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Author Topic: [0.97a-RC11] What we left behind 4.0.0 (Beta available)  (Read 136414 times)

NikoTheGuyDude

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[0.97a-RC11] What we left behind 4.0.0 (Beta available)
« on: August 27, 2022, 12:33:19 PM »

What we left behind (Previously known as more planetary conditions)


The domain's fall echoed into history, an event never forgotten. It is up to us - the explorers, the scholars, the historians - to pick up the pieces, and harness the power we once lost.
What we lost, and what we left behind.


Adds a variety of planetary conditions to the sector, as well as a smattering of mysteries and awe-inspiring vistas.

Can be added to an existing save, but only the exploration content will generate. Run niko_MPC_genSpecialContent if adding to an existing save
DEFINITELY not safe to remove from a existing save.

Major conditions:

Anti-asteroid satellites
Arrays of anti-asteroid satellites surround certain planets. These satellites suppress the asteroid condition, increase ground defense, decrease pather interest, and reduce accessability. However, what they're most useful for is the fact that they bolster the orbital defenses.
If you attempt to interact with a planet with satellites in orbit, and 1. its uncolonized, 2. your transponder is off, or 3. youre hostile to the planet, you cannot interact with the planet unless you meet one of 2 conditions (high phase ship composition/high ECM) and spend a few story points. Otherwise, not until you defeat the satellites and any nearby fleets in combat (or turn your damn transponder on).
In combat, the satellites are cruiser-sized modular ships. Their core and connector modules have incredible range and can harass you from a distance further than a station, and a pair of heavy combat modules prevent any damage from being snuck in. The satellites have one achilles heel-they cannot turn, they cannot move, and can be flanked. You can also shoot out the connector module from between the heavy combat modules to instantly destroy the connector module, frontal struts, and heavy combat modules.

These satellites will respond to ANY combat thats on top of the planet. AI, player, you name it, as long as its neutral with one side and hostile to the other.
The satellites ally with whoever holds the planet at the moment. They also engage anything that attempts to preform hostile actions on the planet (raids and such) much like a station would.

With Nexerelin, these satellites enable the use of the satellite barrage ability, which disorganizes all hostile units on the target industry while doing appreciable damage.
[close]

Overgrown Nanoforge
An old abandoned industrial nanoforge, endlessly expanding in a grey-goo scenario.

Is essentially a very needy bansai tree. There are three main "modes" of a nanoforge: The core, its growths, and its spreading progress.

The CORE outputs a large amount of commodities, costs no upkeep, and is all in all a pretty nice thing to have. The problem, though, comes in the fact that it spreads. As time progresses, it will progressively spawn more and more "growths", which are smaller structures with upsides and downsides, that take a structure slot. When the market is full of structures, the growths will begin eating non-junk structures, until they get to population & infrastructure, at which point, the market decivs. This growth can be monitored in real time via intel (see the gallery), so its not as scary as it sounds.
These growths can be culled, but it takes a concerted effort. You must use the intel screen to "cull" these growths, which takes credits and time. You can over-exert your government by surpassing 100% "culling capacity" for a cost, but you can also underutilize it by going below 20% for a massive discount to all costs (useful for suppressing growths!). Once all growths are culled, the core nanoforge may be attacked, allowing for its destruction.

Each growth, except for the core, has positives and negatives, with the positives usually greatly outweighting the negatives. An example: +7 supply output, but +20% hazard rating.

Apon destruction of the core nanoforge, you get an "overgrown nanoforge" item, which massively increases supply of any industry, while increasing demand, as well as increasing upkeep. When installed in your primary heavy industry, it quadruples fleet size of all planets in your empire, but quarters their ship quality. It's worth one million credits, which is probably going to be a lot less than what it took for you to cull the nanoforge.

Upsides and downsides of these growths include:

Supply alteration - Either increase or decrease the commodity output of the core nanoforge. Allows for incredibly high amounts of commodity output.
Hazard (Negative) - Increase hazard rating of the market.
Accessability (Negative) - Decrease accessability of the market.
Indefensible (Negative) - Decrease defense rating of the market.
Ungovernable (negative) - Decrease stability of the market.
Derelict Auto-Forge - Creates a fleet spawner, capable of spawning up to 500 FP. Spawns a fleet every month or so. These fleets roam the system and attack anything they are hostile to. If positive, is the faction of the controlling government (hostile if none). If negative, is ALWAYS hostile. Try using this with ind.evo's salvage yards!
Volatile - When destroyed, disables a random industry.

All positive effects are disabled if you exceed 12 structures, as this is a core balancing part of the mod. You can disable this in config, but I recommend against it.

