Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Pages: 1 ... 12 13 [14] 15

Author Topic: [0.97a] The Xhan Empire, version 2.51 Gramada  (Read 387076 times)

SpaceDrake

  • Admiral
  • *****
  • Posts: 549
  • Piloting space mecha for fun and profit(?)
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #195 on: March 31, 2024, 06:54:32 AM »

Is it just me or does this mod replace most of the ships in some Independent fleets, such as bounty hunters and mercenaries, with export model Xhan Empire ships? Not a big deal or anything, but I'm curious, does this mod maybe add new "fleet templates" or something that the Independents use?

I've definitely noticed the Xhan exports becoming extremely prominent in free-spawned merc etc. fleets as of the current update. (Quest spawns etc. still seem to behave mostly as intended.) Which is strange, because at a glance those ships aren't treated particularly differently in the data files and aren't given any special weights.

I've gone ahead and disabled them in independent fleets for now just to make sure mercs have variety.
Logged

Juan-Dela_Cruz

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #196 on: April 13, 2024, 06:46:10 AM »

The Myrianous' system messes up the target ship's Devastator projectiles. They hit their own ship but they do no damage.
Logged

Bugatti

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #197 on: April 25, 2024, 08:22:04 PM »

Is it just me or does this mod replace most of the ships in some Independent fleets, such as bounty hunters and mercenaries, with export model Xhan Empire ships? Not a big deal or anything, but I'm curious, does this mod maybe add new "fleet templates" or something that the Independents use?

I've definitely noticed the Xhan exports becoming extremely prominent in free-spawned merc etc. fleets as of the current update. (Quest spawns etc. still seem to behave mostly as intended.) Which is strange, because at a glance those ships aren't treated particularly differently in the data files and aren't given any special weights.

I've gone ahead and disabled them in independent fleets for now just to make sure mercs have variety.
Which ones exactly, or all?
Logged

Takion Kasukedo

  • Admiral
  • *****
  • Posts: 557
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #198 on: April 26, 2024, 10:57:29 PM »

Mostly the (E) models, including but not limited to;

Brakad-Class Cruiser
Ennik-Class Cruiser (Export)
Olkazan-Class Destroyer (Export)
Vukan-Class Missile Destroyer

and maybe two others?
Logged
If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

Bugatti

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #199 on: April 27, 2024, 10:21:47 AM »

Mostly the (E) models, including but not limited to;

Brakad-Class Cruiser
Ennik-Class Cruiser (Export)
Olkazan-Class Destroyer (Export)
Vukan-Class Missile Destroyer

and maybe two others?

What i did was remove all listed since they didnt have weights defined within the file and left the tags. Not sure if that will suffice.
Code
{
# ships the faction gets access to when importing S&W out-of-faction
"shipsWhenImporting":{
"tags":["XHAN_Olkzan_export"],
"hulls": [
    ],
},
"knownShips":{
"tags":["XHAN_Olkzan_export"],
    "hulls": [
    ],
},
},
Logged

Stormy Fairweather

  • Captain
  • ****
  • Posts: 257
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #200 on: June 05, 2024, 03:33:58 AM »

is there any kind of limitation to the damned Myrianous taking over my ships? everytime i fight this thing it takes over another ship every 5 seconds or so, i've seen the mind control wear off a few times so i know it isnt permanent, but it is a LOT longer than the cooldown for the ability, which is a problem. the longer the fight goes the higher the ratio of ships you dont control, and as soon as a ship is taken over every nearby ships instantly starts shooting it rather than the Myrianous.

i like challenges and all, but this game engine is simply not equipped to handle your ships being hijacked. 'avoid' doesnt prevent your ships from destroying your ships, and there is no way to tell your ships to flat out NOT attack something. this is a neat concept for a fight, and i do like the idea... but the inability to order your ships to NOT destroy ships under makes this nothing but frustrating. it simply isnt fun to have no control. game design 101, frankly. if you could order ships to ignore a ship entirely, this would work. as is... worst experience i have ever had in starsector. by far.
Logged

