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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.97] Kon's Multi-Pack v.3.4.9 - Player Faction Expansion  (Read 139888 times)

Iwe Eri

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Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
« Reply #165 on: April 18, 2024, 05:26:39 AM »

Hi love your mod and what your adding, if you can, could you make a separate mod pack for the weapons?
I'm mostly interested in vanilla+ and the prospect of utilizing magazine weapons is very intriguing.
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
« Reply #166 on: April 18, 2024, 06:53:10 PM »

Hi love your mod and what your adding, if you can, could you make a separate mod pack for the weapons?
I'm mostly interested in vanilla+ and the prospect of utilizing magazine weapons is very intriguing.

Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.
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Iwe Eri

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Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
« Reply #167 on: April 19, 2024, 10:59:01 AM »


Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.

So thats what it does, i'll try them out, thanks for your work once gain.
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.3 - Player Faction Expansion
« Reply #168 on: April 19, 2024, 12:48:57 PM »


Hmm, I’m worried about segmenting it a bit too much, but let me think about it. Some of the new weapons, including the soon to released special energy weapon and the currently released SRM, and non-vanilla ships are locked behind a bounty. As long as you don’t choose them from the Nex start, they should be good.

On a side note, I hope you’re enjoying the new Merge Disabler submod to let you actually have the illegal commodities you had wanted before, without altering the starsector-core player.faction file. If I’m remembering correctly at least.



So thats what it does, i'll try them out, thanks for your work once gain.

Sure thing. One note: It disables the merging by using a file called playeralt.faction file instead of the player.faction file. If you do use it and want to use a portrait pack, rename the portrait pack's player.faction file to playeralt.faction file.
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GemAye

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Re: [0.97] Kon's Multi-Pack v.3.4.5 - Player Faction Expansion
« Reply #169 on: April 20, 2024, 01:06:23 AM »

Nice mod!

Quote
"makesPirateBases":false,   #TRIED IT AND DIDN'T SEE ANYTHING. PROBABLY MAKES ACTUAL PIRATE-ALIGNED PIRATE BASES.
My experience is that this makes it possible for the faction to make pirate-like bases.
In other words, "faction" can create bases anywhere in unoccupied systems (most likely, not sure), where it can spawn "faction"-ships fleets.

Quote
"pirateBehavior":false,      #NOT ENTIRELY SURE. UNTESTED. RAIDING?
Not sure either, but I do believe one of the behaviours is putting fleets at the end of slipstreams.
« Last Edit: April 20, 2024, 01:08:33 AM by GemAye »
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.5 - Player Faction Expansion
« Reply #170 on: April 20, 2024, 02:15:24 PM »

Nice mod!

Quote
"makesPirateBases":false,   #TRIED IT AND DIDN'T SEE ANYTHING. PROBABLY MAKES ACTUAL PIRATE-ALIGNED PIRATE BASES.
My experience is that this makes it possible for the faction to make pirate-like bases.
In other words, "faction" can create bases anywhere in unoccupied systems (most likely, not sure), where it can spawn "faction"-ships fleets.

Quote
"pirateBehavior":false,      #NOT ENTIRELY SURE. UNTESTED. RAIDING?
Not sure either, but I do believe one of the behaviours is putting fleets at the end of slipstreams.

I’ve been testing out the pirate bases for a little bit but so far I haven’t seen it make any yet. At the same time I suppose it’s hard when they haven’t been seen yet. Could have spawned at my enemies’ worlds without my knowledge. Will need to test.

Pirate behavior is interesting. Their fleet transponders will go off as well if it’s enabled, I haven’t seen if they go out of their way to hunt though. Did not know about the end of slipstreams, but having your own troops at random checkpoints sounds like a plus to me.

This is very informative, hopefully it can help paint a picture of these rather obscure mechanics.
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Until the thoughts arrive as the sun sets,
Basking the world in twilight,
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Glitch_out

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #171 on: April 22, 2024, 12:05:40 PM »

I think I encountered a bug. Are the blueprint packages supposed to be empty? Screenshots are too big to be linked but the standardized and specialized BP packages are empty.
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jtcbrown

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #172 on: April 22, 2024, 03:03:02 PM »

Would there be a way to make like a "blank fill in the blanks" template to select the ships / variants / weapons you want for your faction?  I am just now looking into this, have an idea of what I want for my faction but no idea how to accomplish it.  Was directed here as a start.  :D
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Jakened

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #173 on: April 23, 2024, 12:08:58 AM »

hey konturga whats the difference between "xiii mostly vanilla ships"
and the other "xiii ships"?
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #174 on: April 23, 2024, 05:03:42 PM »

I think I encountered a bug. Are the blueprint packages supposed to be empty? Screenshots are too big to be linked but the standardized and specialized BP packages are empty.