These are VERY RARE. You might get none, one, or two, in any given run, but often no more than that.
[close]

The mod contains 5 more conditions of lesser note.

As of 3.2.0, this mod also contains standalone terrain!
Meson Field
Meson fields can randomly spawn around planets and stars, much like magnetic fields. What sets them apart is the fact that in normal meson fields, your sensor profile is massively increased, but in meson STORMS, your sensor STRENGTH is increased instead! Also has MCTE integration.
[close]

As of 3.3.0, this mod harbors smatterings of true exploration content as well.

All terrain added by this mod can be scanned for hyperspace topography!

Gallery: https://imgur.com/a/bxGugFX

Download: https://github.com/nikothedude/MorePlanetaryConditions/releases
Repo: https://github.com/nikothedude/MorePlanetaryConditions

Changelog
4.0.0
NOT SAVE COMPATIBLE

!!SATELLITE FP AND DERELICT ESCORT SPAWN ON PATROL DEFAULTS CHANGED! RESET LUNASETTINGS TO DEFAULT!!

Magnetar terrain tooltip now tells you when the next pulse is
You can now plot a course onto things while hacking
    This includes the hack target!
Interdict progress needed for full protection reduced to 60%
    Timing is easier

The quest can now only start if the galatia questline is done

Testing grounds mission turned into a real mission

New weapon: Heavy flak cannon
    Large ballistic
    1 second fire delay
    Blast radius is huge - can wipe out entire fighter wings

Derelict escorts no longer have a invisible burn mult, instead...
New ship: Ramjet-Class Tug
    Frigate
    Derelict - Only spawns in derelict escort fleets
        Always makes sure they have at least 19 burn in sustained burn
    Has a juiced up drive field stabilizer that increases burn an extra +1 if sustained burn is active

    More expensive to run than the Ox

New ship: Spearhead-Class Battletug
    Cruiser

    Has everything the ramjet has, as well as a drive field stabilizer (so +3 burn in total)
    Ship system - Interdiction array
        Disables a number of enemy engines

    QUITE expensive to run - 34 supplies a month

Outguard resprited and redesigned

New wings
    Pickhead-Class Drone Interceptor

        3000 engagement range
        4 front-facing mining lasers
        Low health
        Fast replacement rate

        Used in the outguard exclusively
    Minecart-Class Cargo Shuttle

        2000 engaegment range

        4 wide-arc vulcans and 1 scatter missile
        Very high HP (2000)
        Medium replacement rate

        Used in the outguard
        Intended use: Brick

Pinprick rebalanced to lose lock on close misses

Fixed a rare crash on sector gen

Renamed slaved omega core to fractal core

Fixed a bug where baryon emitters would appear as being unbuildable
Planetary baryon emitters now have upkeep

By default, FRCs no longer spawn escorts on patrols

3.10.0
NOT SAVE COMPATIBLE IF YOU HAVE A OVERGROWN NANOFORGE ITEM - DELETE IT AND READD IT TO UPDATE

Fixes a bug where the Kanta onslaught and atlas could be obtained through arms dealers
Condensed overgrown nanoforge "installed in" into one word

Design types now have proper colors

Overgrown nanoforge rebalanced
    Item
        All modifiers are now either flat or a mult, no inbetween
            Except the production budget mod
        Fleet size mult is now 3x, down from 5x
            Same for production budget mult
        Upkeep reduced
        Now increases market hazard rating
    Condition
        Spreading, culling, etc. now 30% slower
            If you want that item, you have to work for it

Repositioned magnetar to be away from RAT's abyss
Amount of omega weapons in magnetar heavily reduced
    Special fleets no longer drop their weapons
Magnetar mothership fleet made stronger

Satellite weapons redesigned
    Now missile-centric
    Only one loadout
        Pilums on the core, a devil torpedo on the connector, and 6 pinpricks across the combat modules (and 2 hurricanes)

New weapons
    Only found on satellites

    Devil-class VRLT (Very long-ranged torpedo)
        Large mount
        3000 HE
        12000 Range
        Moderately fast
        Horrible tracking
        Long cooldown

        Artillery - Your backline ships fire it and it will invariably reach an enemy target (it might not hit)

    Pinprick-class VRLM
        Medium mount
        Bursts of 8
        220 Frag
        12000 Range
        Moderate cooldown

        Extreme speed and okay tracking

        Long-ranged pressure - Either used to kill ships with stripped armor, or pressure ships to keep shields up

Fixed a bug where the overgrown nanoforge focus button didnt appear

Fixed all instances of kanta being not capitalized

3.9.0

Added a lunalib setting for condensing all overgrown nanoforge intel into one tab

