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Author Topic: [0.95a] Second Wave Options (0.6.5) - Options for Adjusting Campaign Difficulty  (Read 155146 times)

Morrokain

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I tested it on my end and it still seems to work fine. My guess is that there were some overwriting issues or a corrupted download.

Try deleting the mod folders from /mods/ and re-adding them. If that still doesn't work, try redownloading and repeat the previous step.

This is my post from the Archean Order thread. I *think* this is probably the issue but I can't reproduce this either.

Thanks for testing out all the mods! I'm glad that things are working as planned so far. Better Colonies will likely require some sorcery to get working, but Second Wave Options comes as a bit of a surprise. I'll take a look at fixing that tonight especially now that I have highlight parsing and highlight color logic done for Expanded Fleet Dialogue. Those were the goals for this week.

Hmm. I'm not reproducing this error, but I took a look at the code for Second Wave Options and my hunch is that it's a path separator issue based upon your operating system in the "replace" section of mod_info.json - (found in the first level of the mod directory). Can I get your operating system for informational purposes?

This is the entry in Second Wave Options:

Code
	"data/variants/kite/kite_Interceptor.variant",

This is the entry in Archean Order:
Code
	"data\\variants\\kite\\kite_Interceptor.variant",

Try changing these to match each other in format and the issue should hopefully go away. Not sure which format your operating system would require though.
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RustyCabbage

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Second Wave Options v0.5.3b
This update is not save compatible.

Changelog:
v0.5.3b
Additions
-New custom variants for autofit to inevitably butcher! Should help with any
-Salvage Experience (renamed; previously Second Wave) Hullmod now has adjustable settings in RCSW_SETTINGS.ini. Be mindful when importing your settings.

Fixes
-Hopeful fix to some slowdowns in heavily-modded games when reduced salvage hullmod is enabled. Thanks to wtftucker.

Variant Changes
Guardian | Standard | Mjolnirs->Plasma Cannons, rear Devastator->Autopulse. Should be more dangerous than before.
Conquest | Standard | Slight optimizations that I don't remember.
Brawler | Assault | Atropos->Harpoons.
Condor | Strike | Pirannhas->Perditions.
Enforcer | Assault | Arbalests+Thumper -> 3 Railguns. Someone convince me Thumpers are good.
Enforcer XIV | Elite | Now properly follows the regular Elite setup.
Kite | Standard | Salamanders->Harpoons.
Kite A | Interceptor | Salamanders->Harpoons.
Shrike P | Attack | More aggressive loadout.
Sunder | Close Support | Tach->HIL. Light Mortars->Vulcans. Gravitons->Tac Lasers. Sabots->Reapers. Added Hardened Shields.
Sunder | Overdriven | Autopulse->Plasma. LDMGs->LMGs. Removed frontal PD.
[close]



0.5.3a died in-house. Anyways, if you're experiencing consistent lag spikes when the hullmod option is enabled, please let me know.

So uh 0.5.3b is not save-compatible. If you'd like a save-compatible version with most of the features (the hullmod options remain unadjustable), see here.

PreConceptor

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If you're still looking for ideas, I have one.

I noticed that there's no way to specifically reduce the rep gain from trading without changing the rep loss and stability impact. I looked into making a way to reduce the rep gained from trading by a percentage to be used in conjunction with your settings.json lines for making black market trading have more consequences, but it seems to be beyond me.

