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Author Topic: [0.97a] Everybody Loves KoC  (Read 177520 times)

Timid

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Re: [0.95.1a] Everybody Loves KoC
« Reply #75 on: August 17, 2022, 07:17:57 PM »

Quote
An imposing medium range autocannon, most effective versus shields. Also obliterates unarmored hulls with a large volume of heavy caliber projectiles.
It is known that warships of the early epoch of the Domain lacked contemporary levels of armor protection. A weapon with a name like the Mark IX Autocannon was probably a refinement of the earliest schools of weapons engineering in the Domain. Two barrels combined with a unique double-loader system form the core of the weapon system.

The Mark IX blueprints were first re-discovered in the Sector from a drifting derelict captured in the gravity well of Penelope's Star. After a hasty examination by an unqualified appraiser, the design was declared obsolete. The blueprint was auctioned off to a small mercenary organization known as the Free Star Combine, a militant subsidiary of the Ko Combine, and forgotten.

Cycles later, the Free Star Combine finally built a prototype and begun weapon trials. The weapon was deemed too huge, difficult to mount in all but the largest craft, mediocre at best versus armored targets, and its range was anything but extraordinary. Nonetheless, the Mark IX stubbornly refused to be explained away by the theorists, as its raw damage output is impressive. These naysayers were quieted even further when secondary trials showed how utterly devastating the Mark IX is to shield generators.

The results of these trials did not remain secret for long, and the availability of the now common blueprints meant that the Mark IX was quickly manufactured to meet the demand in the Sector.

Thinking there can be some potential with KoC developing a Mark X Autocannon...

However, I'm also surprised the Ko Combine doesn't Prioritize ships like the shepherd and monitor. Would it create issues like create too many monitors and shepherd?

berkenkamp25

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Re: [0.95.1a] Everybody Loves KoC
« Reply #76 on: August 19, 2022, 05:41:54 AM »

Would it be possible to list these changes? Was wondering what mod changed this stuff, aside from the sensor stuff.

changes
{
   
   # MORE OFFICERS SPAWN
   "officerBaseProb":0.4,
   "officerProbPerColonySize":0.1,
   "officerAdditionalBaseProb":0.5, # if rolled one officer, multiply probability by this and roll again
   "officerBaseMercProb":0.25,
   "adminBaseProb":0.4,
   "adminProbPerColonySize":0.1,
   "maxOfficerPromoteProb":0.1, # post-combat
   

   # SENSORS USES TOP 10 SHIPS (PREVIOUSLY USED 5)
   "sensorRangeBase":125, # detection range = base + profile + base + strength
   "baseSensorFrigate":25,
   "baseSensorDestroyer":50,
   "baseSensorCruiser":75,
   "baseSensorCapital":100,
   "maxSensorShips":10, # number of ships used to sensor profile/strength of a fleet
   "sensorRangeMax":5000, # anything beyond gets culled from detection checks
   "sensorRangeMaxHyper":2000, # anything beyond gets culled from detection checks (in hyperspace)
      
   "detectionRangeTransponderMult":1, # multiplier to detection range (NOT sensor profile) when BOTH fleets have transponders on
   "detectionRangeDetailsMult":0.5, # fraction of max detection range at which fleet composition is visible w/ transponder off
   "detectionRangeDetailsAlwaysMult":0.1, # fraction of max detection range at which fleet faction is visible w/ transponder off
   "detectionRangeDetailsAlwaysMin":50, # min value for that range
   "detectionRangeDetailsAlwaysNonFleet":0.5, # fraction of max detection range at which hidden entities are "discovered"
   
   "enableShipExplosionWhiteout":false,

   "maxCombatZoom":5.0, # zoomed out all the way (Default 2)
   "maxCampaignZoom":5.0, # zoomed out all the way (Default 3)

   "maxContacts":5,
   "defaultPotentialContactProbability":0.5, # Default 0.25

   "minPirateBases":3, # Default 2
   "maxPirateBases":7, # Default 3
   
   "minLPBases":3, # Default 2
   "maxLPBases":7, # Default 3

   "minMonthsBeforeFirstPirateRaidOnPlayerColony":12, # Default 6

}
[close]

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Great Wound

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Re: [0.95.1a] Everybody Loves KoC
« Reply #77 on: August 19, 2022, 03:42:50 PM »

1.03.38 is out and now comes with Angry Periphery, enable this 2nd mod for more hostilities.

