want this mod to change.
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How do I get rid of the changes to Auxiliary Fuel Tanks?
Delete "Perilous Expanse/data/hullmods/hull_mods.csv"
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Can I undo the Bulk Transport nerf?
No. You'd have to switch to Nomadic Survival to get rid of that.
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Will mods that are integrated with Nomadic Survival also work with Perilous Expanse?
Mostly.
Any additions to the files in "/data/config/nomadic_survival" (such as new operations) will work for both.
Both mods use the exact same code, but they have different IDs, so if a mod checks for one ID it should generally check for both.
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32
Hyperdrive 2.5.2
Save-compatible with versions 2.0.0 and up




- Fixed an error caused by disabling the drive field anomaly from Nomadic Survival (hyperdrive would try to use it to calculate fuel cost and fail)

33
Ah, thank you! All fixed now. I thought it would automatically become latest again once I removed the pre-release tag. Guess not!

34
Thanks for the feedback! The vast majority of the price comes from the 3 s-mods. Each s-mod increases the price by a flat 400K. I think that's a pretty enticing offer during the early/mid game, but not so much during the late game when these events tend to appear most often. In fact, I'm pretty sure I turned down a similar offer in my current game (it was also for a monitor ;D). What do you think would be a good price increase for each s-mod?

35
No worries! Really appreciate you looking into it!

36
Could the exception I reported here ever be caused by returning a HashSet from IntelInfoPlugin.getIntelTags instead of a LinkedHashSet? Or maybe by failing to return a set with "Important" from an intel that returns true from isImportant()? I'm trying to verify that fixing these things prevents the CTD, but I still haven't managed to reproduce it. The stack trace makes it seem like something that would be caused by returning a set that includes null, but I don't see a way any of the mods I was using could've done that.

Hmm, that doesn't sound likely - the LinkedHashSet, I mean. Are you able to get a stack trace of this with -RC8?
Ah, ok. Thanks for checking! I still haven't managed to reproduce it, sadly, but I'll keep trying/brainstorming. I'll let you know if I get a stack trace with RC8, but that might not be likely considering how rare this seems to be.
edit: When you said RC8 I thought you were referring to the latest (RC9). Pretty sure the stack trace I got *was* with RC8, but not 100%

37
No problem  :)

38
General Discussion / Re: Love the Colony Crisis system!
« on: February 12, 2024, 12:25:38 PM »
I couldn't agree more! I'm generally not a fan of passive income in games, and I'd started playing with no colonies as a self-imposed rule. But the colony crisis system finally makes it feel like there are tangible, varied, interesting threats against my budding empire. Colony threats have become something to look forward to (or dread/avoid, if you're unprepared) instead of a repetitive task to deal with. The improved control over threat progress (and transparency about it) is also very welcome. Perhaps it could use a bit more polish, but it's an impressively well-done system that's clearly backed up by a lot of experience, player feedback, and careful consideration.

Chasing mercs through hyperspace and trying to isolate them in order to pick them off one at a time was one of the coolest experiences I've had in this game. Really looking forward to seeing what kinds of crises faction mod creators come up with  ;D

39
The loyalty system still applies to AI ships/cores, but only if they are "fully integrated." Since 2.2.0:
Quote
AI cores are no longer affected by integration status (loyalty) unless fully integrated
One of the reasons for that change was to address the very problem you had.

40
No problem  :)

41
Could the exception I reported here ever be caused by returning a HashSet from IntelInfoPlugin.getIntelTags instead of a LinkedHashSet? Or maybe by failing to return a set with "Important" from an intel that returns true from isImportant()? I'm trying to verify that fixing these things prevents the CTD, but I still haven't managed to reproduce it. The stack trace makes it seem like something that would be caused by returning a set that includes null, but I don't see a way any of the mods I was using could've done that.

42
So i was trying to have the data set so when i call the mission, it sets a random planet and gives its distance, star system and calls the map. but it does not call any and acts like nothing happens.
Not sure exactly what you're trying to do, but it sounds like you might want to use the ShowMapMarker command or dialog.getVisualPanel().showMapMarker(). Is there any vanilla mission that does what you're trying to do? If so it might be a good idea to try to copy the relevant parts from that mission.

43
Bug Reports & Support / Re: [0.97a-RC8] L7 Officers downgraded
« on: February 11, 2024, 11:23:24 AM »
I have no Leadership skills.
Do you have the Cybernetic Augmentation (Technology) skill by any chance? That would make it possible for this to be a "normal" officer, since it lets you give your officers two elite skills.

44
Here ya go:
Nomadic Survival v0.1.3.1 for Starsector 0.96a
Enjoy!

btw you can find old versions for all of my mods by clicking the "Change Log and Old Versions" link near the top of their description posts.


45
Bug Reports & Support / Re: The Typo Thread
« on: February 10, 2024, 10:08:48 PM »
In rules.csv: "There's barely any reaction at first, just a smattering of previous undetected relays"
Seems like "previous" should be "previously"

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