If there is a way, I think it could round out those settings changes into a bigger feature, as the only issue with them currently is that they make it way too easy to gain rep by trading since the rep gain and loss from trading is coupled in that "economyPlayerTradeImpactMult":3.5, resulting in huge rep gains even from small trades.
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Rei Akiba

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good sir...how to disable "Slow CR" feature...i just want major factions to be stronger..thats all...dont want any debuff for my gameplay, and does it can still be disable while in mid-campaign??...and i dont want "Dark sector" default to be enabled right away
« Last Edit: July 10, 2020, 08:35:52 AM by Rei Akiba »
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RustyCabbage

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If there is a way, I think it could round out those settings changes into a bigger feature, as the only issue with them currently is that they make it way too easy to gain rep by trading since the rep gain and loss from trading is coupled in that "economyPlayerTradeImpactMult":3.5, resulting in huge rep gains even from small trades.
Oof, that's unfortunate. Does changing "economyPlayerSellIllegalImpactMult" while keeping the TradeImpactMult low make a difference? I'll admit I haven't touched the settings.json file in a long while (also I guess I rarely use the open market so I didn't notice these issues).

good sir...how to disable "Slow CR" feature...i just want major factions to be stronger..thats all...dont want any debuff for my gameplay, and does it can still be disable while in mid-campaign??...and i dont want "Dark sector" default to be enabled right away
You can open RCSW_SETTINGS.ini with any text editor. Under Features, just switch whatever settings you don't want from "true" to "false".

RustyCabbage

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Second Wave Options v0.5.4
Save compatibility unconfirmed.

Changelog:
v0.5.4
.ini Changes:
-"DEglobalMult": *NEW* Added a global multiplier for Doctrine Evolution, so you don't have to tune individual effects.
-"DEaddRemnantShips": *NEW* option to increase size of remnant fleets to account for their improving numShips doctrine (previously was an always-on setting).
-"DEraiderFactionMult": Default from 1 to 0.8. Makes it a little harder for pirates/LP to get better gear.
-"DEmaxNumShipsFromDoc": Default from 6 to 2. Now matches vanilla constraints, which probably won't solve cap spam issues but at least I can say I tried!

Other
-More new custom variants for variety.
-Rebalanced DEaddNewTechnologies.
-More attempts to massage the auto-fitter (no, game, the PCL is not a fitting replacement for a Locust)

Variant Changes
Atlas2 | Combat | Gauss->Mk9. Added more Vulcans, I think.
Aurora | Balanced | Back Sabot Pod->Twin Salamander Pod. Atroposes->Sabots. Front PD Laser->AM Blaster.
Brawler | Assault | Removed ITU. Added IEA.
Brawler | Elite | Reapers->Hammers.
Centurion | Assault | Removed ITU. Added second rear Vulcan.
Conquest | Standard | Now a sensible asymmetric loadout.
Dominator/D | Assault | Removed 3 Vulcans. Added IPDAI.
Dominator | Rocket | Removed 3 Vulcans. Added IPDAI.
Dominator | Fighter Support | Broadswords->Talons. Added EMR. Weapon changes.
Dominator XIV | Elite | Removed 3 Vulcans. Added IPDAI.
Enforcer | Assault | Middle Railgun->Heavy Mortar. Hammers->Reapers.
Enforcer | Fighter Support | Thunder->Talon. Added IPDAI. Rebalanced caps/vents.
Gryphon | Standard | Annihilators->Harpoons. HVD->Heavy Autocannon.
Gryphon | Fire Support | Annihilators->Harpoons. HVD->Heavy Autocannon.
Guardian | Standard | Front Flak->Heavy Needlers. Removed Stabilized Shields.
Legion XIV | Elite | Stuff.
Onslaught/XIV | Elite | Downgraded most PD from DFC->Flak->Vulcan. Added IPDAI, AWM.
Onslaught | Outdated | Downgraded some PD from Flak->Vulcan. Added IPDAI, AWM.
Onslaught | Standard | Downgraded most PD from DFC->Flak->Vulcan. Added IPDAI, AWM.
Paragon | Elite | Adjusted PD grid. Salamanders->Reapers. Added IPDAI.
Paragon | Escort | Adjusted PD grid. Salamanders->Reapers.
Paragon | Raider | Adjusted PD grid. Salamanders->Reapers. Added IPDAI.
Shrike | Attack | Removed ITU. Added frontal PD Laser.
Shrike | Support | Front 3 smalls->LRPD Lasers. Sabot Pod->Harpoon Pod. Added IPDAI.
Wolf/H | Assault | Removed ITU, Stabilized Shields. Sabots->Reapers. Added AM Blaster.
Wolf | Strike | Removed hullmods. PD Lasers->Burst PD Lasers.
[close]

eidolad

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Howdy again,

I have a Dassault Mikhoyan Engineering start with the latest version and implemented that "Fortress Europe Start" I mentioned some time ago, and this appears to work great, as intended.