1.03.38
 - Colony Tweaks in combination with PPP (Angry Periphery)
 - KoC Fleet tweaks
        - Reduced frequency of KoC ships 1.4>1.2 (more KoC ships = less dependance on artificial bumping)
        - Increased frequency of Monitor/Shepherd 1.0>1.1

1.03.37a/b
 - New sprites - Fury/Shrike
 - Added Mudskipper/Nebula/Starliner to Gogle line-up
 - Replaced Phase Anchor with Drive Field Stabliser on MBG Phantom
 - Increased Monthly supply cost - Phantom
 - Increased Monthly supply cost - Geist
 - Increased Grav Cannon RoF, Decreased (sustained) accuracy
 - KoCFury mounts swapped S.Ballistic<--->Energy
 - KoCFury mount change M.Universal--->Energy
 - KoCFury variant tweak
 - Google Drones - Added Unique H.Mod (Shield + OP +CR) - Can use google drones without Automated ships skill!
 - Google Drones - Replace Flares with Cannister Flak
 - Google_Shade revamp - moar missiles
 - Added Misison - Randis Conflict
 - Added Misison - Randy for Randis
 - Added missing desciptions
 - New Mbaye-Gogol faction description

ctuncks

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Re: [0.95.1a] Everybody Loves KoC
« Reply #78 on: August 20, 2022, 03:48:14 PM »


Ok I did some digging around into where I was having some issues.

1. Ed Shipyards sell their ships out of independent markets of certain size (4 and above I believe) this loses Agreus as a market, but it's really a small issue in retrospect considering the number of other markets.

2. Industrial Evolution adds the Restoration Docks (Structure) and Salvage Yards (Industry) to Agreus, this isn't affected by your mod as such. It does however add more structures to the planet and the Salvage yards are pretty similar to your Shipbreaking Center, the Salvage Yards basically makes the addition of the Shipbreaking Centre and Heavy Industry redundant.

3. The removal of Tech Mining impacts the Terraforming and Station Construction a lot. That mod swaps the Tech Mining to Domain Archeology which produces a mod specific resource and is the sole initial exporter of said resource in the sector (Domain Era Artifacts) these exports are used to keep specific structures running around the sector (Like the Cryosanctum on Nomios) as well as for player useage.

I know more or less how to fix this for personal usage, but others might find it frustrating if they lack the know how.

Thanks for this. I was thinking the issues were much more serious. Thankfully it's all industry related. It's good timing to, I'm tweaking colonies in preparation for the next release.

1. I'm afraid you're stuck with ED. I don't have a magic pill to fix this but fortunately it's not too severe.
2. I'm going to have to have a play here to see if I can find a happy medium.
3. Domain Archeology is quite an issue:
  • An easy fix would be to set "boggledDomainArchaeologyEnabled" to false. But expecting the player to flounder and find this is unfair, and forcing it from my end would upset boggled. I was considering a warning but if you're not going to read through Boggleds stuff about the mechanics/settings chances are you won't read mine.
  • Or I could increase colony size and add it back...
  • Alternatively I could see about adding it to "known issues", get boggled to flag it as compatible but make a note that due to a lack of techmining "boggledReplaceAgreusTechMiningWithDomainArchaeology" is effectively fixed to false - I'll hold off on this one though

The easy fix that seems to work alright is to just add Tech Mining into the list of Industries present on Agreus, sure it'll go over the limit, but I don't think that matters under CPU control. I tried it and the script still flips Tech Mining over to Domain Archeology despite running over capacity with industries.
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Ovid

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Re: [0.95.1a] Everybody Loves KoC
« Reply #79 on: September 12, 2022, 02:57:21 PM »

Just wanted to mention, this mod has a soft incompatibility with a few features of the Content Unlocking Missions mod. If you haven't heard of it, it's a mod that causes the main menu missions to grant in-campaign bonuses of various sorts. The problem is that a few of the missions give more options when you interact with Callisto Ibrahim, the administrator for Agreus.

Mission: "Turning the Table" unlocks a conversation option for you to get a tech-mined lootbox from her every 100 days. Except the option doesn't work if there's no tech-mining industry. To be fair, that's probably an issue with Boggled's mod replacing it with the Domain Artifacts industry, and not exactly relevant to the KoC mod.