Hmm, that’s a good catch, that’s definitely a problem, let me see if I could pencil in some time and take a look later on today. Thank you for bringing that to my attention.
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It's easier surrounded by seas,
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Basking the world in twilight,
As cracks in the clouds bleed golden skylight,
They seem so far away.

Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #175 on: April 23, 2024, 05:08:54 PM »

Would there be a way to make like a "blank fill in the blanks" template to select the ships / variants / weapons you want for your faction?  I am just now looking into this, have an idea of what I want for my faction but no idea how to accomplish it.  Was directed here as a start.  :D

Hmm, so you only want to see certain weapons, ships and equipment with no others? Let me see if I know what you’re looking for.. You want the base_bp removed from the player faction and only have them use specific ships and loadouts? If you’re on the discord, you could probably send a message. I might not be able to reply immediately, but I might be able to help a bit better there.

Otherwise, I would go into the playeralt.faction file, remove base_bp and replace it with the bp package you want them to draw from. Then use the merge disabler submod as a part of the multipack to make sure the other player.faction files don’t merge them back in.
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It's easier surrounded by seas,
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Until the thoughts arrive as the sun sets,
Basking the world in twilight,
As cracks in the clouds bleed golden skylight,
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.6 - Player Faction Expansion
« Reply #176 on: April 23, 2024, 05:12:14 PM »

hey konturga whats the difference between "xiii mostly vanilla ships"
and the other "xiii ships"?

“Mostly Vanilla XIII ships” have no custom ships or weapons, while “XIII ships” is the full package. There’s a bounty for the three new ships and two new weapons in the full package as well, if you want to mess around with some mechs.
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It's easier surrounded by seas,
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Until the thoughts arrive as the sun sets,
Basking the world in twilight,
As cracks in the clouds bleed golden skylight,
They seem so far away.

xelius

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Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
« Reply #177 on: April 25, 2024, 06:15:24 AM »

Hi, first off thank you for an awesome mod. Anything that adds some distinction to the player faction is great in my book.

In my current campaign I've found the XIII bp package, however I can't acquire any of the bp's since the game claims they're already known despite me discovering them for the first time. I perused the doctrine & blueprints tab to confirm they weren't unlocked and it checked out. Is this a bug or have I set it up wrong? I'm using all the submods with the full XIII package, not just vanilla ships, except the merge disabler. I looked at the playeralt.faction file and it starts me out with the base_bp, which I assume is intended as you're supposed to find the XIII_bp first yourself? I would appreciate any help, thx in advance.



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Simbot34

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Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
« Reply #178 on: April 25, 2024, 09:32:43 AM »

Every image in this thread seems broken for me. It's likely the images were deleted off of discord or otherwise made unavailable, might I suggest an image hosting site?
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Konturga

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Re: [0.97] Kon's Multi-Pack v.3.4.8 - Player Faction Expansion
« Reply #179 on: April 25, 2024, 11:43:59 AM »

Hi, first off thank you for an awesome mod. Anything that adds some distinction to the player faction is great in my book.

In my current campaign I've found the XIII bp package, however I can't acquire any of the bp's since the game claims they're already known despite me discovering them for the first time. I perused the doctrine & blueprints tab to confirm they weren't unlocked and it checked out. Is this a bug or have I set it up wrong? I'm using all the submods with the full XIII package, not just vanilla ships, except the merge disabler. I looked at the playeralt.faction file and it starts me out with the base_bp, which I assume is intended as you're supposed to find the XIII_bp first yourself? I would appreciate any help, thx in advance.





There was an issue with a previous version, it should be working now in 3.4.7 and above. Although it looks like I needed to do the fix for the vanilla XIII ships mod as well. Should be working now.

The blueprints are usually needed to be found on their own, but if you want to start with the majority of them and most of the weapons, you can choose one of the Nex starts as XIII battlegroup.
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It's easier surrounded by seas,
A simple safety, Without regrets,
Until the thoughts arrive as the sun sets,
Basking the world in twilight,
As cracks in the clouds bleed golden skylight,
They seem so far away.
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