Spoiler
Code
     ###########################
####### SECURE MARKETS CONFIG ##
     ###########################
"SMaffectModFactions":true,            #Boolean. Default `false`.
"SMaddGroundDefenses":true,             #Boolean. Default `true`.
#Adds Ground Defenses/Heavy Batteries.
"SMsizeForHeavyBatteries":4, #Integer. Default 6.
#At this market size and above, all Ground Defenses will be replaced by Heavy Batteries.

"SMaddMilitaryBase":2, #Integer (0-2). Default 0.
#1: Adds Military Bases/High Commands to non-Pirate/LP markets of a given size (if they did not have any before & they have a free industry slot).
#2: Adds Military Bases/High Commands to all markets of a given size (if they did not have any before & they have a free industry slot).
#0 or Otherwise: No effect.
"SMsizeForHighCommand":5, #Integer. Default 7.
#Minimum market size for High Command to be added if applicable.
"SMsizeForMilitaryBase":3, #Integer. Default 6.
#Minimum market size for Military Base to be added if applicable.

"SMaddPatrolHQ":1,                  #Integer (0-2). Default 1.
#1: Adds Patrol HQs to non-Pirate/LP markets (if they did not have any before).
#2: Adds Patrol HQs to all markets (if they did not have any before).
#0 or Otherwise: No effect.

"SMaddStations":2,                  #Integer (0-2). Default 1.
#1: Adds Stations to non-Pirate/LP markets of a given size (if they did not have any before).
#2: Adds Stations to all markets of a given size (if they did not have any before).
#0 or Otherwise: No effect.
"SMsizeForStarFortress":4, #Integer. Default 7.
#Minimum market size for Star Fortress of random type to be added if applicable.
"SMsizeForBattleStation":2, #Integer. Default 6.
#Minimum market size for Battle Station of random type to be added if applicable.
"SMsizeForOrbitalStation":1, #Integer. Default 5.
#Minimum market size for Orbital Station of random type to be added if applicable.


[close]

Overall, the additional static defense and high commands seems to be an interesting and needed twist.   Star Fortresses are alone able to laugh at my cruiser-weight fleet and deter me from cheesing a bunch of quick colonies for my faction.

Two observations/questions though:

1) In two game starts with latest Nex version, and the above options:  The "problem" is that I find that over time, other factions completely eclipse the capability of my faction to field large fleets.  The most I can figure out is that the standing fleets of my faction aren't up to the weight of the main faction fleets.  Or is RNJesus just rolling up a series of bad events that affect those particular games?

In my current Dassault-Mikoyan Engineering game:  Luddic Church has taken at least three markets from DME.  In the Kostroma system, two multi-battleship LC fleets roam around chasing tiny destroyer-weight DME fleets.  The closest thing to a "response fleet" from DME is cruiser-weight.  Lavoisier Base was taken quite early by LC, and then the second DME planet in that system fell as well.  The snow ball effect is in full force.

I'm not sure where the issue is, whether with Nex or other mods...


2) Feature request or maybe I'm overlooking something:  Is there a way to boost a particular faction's defense fleet size/frequency?

a) for example:

SMaddHeavyIndustry      # that will replace a non-military industry as needed to allow for it
SMaddPristineNanoForge # I suppose this could be imbalancing per se, if that provides a player with perfect ships to buy
SMboostIncome              # or whatever will help that faction produce more defense fleets

For example:  target a particular faction and boost one of their systems to invest in larger, and persistent, defense fleets.
I.e. lore-wise:  if a faction dares settle in the core worlds...it had better have one sector that is formidably defended.

