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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.96a] Space Truckin' v1.4a  (Read 107212 times)

edixo

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #15 on: November 17, 2022, 01:51:09 AM »

Looks great. Does the missions generate XP?

Edit: Seems they do not. Shame, it'd be a great way to play early game if they did.
« Last Edit: November 17, 2022, 02:09:50 AM by edixo »
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cptdash

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #16 on: November 17, 2022, 06:52:53 PM »

Looks great. Does the missions generate XP?

Edit: Seems they do not. Shame, it'd be a great way to play early game if they did.

I will look into having XP rewards for the next version.
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edixo

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #17 on: November 17, 2022, 08:49:21 PM »

Looks great. Does the missions generate XP?

Edit: Seems they do not. Shame, it'd be a great way to play early game if they did.

I will look into having XP rewards for the next version.
I will look forward to it.  ;D
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Dazs

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #18 on: November 19, 2022, 11:02:33 AM »

cptdash I have to give you a tip of the hat for this mod. It adds so much lore friendly content to players such as myself who are less into the combat aspect of the game. Would you mind if I add your mod to recommended with my mods on their respective pages? I think that lore wise it is a perfect pairing for both JYD and CFT as they are traders and Ore refinery since it offers commodities. BTW, I get happy every time I am offered to deliver commodities from Ore refinery :)

e

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #19 on: November 19, 2022, 11:32:38 AM »

Mod looks nice, but i have one critique:

The hullmod for the parcels has a supply penalty that is WAY too high, if you put one on an Atlas it adds a 50 extra supply maintenance per month which is disproportionally high, to the point where it's not really worth the investment. Also the hullmod seems like it's incompatible with Expanded Cargo Holds as it gets removed everytime i install the usl parcel hullmod which is not mentioned anywhere in it's description.
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cptdash

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #20 on: November 19, 2022, 07:54:42 PM »

cptdash I have to give you a tip of the hat for this mod. It adds so much lore friendly content to players such as myself who are less into the combat aspect of the game. Would you mind if I add your mod to recommended with my mods on their respective pages? I think that lore wise it is a perfect pairing for both JYD and CFT as they are traders and Ore refinery since it offers commodities. BTW, I get happy every time I am offered to deliver commodities from Ore refinery :)

Feel free, although maybe wait a week or so, I have a new version coming out soon.



Mod looks nice, but i have one critique:

The hullmod for the parcels has a supply penalty that is WAY too high, if you put one on an Atlas it adds a 50 extra supply maintenance per month which is disproportionally high, to the point where it's not really worth the investment. Also the hullmod seems like it's incompatible with Expanded Cargo Holds as it gets removed everytime i install the usl parcel hullmod which is not mentioned anywhere in it's description.

I'll look into this, thanks for the feedback! I didn't do a ton of play testing with high cargo cap fleets, but you should also be earning supply points with each mission which should help to offset the cost.
« Last Edit: November 19, 2022, 08:09:32 PM by cptdash »
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e

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #21 on: November 19, 2022, 11:44:22 PM »

Mod looks nice, but i have one critique:

The hullmod for the parcels has a supply penalty that is WAY too high, if you put one on an Atlas it adds a 50 extra supply maintenance per month which is disproportionally high, to the point where it's not really worth the investment. Also the hullmod seems like it's incompatible with Expanded Cargo Holds as it gets removed everytime i install the usl parcel hullmod which is not mentioned anywhere in it's description.

I'll look into this, thanks for the feedback! I didn't do a ton of play testing with high cargo cap fleets, but you should also be earning supply points with each mission which should help to offset the cost.

Exactly, that's what i though also, but on the other hand, having an atlas that consumes roughly 4-6 times it's maintenance cost seems a bit too much.

If the increase in supply needs to absolutely be there, i would suggest taking a page from hullmods like high maintenance and manage the increments of "double" or "triple" rather than it being a flat increase. And maybe the possibility of negating/mitigating this penalty if the hullmod is turned into an s-mod.

To be honest, this is the one not good thing that stood out to me, everything else seems pretty good.
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X1Alpha

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #22 on: November 25, 2022, 05:27:40 PM »

i get the feeling that if you hooked into the "Crew Replacer" utility mod and made passengers (Crew that take up space but do nothing) then you could make passenger liners and transport jobs. Might be something to look into if you think it fits your mod's theme.
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kadu522

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #23 on: November 29, 2022, 05:14:32 AM »

cptdash I have to give you a tip of the hat for this mod. It adds so much lore friendly content to players such as myself who are less into the combat aspect of the game. Would you mind if I add your mod to recommended with my mods on their respective pages? I think that lore wise it is a perfect pairing for both JYD and CFT as they are traders and Ore refinery since it offers commodities. BTW, I get happy every time I am offered to deliver commodities from Ore refinery :)

Feel free, although maybe wait a week or so, I have a new version coming out soon.

Mod looks nice, but i have one critique:

The hullmod for the parcels has a supply penalty that is WAY too high, if you put one on an Atlas it adds a 50 extra supply maintenance per month which is disproportionally high, to the point where it's not really worth the investment. Also the hullmod seems like it's incompatible with Expanded Cargo Holds as it gets removed everytime i install the usl parcel hullmod which is not mentioned anywhere in it's description.

I'll look into this, thanks for the feedback! I didn't do a ton of play testing with high cargo cap fleets, but you should also be earning supply points with each mission which should help to offset the cost.