3.8.0
SAVE COMPATIBLE

Added a lunalib setting for disabling the generation of the magnetar system
Fixed a bug where slaved omega cores would crash the game if applied to a market with upkeep-less industries

3.7.1
SAVE COMPATIBLE

Fixes a crash with the warlords warship hullmod (WHY CANT YOU EXCEED 9 HIGHLIGHTS???)
Stellar shields now clarify that you can click on them to automatically shelter behind them
Clarifies how the pulse blocking works in the magnetar intel
Clarifies how the astronomical barrier projector works

Fixed a bug where the astronomical barrier projector would say you have too many baryon emitters and still let you build

3.6.0:
SAVE COMPATIBLE

Rebranded to "what we left behind"

Run niko_MPC_genSpecialContent if updating

Fixed a rare crash with derelict escorts

Adds a terrifying secret
    Adds questline that points you to it - requires wormhole scanner and level 14

3.5.0:
PROBABLY SAVE COMPATIBLE? DEPENDS ON IF YOU HVAE A BARYON EMITTER ANYWHERE

Make sure to run niko_MPC_genSpecialContent if updating

Derelict escort
    Fleets may now enter abyssal hyperspace

Defense Satellites
    Accessability decrement: 30% -> 10%
        Was arbitrary all this time, I just think its too high

    Variants reworked to get rid of machine guns in favor of either more HE or frag
    Num bays reduced to 2

    Weapon arcs reworked - now have a very notable blindspot behind the core

    Frontal plates size changed to cruiser, connector module changed to frigate
    Removed frontal armor plating, because it was honest to god pointless
    Swarm variant removed pending refactor
    Plate overclocked targetting duration: 5s -> 7s

Hyperspace Bipartisan
    Hazard rating: +75% -> +50%
        Its super rare, it should be better

General
    Removed the duplication of transponder and go dark abilities
        Added code to remove the abilities for this version only
    Skulioda FP: 70 -> 100
    Projected solar shielding energy reduction: 10% -> 30%
    Projected solar shielding description updated

    Nerfed baryon emitters can now randomly generate
        Reflavored baryon emitters while I was at it
        You can generate these through niko_MPC_genSpecialContent if updating
    Baryon emitters now only have 90% protection
        50% for the ones that can randomly spawn
    Baryon emitter icons are now properly transparent
    Baryon emitters, as well as the pristine research station, now properly apply their effect in-combat
        MCTE users may rejoice


3.4.0:
SAVE COMPATIBLE

Overgrown Nanoforge
    Clarified that overgrown nanoforges give a very powerful item when culled
    Added a button to the core UI that toggles the built-in commodity weighting
        TLDR is that supply adjustments previously had a super high chance of picking a commodity the nanoforge already produces
        Now you can toggle it
    Can now generate with indevo's ship components

Ultra-Magnetic fields
    Fixed a bug where ultra-magnetic fields would have null names (and cause crashes)

Derelict Escort
    Colonized FP increased to 50
    Timeout increased to 60 days

    Changes the derelict escort target names to be generic, to not spoil what theyre following
        Close-range escorting still says the name since its pretty obvious most of the time

    Escort fleets now force the simulation of fleets they escort
        Otherwise, youll never see a trade fleet in the core worlds with an escort
        Can be disabled in lunalib if save bloat/performance is a problem

    Added a lunasetting to disallow escorts from spawning on patrols

    Added new ability AI to escort fleets
        Will now go dark if their target has gone dark
        Will keep transponder onto the state of their target's transponder

Mod interactions
    Conditions now properly interact with AOTD industries
    Special treatment in a few cases for the military garrison (overgrown nanoforges, toteliacs)

3.3.3:
SAVE COMPATIBLE

Fixed a bug where XIV legions would spawn with custom smods (***)
    If XIV legions are still spawning with this variant after updating, try running niko_MPC_genericCommand
    You can test this by running AddShip legion_xiv_Elite and investigating the ship the game adds to your fleet

Reduced spawnrate of FTC districts, spy arrays, meson fields and hypermagnetic fields

3.3.2:
SAVE COMPATABLE

New condition: Frontier reinforcement center
    Fairly rare
    Prioritizes un-inhabitable planets over inhabitable ones

    Spawns a small escort fleet for all friendly/trade fleets in system
        Scales with fleet size
        The fleets follow for 30-35 days with no distance limit
        The fleets have a huge burn bonus so they can always keep up with their target
        Will join their targets in combat

        Basically, Tiandong two

    Has a timeout period between fleets to prevent fleet spam
    Once fleets are done and returning, they ignore all fleets
        You cant get infinite felet strength this way, sorry