Note that all of this is really simply because if I'm playing a "faction flavor start" on my way to having my own colonies, but I don't want to lose access to the faction shipyards some time in the middle/late game.  I could work around this with "enable faction respawn" I suppose.

« Last Edit: August 09, 2020, 06:08:34 AM by eidolad »
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RustyCabbage

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Hiya, thanks for sharing your thoughts!

Two observations/questions though:

1) In two game starts with latest Nex version, and the above options:  The "problem" is that I find that over time, other factions completely eclipse the capability of my faction to field large fleets.  The most I can figure out is that the standing fleets of my faction aren't up to the weight of the main faction fleets.  Or is RNJesus just rolling up a series of bad events that affect those particular games?

In my current Dassault-Mikoyan Engineering game:  Luddic Church has taken at least three markets from DME.  In the Kostroma system, two multi-battleship LC fleets roam around chasing tiny destroyer-weight DME fleets.  The closest thing to a "response fleet" from DME is cruiser-weight.  Lavoisier Base was taken quite early by LC, and then the second DME planet in that system fell as well.  The snow ball effect is in full force.

I'm not sure where the issue is, whether with Nex or other mods...
If it's a faction you're commissioned with, then it's just misfortunate. I didn't apply any bonuses to the player's faction, since I thought it a) would help the player snowball too easily, and b) would not properly be reflected by the doctrine UI (not even sure if it would crash or something if the numbers are too high). Snowballing shouldn't be super prevalent in the first few cycles (while the player's level/# of colonies is low), but it really depends on the size of the faction. I'll think about adjusting the weight of the first few planets to even the odds a bit more if you think it's a major problem though (there are some limited options in the .ini if you're interested in managing it yourself, hopefully it's commented well enough).

2) Feature request or maybe I'm overlooking something:  Is there a way to boost a particular faction's defense fleet size/frequency?

a) for example:

SMaddHeavyIndustry      # that will replace a non-military industry as needed to allow for it
SMaddPristineNanoForge # I suppose this could be imbalancing per se, if that provides a player with perfect ships to buy
SMboostIncome              # or whatever will help that faction produce more defense fleets

For example:  target a particular faction and boost one of their systems to invest in larger, and persistent, defense fleets.
I.e. lore-wise:  if a faction dares settle in the core worlds...it had better have one sector that is formidably defended.

Note that all of this is really simply because if I'm playing a "faction flavor start" on my way to having my own colonies, but I don't want to lose access to the faction shipyards some time in the middle/late game.  I could work around this with "enable faction respawn" I suppose.
Those seem like reasonable additions. I'll see how the implementation would work out. I'm not quite sure how I would provide more robust defenses without some annoying externalities, but I'll try to think something up.



Also, I've heard a report of issues saving/loading with the mod enabled. If anyone has experienced this, I'd appreciate any .log files thrown my way so I can figure out what's happening.

eidolad

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thanks for the info...I also luv the term "misfortunate"...


Further observations on having adequate fleet defense for a colony/orbital:  I think that a major element is simply a result of system generation and/or static arrangement

a) many core systems have multiple factions in them, and frequently have pirate colonies in them as well

b) and many of these factions are actively shooting at each other.  and always are at war with pirates

c) thus it is a StarSector/Nex given that system defense fleets are going to be drained dry running around and stomping on the respective enemy faction's system defense fleets

d) I come along and set of Second Wave Options to add powerful orbitals everywhere (that repair automatically back to full strength on their own)

e) Thus Mrs. System Defense Fleet in my "Fortress Europe" scenario is doubly overburdened


_______

Which makes me wonder if actually I'm actually achieving a net-zero on making core systems "safer".  Actually, I think I'm getting a mixed result:

a) the mixed faction sectors are very busy stomping on each other's fleets and (newly added, powerful) bases constantly, and may in fact be more vulnerable to those freshly spawned "full strength invasion fleets" that make a beeline to their exhausted targets

b) The single faction sectors are much safer with the orbital having a good chance of having the crucial (full strength) fleet support needed

_______

Which leads to a further pure-sky ideas/suggestions:

SMaddCoreSystem     // adds a random system to (all?) factions that has a colony with a fully upgraded military infrastructure and Star Fortress, and no other factions in that system

(Perhaps the above is out of scope for the mod...but whelp no harm in floating the idea...or perhaps I should suggest this for another mod such as Nex...)