AnXel LG

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #201 on: June 05, 2024, 10:53:11 PM »

is there any kind of limitation to the damned Myrianous taking over my ships? everytime i fight this thing it takes over another ship every 5 seconds or so, i've seen the mind control wear off a few times so i know it isnt permanent, but it is a LOT longer than the cooldown for the ability, which is a problem. the longer the fight goes the higher the ratio of ships you dont control, and as soon as a ship is taken over every nearby ships instantly starts shooting it rather than the Myrianous.

i like challenges and all, but this game engine is simply not equipped to handle your ships being hijacked. 'avoid' doesnt prevent your ships from destroying your ships, and there is no way to tell your ships to flat out NOT attack something. this is a neat concept for a fight, and i do like the idea... but the inability to order your ships to NOT destroy ships under makes this nothing but frustrating. it simply isnt fun to have no control. game design 101, frankly. if you could order ships to ignore a ship entirely, this would work. as is... worst experience i have ever had in starsector. by far.

   KILL IT!! KILL IT WITH FIRE!!  Take a bunch of moras with broadsword and warthog fighters and OVERWHELM IT. Use the Ziggy or a 4 tachyon lance build paragon as the killing hammer to bring it down.
Logged

Szasz

  • Captain
  • ****
  • Posts: 324
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #202 on: July 27, 2024, 06:39:55 PM »

is there any kind of limitation to the damned Myrianous taking over my ships? everytime i fight this thing it takes over another ship every 5 seconds or so, i've seen the mind control wear off a few times so i know it isnt permanent, but it is a LOT longer than the cooldown for the ability, which is a problem. the longer the fight goes the higher the ratio of ships you dont control, and as soon as a ship is taken over every nearby ships instantly starts shooting it rather than the Myrianous.

i like challenges and all, but this game engine is simply not equipped to handle your ships being hijacked. 'avoid' doesnt prevent your ships from destroying your ships, and there is no way to tell your ships to flat out NOT attack something. this is a neat concept for a fight, and i do like the idea... but the inability to order your ships to NOT destroy ships under makes this nothing but frustrating. it simply isnt fun to have no control. game design 101, frankly. if you could order ships to ignore a ship entirely, this would work. as is... worst experience i have ever had in starsector. by far.

Yes, there are many limitations and weaknesses to the Myrianous' system. For example it is only as strong as its enemies. On a side note that's why that ship works against a staggering amount of Radiants. Don't bring your main fleet against it which is probably configured to deliver the biggest punch. Bring low firepower (it is a single enemy for god's sake) or peculiar ships (like phase).
A clean method would be assembling a bigger fleet with increased tankiness and little firepower (you may use only autocannons and no HE if you want to, get clever), and configuring the flagship to something non AI friendly. Ever made a super awesome build that wreaked havoc but the computer was utterly stupid with it? Those what I'm talking about. I never suffered any loss in this way. However, loss is not a bad thing and is very affordable in SS. This is a one off fight for a single reward. Just build what's necessary and throw it against the creepy boss, then take out your regular fleet from storage and forget about the past.
The next one is technically an exploit so make sure you want it before you read.
Spoiler
An unclean method is to abuse how the author wrote the AI. I suspect the use of the mind control system is on a timer which cannot take control effects into account for correct timing (=system AI is simple). Hence if you spam system overload on the ship then it most certainly loses the ability to mind control anything. Even a few Harbingers are enough. The fight becomes so unfair it's not even funny.
On second thought, this could be intended as the Goggergeck also works and it would make sense that Xhan Empire provided all the tools for defeating its own boss.
[close]
« Last Edit: July 28, 2024, 09:48:56 PM by Szasz »
Logged

SpycraftExarch

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #203 on: August 05, 2024, 07:04:01 PM »

Hello fellow starfarers.
I have a weird little problem - took Cluster down before engaging checkpoint (missed it was it's own station). Now Checkpoint is in a weird spot, where it's under empire control, but plays my faction music and if i want to attack it, i have to fight... my own fleet? Any advice outside of giving cluster back to empire and storming it all over again?
« Last Edit: August 05, 2024, 09:51:25 PM by SpycraftExarch »
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 138
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #204 on: August 05, 2024, 07:40:49 PM »

Is it just me or does this mod replace most of the ships in some Independent fleets, such as bounty hunters and mercenaries, with export model Xhan Empire ships? Not a big deal or anything, but I'm curious, does this mod maybe add new "fleet templates" or something that the Independents use?

