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Author Topic: [0.97a] Ruthless Sector 1.6.1 - High Risk, High Reward Difficulty Options  (Read 272155 times)

Sundog

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Glad that's helping! And, yeah, I think the difficulty of tuning-in the right strength estimation scaling is one of the weakest aspects of this mod. I try to make my mods work "out of the box" but that's a pipe dream for this one, unfortunately.

Another option I should've suggested is simply disabling ruthless sector's xp scaling and enabling the vanilla xp bonus, which tends to be more forgiving and consistent regardless of config and playstyle.

I get where you're coming from with the mining fleet start. For my latest run I'm almost exclusively using "combat-logistics" ships like mules, ventures, and shepherds, with no officers or player skills. It's brutal even fighting pirates, let alone remnants.

It doesn't help that I'm assuming the game can't tell what weapons you're using, so if you're purposefully picking mining weaponry, it doesn't like, lower the strength of the ship, right?
That's right. It doesn't consider the effectiveness of ship loadouts at all.

I legitimately wish there was a way to get XP for selling loads of cargo, meeting supply demands, other stuff besides combat.
I thought you could get xp for trade? Maybe I'm remembering an old version. There are all kinds of ways to get xp, but, you're right. Fighting large battles is the fastest way to level up by far.

Munchkin9

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Sorry if the information for this is out there, I've looked around and couldn't find it. Does ruthless sector adjust bounty rewards (system, faction and personal) or have a setting to adjust these?
I saw the "factionCommissionBountyMult" option, but I assume that is only related to commission bounties and not general bounty missions.
« Last Edit: April 08, 2023, 03:18:06 PM by Munchkin9 »
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Sundog

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I saw the "factionCommissionBountyMult" option, but I assume that is only related to commission bounties and not general bounty missions.
That's correct. Ruthless sector doesn't change the payout for any mission type, bounties included.

zirzareyda

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Like the idea behind the mod.

Quote
Makes it harder to become friendly with every faction by periodically reducing relations with a random faction if you have high enough relations with one of their enemies
Is this a good idea with Nex? Can this push you into war...?

Is it maybe underrating officers? Why? This should be something?
#  skillMult = (1 + skillFactor) to the power of the number of combat skills
"skillFactorForPlayerShips":0.0,

XP rewards for under-DP'ing are maybe too high though? Thats a match too, 4 DP for 2 Kites vs 4 DP from Lumen.


Also, doesnt recognize these bad boy shuttles as formidable combat vehicles of death.


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zirzareyda

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-quick pseudo edit-
Ah it seems it checks for "hostile" edge case and drops the decrease.
"&& faction.getRelationship(otherSide.getFleet().getFaction().getId()) <= -0.5f // -0.5 is hostile threshold"

Also, it seems ship power in the ship_data.csv not the same as DP cost. A Lumen is 8.
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Sundog

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Like the idea behind the mod.
Glad! Hope it works well for you  :)

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Makes it harder to become friendly with every faction by periodically reducing relations with a random faction if you have high enough relations with one of their enemies
Is this a good idea with Nex? Can this push you into war...?
It doesn't affect Nex diplomacy too much, but it does make it a bit more difficult and it could theoretically push you into war with a faction that's already on the brink of being hostile. "allowReputationLossEvenIfAlreadyNegative" can be set to false to change that.

Ah it seems it checks for "hostile" edge case and drops the decrease.
"&& faction.getRelationship(otherSide.getFleet().getFaction().getId()) <= -0.5f // -0.5 is hostile threshold"
That's for gaining rep from impressive victories. The code for the "friend of my enemy is my enemy" mechanic starts here

Is it maybe underrating officers? Why? This should be something?
#  skillMult = (1 + skillFactor) to the power of the number of combat skills
"skillFactorForPlayerShips":0.0,
The default settings scale the strength estimation of your ships based only on the level of your player character because I don't want to create an incentive for not using officers and s-mods.

XP rewards for under-DP'ing are maybe too high though? Thats a match too, 4 DP for 2 Kites vs 4 DP from Lumen.
Hmm, yeah maybe. In my experience the balance tends to normalize with larger battles, and it changes as you level up as well. I hope you'll let me know about your general experience with the xp adjustments as your game progresses.