SMhomogenousCapitalSystems   // boolean.  If true:  converts ownership of non-aligned colonies in a faction's capital/home world to be owned by that faction.  Improves system defense.

(this setting would make no sense for small single-sector factions though, which I think occur in Valyra's Sector, for example)
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RustyCabbage

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Further observations on having adequate fleet defense for a colony/orbital:  I think that a major element is simply a result of system generation and/or static arrangement

a) many core systems have multiple factions in them, and frequently have pirate colonies in them as well

b) and many of these factions are actively shooting at each other.  and always are at war with pirates

c) thus it is a StarSector/Nex given that system defense fleets are going to be drained dry running around and stomping on the respective enemy faction's system defense fleets

d) I come along and set of Second Wave Options to add powerful orbitals everywhere (that repair automatically back to full strength on their own)

e) Thus Mrs. System Defense Fleet in my "Fortress Europe" scenario is doubly overburdened
Yeah, I imagine part of the issue is that there are so many military bases being added under your settings, especially with stuff like pirates/LP who are basically hostile to everyone.

Which leads to a further pure-sky ideas/suggestions:

SMaddCoreSystem     // adds a random system to (all?) factions that has a colony with a fully upgraded military infrastructure and Star Fortress, and no other factions in that system

(Perhaps the above is out of scope for the mod...but whelp no harm in floating the idea...or perhaps I should suggest this for another mod such as Nex...)


SMhomogenousCapitalSystems   // boolean.  If true:  converts ownership of non-aligned colonies in a faction's capital/home world to be owned by that faction.  Improves system defense.

(this setting would make no sense for small single-sector factions though, which I think occur in Valyra's Sector, for example)
These ones I'm far more reluctant to implement. It seems like it would add too much jank and have a lot of potential for messing up either code-wise or the themes of each mod faction (e.g. Kadur suddenly receiving Oasis would kinda ruin their story background). Out of scope is probably the right way to describe it.

eidolad

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thanks makes sense.  I think that for future games I will dial back to previous settings and set personal player limits like:

a) no invading undefended colonies in the core systems (pirate or otherwise) for my faction
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RustyCabbage

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[0.9.1a] Second Wave Options (0.6.0) - Options for Adjusting Campaign Difficulty
« Reply #72 on: September 09, 2020, 11:21:06 AM »

Second Wave Options v0.6.0
Not save compatible.

Some bug fixes, some cleanup. Improved variants are now optional. No longer overrides the simulator. Fixed version checker issues.

Changelog:
v0.6.0
Additions
-No longer overrides .variant files. Still affects AI fleets, but now missions and the simulator will still contain the original variants. Updated the simulator to include many Second Wave variants. You can now disable the updated variant files by removing data/world/default_ship_roles.json. Side effect: some of the goal variants are going to have identical names.
-Doctrine Evolution: reimplemented infinite fleet size scaling, but it will only have an effect in hyper late game scenarios.
-Many new variants added.
-Updated .version file for migration to GitHub.
-Relocated .java files to places a proper src file.

Fixes
-Doctrine Evolution: fixed issues with point allocation stopping too early.
-Fixed dumb decision to mess around with derelict and remnants .faction files.