I've definitely noticed the Xhan exports becoming extremely prominent in free-spawned merc etc. fleets as of the current update. (Quest spawns etc. still seem to behave mostly as intended.) Which is strange, because at a glance those ships aren't treated particularly differently in the data files and aren't given any special weights.

I've gone ahead and disabled them in independent fleets for now just to make sure mercs have variety.

I have a similar issue with this mod, a lot of faction fleets (tri-tachyon, independents, perseans, etc) all use Xhan Empire ships in their fleets. Any way I can remove this? (so only Xhan uses their own ships)
Logged

Szasz

  • Captain
  • ****
  • Posts: 324
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #205 on: August 12, 2024, 11:23:34 AM »

Hello fellow starfarers.
I have a weird little problem - took Cluster down before engaging checkpoint (missed it was it's own station). Now Checkpoint is in a weird spot, where it's under empire control, but plays my faction music and if i want to attack it, i have to fight... my own fleet? Any advice outside of giving cluster back to empire and storming it all over again?

Couldn't recreate this.
Logged

Fatebreaker68

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #206 on: August 19, 2024, 07:43:37 PM »

Hello fellow starfarers.
I have a weird little problem - took Cluster down before engaging checkpoint (missed it was it's own station). Now Checkpoint is in a weird spot, where it's under empire control, but plays my faction music and if i want to attack it, i have to fight... my own fleet? Any advice outside of giving cluster back to empire and storming it all over again?
Yeah I'm having this too.
Logged

ggttcc2

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #207 on: September 01, 2024, 08:51:25 AM »

Mostly the (E) models, including but not limited to;

Brakad-Class Cruiser
Ennik-Class Cruiser (Export)
Olkazan-Class Destroyer (Export)
Vukan-Class Missile Destroyer

and maybe two others?

What i did was remove all listed since they didnt have weights defined within the file and left the tags. Not sure if that will suffice.
Code
{
# ships the faction gets access to when importing S&W out-of-faction
"shipsWhenImporting":{
"tags":["XHAN_Olkzan_export"],
"hulls": [
    ],
},
"knownShips":{
"tags":["XHAN_Olkzan_export"],
    "hulls": [
    ],
},
},
Could you tell me where to modify that code? Many thanks!
Logged

RoadTrain

  • Lieutenant
  • **
  • Posts: 53
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #208 on: September 22, 2024, 12:29:02 PM »

If you manage to invade and take over The Cluster somehow, the Cluster Checkpoint Station enters a weird state where it both is and isn't in player control... which allows the player to fight their own stations. It also means that during counter invasions (from Nexerelin) the player is not automatically able to join the defensive side and being near the planet during the invasion causes defender strength to be dropped to a 3rd.
Spoiler
[close]
This did allow me to see what happens if your own faction turns hostile to you: Not much. They'll try to intercept but fail. This bug also allows you to fight your own fleet which means that you deploy ships but they spawn on the enemy side. Overall, really weird... pls make Cluster Checkpoint Station swap sides properly!
Logged

Warriorcatv2

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97a] The Xhan Empire, version 2.51 Gramada
« Reply #209 on: September 24, 2024, 04:10:05 PM »

Hey their. I love your mod. I'm currently doing a United Pamed playthrough & just realized, that I've never seen any ship blueprints for them. Do they exist? I've found you can't reverse engineer them to discover the blueprints either. Was that intentional?
Logged
Pages: 1 ... 12 13 [14] 15