    Decreases accessability significantly
    Somewhat increases accessability of all friendly markets in-system
        Not just your own

    +25% hazard rating

Fixed a bug with satellite discovery
Made a satellite debug string more clear
Clarified that the error toggle is in lunasettings

Toteliac food production increased by 1

Skulioda's variant has been changed to wreak havoc on MCTE users
    I'm the author of MCTE, I get to do this
    Only applies if MCTE is enabled as well as the relevant effect
    Prepare yourself for thumpers, needlers, and talons
    Skolioda is now reckless to facilitate this
        Again, MCTE has to be enabled

Reduced the size of Skulioda's fleet as well as the num of defender fleets

The baryon field structure now has a little upkeep

Reduced the hyperspace topography value of ultra magfields and meson fields

3.3.1:
SAVE COMPATIBLE

Fixes being able to scan ANY jump point as a bipartisan jump point
Fixes UNGP storm rider not applying to bipartisan hyperstorms

3.3.0:
SAVE COMPATIBLE

New condition: Toteliac Habitat
    Carnivorous fauna
    Alpha predators, extremely invasive
    +50% hazard
    Military bases suppress the hazard rating and generate food/luxury goods, as long as supplies/fuel are in good supply

    Only generates on worlds that could feasibly harbor these creatures
    As such, they are rare, at 99% of worlds are uninhabitable wastelands
        Even on habitable worlds they are uncommon

STC districts
    Discover value reduced

Spy Arrays
    Discover value reduced

Added config for satellites blocking same-faction fleets
    Defaults to off

Ultra-Magnetic Field
    Now reduces refining upkeep by 80%
    Thematic

Hyperspace Bipartisan
    No longer spawns on habitable worlds
        How can you survive exposure to a goddamn hypercloud
    Added clarification to the condition tooltip showing what effects are disabled upon leaving the hypercloud
        Also hints that a planetary shield works

Added a secret in the deep expanse of space
    Tip: Bring your sunscreen, because they already have SPF 2000
    Made a save before this? Don't worry, just run niko_MPC_genSpecialContent

Fixed typos

3.2.0:
PROBABLY SAVE COMPATIBLE

New terrain: Meson field
    Magfield-like: Same texture, has storms, is a ring
    Colored *** yellow
    Has a wider orbit than magfields so they dont overlap

    Spawns randomly via procgen

    The normal meson field significantly increases the sensor profile of any fleets inside it
    Meson storms are small, long-lasting, and have a fun little effect:
    Instead of increasing sensor profile, they decrease it and massively increase sensor strength
        Risk reward system: You find one in a remnant system and try to get into the storm to sensor burst and see everything around you

All terrain can now be scanned for hyperspace topography
    Hyperspace bipartisan
        Scan the jump points, the clouds are weirdly inconsistant
    Ultramagnetic field
    Meson field

New command: niko_MPC_findTerrainWithId
FindPlanetsWithCondition changed to niko_MPC_findPlanetsWithCondition

Anti-Asteroid Satellites
    Added a ability to ground battles: Satellite Barrage
    Requires friendly satellites over the planet
    Single industry target
    For three turns, damages enemy units on the target industry and forces them to be reorganized for at least one turn
        This reduces their outputted damage and makes them unable to move out of the industry
        Basically, suppressive fire

    Long cooldown
    No global cooldown - can be used in conjunction with other abilities

Hyperspace Bipartisan
    Slipstream detection radius no longer scales on pop size, is now a flat 7 ly
    Planetary shields now make the market count as not being in the clouds

STC districts
    Spawn rate reduced
    Changed defense increase to mult for simplicity

Spy arrays
    Spawn rate reduced
    Changed defense increase to mult for simplicity
    Stealth bonus is now 0.5x - thats half the detected-at range baby

Ultramagnetic field
    Changed defense increase to mult for simplicity

Updated tips

LunaSettings separated into sections

Bug fixes
    Fixed a bug where indevo arty stations could be fought in an inappropiate setting by engaging defense satellites
        Fixed a crash caused by this
        Defense satellites now take lower rules priority than arty stations
    Adjust defense overgrown nanoforge effect should now generate

3.1.1:
SAVE COMPATABLE

Junk handlers no longer try to exceed the maximum amount of junk structures defined in industries (Caused a crash before)

3.1.0:
PROBABLY SAVE COMPATABLE?