Variant Changes
Aurora | Assault | Swapped positions of Heavy Blaster and Pulse Laser.
Condor | Attack | One Broadsword->Khopesh.
Eagle/D | Assault | Removed RFC. Added rear PD Lasers.
Eagle | Balanced | Removed RFC. Added rear PD Lasers. Energy slots swapped from 3x Graviton, 3x PD -> 1x Ion Beam, 5x LRPD. Added Hammers.
Eagle XIV | Elite | Removed RFC. Added rear PD Lasers.
Enforcer | Assault | Outer Reapers->Sabots. Inner Reapers->Hammers.
Enforcer | Escort | Removed.
Enforcer/XIV | Elite | Reapers->Hammers.
Hammerhead | Elite | Removed.
Hammerhead | Overdriven | Rear Vulcans->LMGs. Adjusted vents and caps (now max vents).
Heron | Attack | Burst PD Lasers->LRPD Laser Grid. One Thunder->Khopesh.
Heron | Strike | Burst PD Lasers->PD Lasers. Added Hardened Subsystems.
Falcon | Close Support | Second HVD->Heavy Mauler. Graviton Beams->LRPD Lasers. Harpoons->Hammers.
Falcon XIV | Elite | Second HVD->Heavy Mauler. Left Graviton Beam->Ion Beam. Right Graviton Beam->LRPD Laser. Harpoons->Hammers.
Gemini | Standard | Harpoon->Pilum. Removed EMR. Added Hardened Subsystems.
Legion | Assault | One Mk9->HAG. Switched missile placement.
Legion | Escort | Removed.
Legion | Fire Support | One Thunder->Khopesh. Switched Pilum placement.
Medusa | Attack | Removed RFC. PD->LRPD.
Mora | Assault | One Broadsword->Khopesh.
Mora | Support | One Thunder->Khopesh.
Onslaught | Standard | Frontal DFC->Flak Cannon. Added a frontal Vulcan Cannon.
Onslaught/XIV | Elite | Frontal DFC->Flak Cannon. Added a frontal Vulcan Cannon.
Sunder | Assault | Railguns->Light Needlers. Sabots->Hammers.
Sunder | Close Support | Reapers->Hammers. Removed Hardened Shields, Stabilized Shields. Added Advanced Optics, Hardened Subsystems.
Shrike P | Attack | AMB->Pulse Laser. Front Left PD Laser->Ion Cannon. Other PD Lasers removed.
Tempest | Attack | Sabots->Harpoons. Removed RFC. Added Advanced Optics.
Venture | Rocket | Now has more rockets.
Vigilance | Standard | Graviton->Tac Laser. Harpoon Pod->Pilums. Removed EMR, Added ECM Package, Hardened Subsystems, Unstable Injector.
Wolf | Close Support | Removed EMR. Added Hardened Subsystems.
[close]



@eidolad, I decided at this point that those suggestions you made (addHeavyIndustry, addPristineNanoforge) have too many balancing implications for me to work on it at the moment. They also didn't seem like they would actually help solve the issue you're facing. I'm still not discarding them entirely, but I don't have plans to work on them for now.

AgroXx

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Hey, I like your mod, especially "SALVAGE EXPERIENCE HULLMOD" but I wanna keep the base stat of salvage chance of your mod without the increasing chance per level but I don't know how to do that and if it is possible because you say "Currently only uses the values given below and is not adjustable." so I prefere ask to you before doing anything.
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RustyCabbage

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Hey, I like your mod, especially "SALVAGE EXPERIENCE HULLMOD" but I wanna keep the base stat of salvage chance of your mod without the increasing chance per level but I don't know how to do that and if it is possible because you say "Currently only uses the values given below and is not adjustable." so I prefere ask to you before doing anything.
Oops, the values have been adjustable since 0.5.<something>, but I forgot to remove that comment. Thanks for the heads up and I'm glad you're enjoying the mod.

At least in the latest version, just go to the .ini file:
Under SALVAGE EXPERIENCE HULLMOD CONFIG change
"HMincrPerLevelFrigate"
"HMincrPerLevelDestroyer"
"HMincrPerLevelCruiser"
"HMincrPerLevelCapital"
from their current value to 0 and it should work fine.
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