I personaly feel that the higher supply cost is justified when you consider the costs. a supply = 100creds so a 50 supply per month is exentialy = 5K maintenece per month.

A single parcel delivery will make you a lot more then that. then you can just remove the hull mod and your cost's stabalise again.

So what i do is that if i intend to make parcel runs i convert all my ships to be able to hold them, make big delivery's all the time and buy supply's as needed. and when i'm done revert to the original set-up. (This is not even includeing the disconted supplys)
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Vundaex

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #24 on: November 29, 2022, 06:34:50 PM »

Great idea, but it would be even better to earn XP from missions + some relation bonus with the faction where the delivery happens.
The rewards seem pretty generous so far, is there a way to tone it down?

What is the benefit of going with USL parcels?
The freight contracts are more rewarding, so I don't get it.

I got a bug: USL contract - Food to Nirut.
Once in Nirut, I see the "!"  but for some reason, I don't see the option to deliver the food. I'll have to abandon the mission.
« Last Edit: November 29, 2022, 08:38:29 PM by Vundaex »
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cptdash

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #25 on: November 29, 2022, 10:32:37 PM »

Still working on the next update, here's what I have so far:

-XP and relation reward: done
-ui standardized around 1280x768 so it always scales correctly
-initial config faction selector, completely redesigned for people with a thousand mod factions
-redesigned contracts board for multiple levels of contracts (and ui improvements
-reward scaling is both configurable and scales down with more cargo


Great idea, but it would be even better to earn XP from missions + some relation bonus with the faction where the delivery happens.
The rewards seem pretty generous so far, is there a way to tone it down?

What is the benefit of going with USL parcels?
The freight contracts are more rewarding, so I don't get it.

I got a bug: USL contract - Food to Nirut.
Once in Nirut, I see the "!"  but for some reason, I don't see the option to deliver the food. I'll have to abandon the mission.

Parcels mission will eventually be more available, and since you can always fill your holds may be more reliable as the sector stabilizes.

Is Nirut from a mod? Mod interactions are still on the todo list...
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Vundaex

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #26 on: November 30, 2022, 05:47:09 AM »

Still working on the next update, here's what I have so far:

-XP and relation reward: done
-ui standardized around 1280x768 so it always scales correctly
-initial config faction selector, completely redesigned for people with a thousand mod factions
-redesigned contracts board for multiple levels of contracts (and ui improvements
-reward scaling is both configurable and scales down with more cargo


Great idea, but it would be even better to earn XP from missions + some relation bonus with the faction where the delivery happens.
The rewards seem pretty generous so far, is there a way to tone it down?

What is the benefit of going with USL parcels?
The freight contracts are more rewarding, so I don't get it.

I got a bug: USL contract - Food to Nirut.
Once in Nirut, I see the "!"  but for some reason, I don't see the option to deliver the food. I'll have to abandon the mission.

Parcels mission will eventually be more available, and since you can always fill your holds may be more reliable as the sector stabilizes.

Is Nirut from a mod? Mod interactions are still on the todo list...

Sounds great, looking forward to testing the next update.
Most of the modded factions are disabled, I just wanted the ships/weapons/hulls from them.
I think I only have UAF, HMI and Junkyard Dogs active (and they all work as expected so far).

EDIT: Tried another delivery to Nirut, and it worked this time.
The first time, I had 2 freighter missions + 1 parcel in the same system, I don't know if this can create issues.
« Last Edit: November 30, 2022, 06:28:38 AM by Vundaex »
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Vundaex

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #27 on: November 30, 2022, 06:02:47 AM »

Parcels mission will eventually be more available, and since you can always fill your holds may be more reliable as the sector stabilizes.
Is Nirut from a mod? Mod interactions are still on the todo list...

Your mod can be very generous, even with simple tasks that don't represent any risk. 200k for delivering 1000 heavy armament, why would I bother with the 20k missions?
I was able to buy very large freighters very quickly thanks to your mod, and then always proceed with the most rewarding missions, especially if more than one were available in the same area.
I love the idea, but it speeds up the early game by a lot considering the absence of risk IMO.

It's probably a lot to ask, but is there a way to have ambushers spawn *sometimes* in order to add some spice? Or any kind of bump along the road, so things don't always go as planned.
It would be nice to see some competition too. The player is not the only trucker and they're all looking for the best contracts, whatever it takes: sabotage, bribery, corruption, assault, etc.
It's always a question of risk vs reward.

Anyway, I personally really like your mod, most of us start each game with a trading fleet, and this makes the early game more predictable/less frustrating.

EDIT: Another comment is about contraband. For instance, heavy armament is considered contraband in some factions. This could be another form of risk/reward.
I realize that the mod completely bypasses the usual early challenges of smuggling, by providing the cargo instantly for easy rewards.
« Last Edit: November 30, 2022, 06:35:56 AM by Vundaex »
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Kris_xK

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #28 on: January 27, 2023, 11:34:23 AM »

I really love this mod, but I do not get the point of the parcels.
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Dazs

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Re: [0.95.1a] Space Truckin' [v0.9.1]
« Reply #29 on: January 27, 2023, 04:43:16 PM »

Just an fyi - for some reason in my games the Persian League will not accept my deliveries even though I am friendly with them. The two times I tried the first mission was to deliver cloned organs and the other was nanites. I do not have this issue with other factions and I wish I had better info for you, for now I just ignore missions when the destination is to them.
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