Also, doesnt recognize these bad boy shuttles as formidable combat vehicles of death.
Hah! Nope. All civilian ships are estimated to have a strength of 0. Not always perfectly accurate, but better than the alternative

Also, it seems ship power in the ship_data.csv not the same as DP cost. A Lumen is 8.
Right. It's based on fleet points. In the past it was based on DP, but I changed it because remnant ships typically have disproportionately low DP for their power.

zirzareyda

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Quote
I don't want to create an incentive for not using officers and s-mods.
Not so ruthless after all...
Tbh if anything player level should not change player fleet strength rating since there are a bunch of skills that dont do anything for fleet strength but officers only do that.

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All civilian ships are estimated to have a strength of 0.
But the Kite and the Hermes count as warships? Whats the difference?

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"allowReputationLossEvenIfAlreadyNegative" can be set to false to change that.
I'd set it as default with Nex.
I was cruising in space yesterday and Nex throws those random rep changes (which for some reason dont *** me off too much ...yet) and suddenly I'm favorable with Junk Yard Dogs (mod I already kinda dislike) und they are in alliance with Luddic Church who are hostile to Hegemony and and and now I'm losing rep with Hegemony. I AM NOT DOING ANYTHING BUT FLYING IN SPACE AAAAH and go from +10 to -10 with Heg. *** me off so much, especially when those rep drop messages coming in sequence is infuriating.



Possible suggestion:
I wish the reward for winning underdog fights would be better ship salvage chances instead of extra XP or resources. I dont need or even want extra XP (I'm on Starfarer and every player level the monthly expenses jump) or resources - both are aplenty.
Right now I am playing the game where the only source of combat ships is salvage. I am not allowed to buy, find or event-gift them - I only eat what I kill.
Its kinda like the Starpocalypse mod but harsher.
So I'd wish if I went into a harsh bounty like this, that something decent would be salvageable and not shieldless freighters...
Good mod too.
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Sundog

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It seems like you have some preferences that this mod doesn't quite support. I'm not planning to make any major changes in the near future, but you're welcome to fork the repository and make your own version.

But the Kite and the Hermes count as warships? Whats the difference?
It's based on the hints defined in the ship_data.csv file. Any ship that has the CIVILIAN tag but not the CARRIER tag will be considered a non-threat by ruthless sector. This includes Hermes. Pretty sure there aren't any vanilla ships with both tags.

Malice

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Hello, I'm really like this mod, very splendid work. Can someone please tell me how can I restrict reputation changes [when I allied with enemies] for independent and pirates, I'm already tried to blacklist them and at the same time delete them from whitelist and this didn't work.
« Last Edit: April 22, 2023, 09:18:00 AM by Malice »
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Sundog

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Those lists restrict which factions grant reputation when you have an "impressive victory" against one of their enemies. The lists don't restrict which factions get upset when you are friends with their enemies, but they should. I'll change that for the next update. For now, my only recommendation is to disable the "loseReputationForBeingFriendlyWithEnemies" setting.

Malice

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Those lists restrict which factions grant reputation when you have an "impressive victory" against one of their enemies. The lists don't restrict which factions get upset when you are friends with their enemies, but they should. I'll change that for the next update. For now, my only recommendation is to disable the "loseReputationForBeingFriendlyWithEnemies" setting.
Thank you for the reply, if you change it someday I will be glad, by the way no pressure you did really good mod  :)
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Sundog

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Thanks for your understanding  :)

Sundog

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Ruthless Sector 1.5.0



Please note that this version has not yet been thoroughly tested with Starsector 0.96a

- Updated for Starsector 0.96a
- Updated LunaLib support to take advantage of new features
- Capped the strength estimation scaling from player level to 15
- Unspent skill points no longer increase the strength estimation of player ships
- The faction blacklist and whitelist for reputation gains now restrict all reputation changes

Shadowkiller

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Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #208 on: August 13, 2023, 09:17:20 PM »

From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)
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Helldiver

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Re: [0.96a] Ruthless Sector 1.5.0 - High Risk, High Reward Difficulty Options
« Reply #209 on: August 13, 2023, 09:27:21 PM »

From what iv been told on the discord this mod reduces the amount of S-mods you can use to 0 by default, but i cant find any options to disable this particular feature like all the others. If this is part of the mod could you please add the option in the configs? I would greatly appreciate it :)

What? That's from Starpocalypse, editable in one of its .json files.
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