Mission: "Hornet's Nest" unlocks a conversation option for the player to convert ores into refined metals and transplutonics. Except the option doesn't work if there's no Refining industry on Agreus, which Everybody Loves KoC currently replaces.

I'm not sure if the KoC mod author cares, but I figured it was worth reporting just in case.
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Great Wound

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Re: [0.95.1a] Everybody Loves KoC
« Reply #80 on: September 13, 2022, 08:18:14 AM »

Just wanted to mention, this mod has a soft incompatibility with a few features of the Content Unlocking Missions mod. If you haven't heard of it, it's a mod that causes the main menu missions to grant in-campaign bonuses of various sorts. The problem is that a few of the missions give more options when you interact with Callisto Ibrahim, the administrator for Agreus.

Mission: "Turning the Table" unlocks a conversation option for you to get a tech-mined lootbox from her every 100 days. Except the option doesn't work if there's no tech-mining industry. To be fair, that's probably an issue with Boggled's mod replacing it with the Domain Artifacts industry, and not exactly relevant to the KoC mod.

Mission: "Hornet's Nest" unlocks a conversation option for the player to convert ores into refined metals and transplutonics. Except the option doesn't work if there's no Refining industry on Agreus, which Everybody Loves KoC currently replaces.

I'm not sure if the KoC mod author cares, but I figured it was worth reporting just in case.

Hey Ovid,

Thanks for the bug report and providing details. Believe me I do care, I want my KoC to work with as many mods as possible. In my current version as part of 'the fix' I've increased Arcadia to size 6 (+1 industry) and neferd and downgraded KoC_Breaking so it is no longer an industry so here's what you'll get.

Restored the tech-mining and refining back to Arcadia (this should remove any issues between KoC and CUM)
The restored tech-mining should also fix the issue with TASC, however it will not fix the issue with TASC removing tech-mining and replacing it with DomainArchaeology, which will mess with CUM. You'll need to contact boggled/timid about this.

There's still an issue with ED not selling independent ships from Argeus but there's other planets out there and IE will still add it's extra industries for clutter but at least nothing is being broken. I'm happy to leave these two as is, while not ideal, they all work fine in that the player can still access the full contact of all three mods.


Any more bugs/issues be it incompatibility or balance feel free to let me know.

power12359

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Re: [0.95.1a] Everybody Loves KoC
« Reply #81 on: September 15, 2022, 10:58:27 AM »

Will this ever support Commissioned Crews?
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RoquetheRogue

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Re: [0.95.1a] Everybody Loves KoC
« Reply #82 on: September 15, 2022, 06:15:27 PM »

Amazing mod!
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Ovid

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Re: [0.95.1a] Everybody Loves KoC
« Reply #83 on: September 15, 2022, 10:39:23 PM »


Hey Ovid,

Thanks for the bug report and providing details. Believe me I do care, I want my KoC to work with as many mods as possible. In my current version as part of 'the fix' I've increased Arcadia to size 6 (+1 industry) and neferd and downgraded KoC_Breaking so it is no longer an industry so here's what you'll get.

Restored the tech-mining and refining back to Arcadia (this should remove any issues between KoC and CUM)
The restored tech-mining should also fix the issue with TASC, however it will not fix the issue with TASC removing tech-mining and replacing it with DomainArchaeology, which will mess with CUM. You'll need to contact boggled/timid about this.

There's still an issue with ED not selling independent ships from Argeus but there's other planets out there and IE will still add it's extra industries for clutter but at least nothing is being broken. I'm happy to leave these two as is, while not ideal, they all work fine in that the player can still access the full contact of all three mods.


Any more bugs/issues be it incompatibility or balance feel free to let me know.

Looking at Timid's CUM (...huh), looks like the issue with TASC and Agreus' Tech Mining was solved in an earlier version (v1.11, with v1.12 being the current version). I suspect that whatever you were changing with KoC previously was possibly reverting whatever CUM had changed in their v1.11 change.

Have you added the changes you just mentioned (in the post I'm quoting) to the mod already? I'm not seeing a Edited tag since August on the main page, or a Discord update that I can try and check if it solves the issue.

EDIT: Lol, and for a laugh, I'll point out the front forum post for KoC says the current version is 1.03.36, when I think I have the current version of 1.03.38. Keeping the forum page updated is such a pain, I'd imagine.
(I'm not trying to be rude, I genuinely find it funny about the version number, I've made CYOAs for other communities where keeping track of changes is legit annoying)
« Last Edit: September 15, 2022, 10:42:55 PM by Ovid »
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Great Wound

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Re: [0.95.1a] Everybody Loves KoC
« Reply #84 on: September 16, 2022, 04:29:36 PM »

Will this ever support Commissioned Crews?

I don't see why not, it should be pretty straight forward. How does the following sound to you?

Engine specialists - In order to avoid blockade patrols Ko Combine engineers are trained to push their engines to their limits. In order to avoid triggering an overload or safety shutdown they have to be able to anticipate problems before they arise. +1 burn speed, 20% faster engine repair speed during combat.

Phase Hazing - As part of their training Mbaye-Gogol recruits are expected to undergo a controversial number of rapid phase-shifts. Those that don't drop out are able to maintain their composure in almost any situation. +10% maximum combat readiness, 20% fewer crew casualties from hull damage sustained in combat,

I'll try get it implemented for the next release.


Amazing mod!

Thanks.


Looking at Timid's CUM (...huh)

 ;D ;D ;D

Have you added the changes you just mentioned (in the post I'm quoting) to the mod already? I'm not seeing a Edited tag since August on the main page, or a Discord update that I can try and check if it solves the issue.

EDIT: Lol, and for a laugh, I'll point out the front forum post for KoC says the current version is 1.03.36, when I think I have the current version of 1.03.38. Keeping the forum page updated is such a pain, I'd imagine.
(I'm not trying to be rude, I genuinely find it funny about the version number, I've made CYOAs for other communities where keeping track of changes is legit annoying)

Changes are in my "dev version", I've PM'd you a copy. Let me know if there's still issues.

Also, version number fixed  ;)

Ovid

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Re: [0.95.1a] Everybody Loves KoC
« Reply #85 on: September 17, 2022, 05:08:40 PM »

Have you added the changes you just mentioned (in the post I'm quoting) to the mod already? I'm not seeing a Edited tag since August on the main page, or a Discord update that I can try and check if it solves the issue.

EDIT: Lol, and for a laugh, I'll point out the front forum post for KoC says the current version is 1.03.36, when I think I have the current version of 1.03.38. Keeping the forum page updated is such a pain, I'd imagine.
(I'm not trying to be rude, I genuinely find it funny about the version number, I've made CYOAs for other communities where keeping track of changes is legit annoying)

Changes are in my "dev version", I've PM'd you a copy. Let me know if there's still issues.

Also, version number fixed  ;)

I sent you a PM, but since I'm unfamiliar with this forum's PM structure, I'm not sure if you got it, as I don't seem to be able to see my sent message. Just in case...

I swapped out .38 of KoC for .39a, and went to make a new character with my current mod list. With Nex on, I did a Free Start (Hard), with a small explorer fleet, as I just wanted to check out the Callisto Ibrahim interface. However, the game crashed before loading the new character into the game, and gave me an error message of "java.lang.RuntimeException: Weapon spec [atrops_pod] not found!"

Just to confirm, I loaded .38 back in, and the crash doesn't occur. Did you change something with weapons between .38 and .39a?

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vcuh666

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Re: [0.95.1a] Everybody Loves KoC
« Reply #86 on: September 18, 2022, 08:02:30 AM »

I'd like to install this mod with faction hostility and comissions enabled. However I don't want to install the Angry Periphery submod because I don't want any additional systems.

Will it work as intended if I don't install the Angry Periphery submod, but instead go into the "\data\world\factions\KoC.faction" file in the main KoC mod and set "offersCommissions" and "engagesInHostilities" to "true"? Or will that not work without also installing the Angry Periphery submod?
« Last Edit: September 18, 2022, 11:41:11 AM by vcuh666 »
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Great Wound

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Re: [0.95.1a] Everybody Loves KoC
« Reply #87 on: September 18, 2022, 11:48:52 AM »

I sent you a PM, but since I'm unfamiliar with this forum's PM structure, I'm not sure if you got it, as I don't seem to be able to see my sent message. Just in case...

I swapped out .38 of KoC for .39a, and went to make a new character with my current mod list. With Nex on, I did a Free Start (Hard), with a small explorer fleet, as I just wanted to check out the Callisto Ibrahim interface. However, the game crashed before loading the new character into the game, and gave me an error message of "java.lang.RuntimeException: Weapon spec [atrops_pod] not found!"

Just to confirm, I loaded .38 back in, and the crash doesn't occur. Did you change something with weapons between .38 and .39a?

My bad, I forgot I moved the Atropos pod from KoC to the latest version of Of Ludd and Lions but left an entry in the faction files under known weapons. If you go in to  "\data\world\factions" and remove the entry under 'known weapons' it'll fix it. Alternatively you can add Ludd and Lions to your enabled mods and it'll fix it that way. Didn't catch it because I'm working on both at the same time and often have them running concurrently. Fixed in the latest, latest version.

I'd like to install this mod with faction hostility and comissions enabled. However I don't want to install the Angry Periphery submod because I don't want any additional systems.

Will it work as intended if I don't install the Angry Periphery submod, but instead go into the "\data\world\factions\KoC.faction" file in the main KoC mod and set "offersCommissions" and "engagesInHostilities" to "true"? Or will that not work without also installing the Angry Periphery submod?

That'll work. If you take a sneaky peak in the .factions of angry periphery you'll see that's exactly what it does, overwrite those two values with true:

Code
{
"id":"KoC",
"custom":{
"offersCommissions":true,
"engagesInHostilities":true,
},
}

Angry periphery is targeted more for the people who don't want or know how to change those values. The extra planets are to give them some extra oomph, because a one planet faction declaring hostilities against the Hegemony feels a bit silly.

vcuh666

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Re: [0.95.1a] Everybody Loves KoC
« Reply #88 on: September 18, 2022, 12:34:55 PM »

Angry periphery is targeted more for the people who don't want or know how to change those values. The extra planets are to give them some extra oomph, because a one planet faction declaring hostilities against the Hegemony feels a bit silly.

Thanks!

I was going to make them compatible with Nexerelin by following the advice you gave on the PPP thread. Presumably this would be enough?-

"Copy the Hegemony.json (data/config/exerelinFactionConfig) and change the id. to 'KoC', tweak other values to preference (Use TriTachyon for Mbaye-Gogle)
Add KoC to data/config/exerelinFactionConfig/mod_factions.csv"

Do you have any suggestions for what tweaks should be made to the default Nexerelin config for Heg/TT to make them more suitable for KoC/MG? I was thinking that in Nex they should be more passive than the main factions. I disable Nex invasions so they shouldn't be able to do anything stupid in my game that makes them lose their homeworlds.

Thanks for the work you put into this mod. I really appreciate that you made it feel like it could fit seamlessly into vanilla. My only complaint is that it made me want seperate factions for all the other Independent planets lol.

EDIT: I'd suggest that you place the edited .faction and nexerelin files into an 'optional' folder for future releases so that users have the option, if they want it.
« Last Edit: September 18, 2022, 02:10:29 PM by vcuh666 »
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Ovid

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Re: [0.95.1a] Everybody Loves KoC
« Reply #89 on: September 18, 2022, 04:30:16 PM »

I sent you a PM, but since I'm unfamiliar with this forum's PM structure, I'm not sure if you got it, as I don't seem to be able to see my sent message. Just in case...

I swapped out .38 of KoC for .39a, and went to make a new character with my current mod list. With Nex on, I did a Free Start (Hard), with a small explorer fleet, as I just wanted to check out the Callisto Ibrahim interface. However, the game crashed before loading the new character into the game, and gave me an error message of "java.lang.RuntimeException: Weapon spec [atrops_pod] not found!"

Just to confirm, I loaded .38 back in, and the crash doesn't occur. Did you change something with weapons between .38 and .39a?

My bad, I forgot I moved the Atropos pod from KoC to the latest version of Of Ludd and Lions but left an entry in the faction files under known weapons. If you go in to  "\data\world\factions" and remove the entry under 'known weapons' it'll fix it. Alternatively you can add Ludd and Lions to your enabled mods and it'll fix it that way. Didn't catch it because I'm working on both at the same time and often have them running concurrently. Fixed in the latest, latest version.

??? I can't seem to find what you are referring to.
"+Ko 1.03.39a\data\world\factions" only has "default_ship_roles.json", "Factions.csv", "KoC.Faction", and "maybeGoogle.Faction".
and none of them have a Known Weapons section at all.

And I tried the g-drive link you gave me, but that version of .39a is still flawed.
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