Four new conditions
    Hyperspace Bipartisan
        A rift between realspace and hyperspace
        Creates a ring of deep hyperspace in the planet orbits path
            Does its best to predict all possible positions the planet could be at if the orbit is recursive
            If no orbit, just spawns a ring around the planet
        Spawns a jump point that tightly orbits around the planets radius

        Significantly increases slipstream detection radius, increasing with pop size
        Significantly increases defense rating
        +75% hazard, +50% access
        +3 volatiles production

        Very very rare

    Hypermagnetic field
        Spawns a massive magnetic field that storms a lot
            Good for hiding in hostile systems

        Significantly increases defense rating
        +50% hazard, -25% access
        Makes mining convert half its ore/rare ore output into metals/transplutonics

        Very rare

    Pre-Collapse STC Districts
        +3 slipstream detection radius
        +100 defense rating
        +1 max burn and +350 sensor range to all friendly/trade fleets in system

        Uncommon

    Pre-Collapse Spy Arrays
        +200 defense rating
        +1 stability

        0.7x sensor profile to all friendly/trade fleets in system

        Uncommon

Bug fixes
    Overgrown nanoforge icon is now properly sized

Satellites
    2 ways to bypass satellites as things like smuggling were just impossible in places like raesvelg

    Phase Ships
        Based on the percent of phase ships in your fleet, you have 5 modes
            Sub 30%-Cant bypass
            30%+: 3 SP
            50%+: 2 SP
            70%+: 1 SP
            95%+: 0 SP

    ECM
        Based on the ECM percent of the fleet
            Yes, the ECM skill works
            <10%: Cant bypass
            >10%: 3 SP
            >=25%: 2 SP
            >=40%: 1 SP

        Reduces rep with the market owner, massively increases smuggling suspicion, and sends fleets to investigate you
        Easier to get than phase percent so harsher

Settings
    Most settings converted to lunasettings
    Extra overgrown nanoforge options added

General
    Conditions made more common, across the board
    Put a .kra file in a compressed archive, massively reducing the mod's filesize

3.0.3:
Removes the niko_MPC_convertObjectsToEnum command, the game should now automatically fix the bug

3.0.2:
Fixes intel crashes, use niko_MPC_convertObjectsToEnum command if updating from previous versions
Makes overgrown nanoforges a bit rarer
Overgrown nanoforges have 1 less intel tab

3.0.1:
Update to Starsector 0.97a

INCOMPATABLE WITH PREVIOUS SAVES
Update to Starsector 0.96a-RC10

New condition: Overgrown Nanoforge:
    A old abandoned industial nanoforge, endlessly expanding in a grey-goo scenario.
Adds industry: Overgrown Nanoforge
    Has a inherent costless and demandless output of goods
    Will continuously generate structures that augment it's stats
        Ex. A structure that increases the industry's supply output by 3, but increases upkeep by 2000 credits.
        A structure that increases accessibility, but lowers fuel output by 1.
    These structures do not instantly deconstruct, and the process of creation cannot be instantly stopped
        It takes time and money to do so
    Prior to construction, the effects of the structures become progressively more known as it nears the end
        Encourages you to make early judgements on if you want to start destroying it before it's made, at less cost
   
    The main industry is only destroyable once all connected structures are destroyed
        Once destroyed, you receive a unique nanoforge item that massively increases commodity output of any structure it's inserted into,
        but has various negative effects
        If installed in heavy industry, increases faction-wide fleet size by 400% but reduces ship quality by 400% as well
    The growths cease to grow and benefits are unapplied if the visible structure amount exceeds the vanilla cap
        Sorry grand sector
    At max structures (NOT ABOVE!), growths will begin to destroy and overtake existing structures
        A really needy bonsai tree
        Encourages you to stay on top of it
        Always targets pop&infra last
            If it is destroyed, the market decivs
    Effects
        Alter Supply: Increases/Decreases core industry output of a random commodity by x amount
        Alter hazard: Increases hazard by x
        Alter accessability: Decreases accessability by x
        Alter stability: Decreases stability by x
        Alter defense: Decreases ground defense by x
        Spawn hostile fleets: Periodically spawns a friendly/hostile derelict fleet (no guardians) that patrols the system, up to x fp

    This encourages you to treat this as a sort of bonsai tree, constantly minmaxing the effects, minimizing negatives, maximizing positives
    Extremely rare - only 1-2 if any will spawn in a given game

Anti-Asteroid Satellites:

Bugfixes
    Fixed a rare bug taht caused a crash in campaign due to ai

Num of satellites per planet reduced to 2
    FAR less oppressive, now, yet still very helpful

Ships
    Overclocked targetting (Frontal plate system) now 1. Overloads for far longer 2. Lasts for far less
    Infinite range removed from core and connector, replaced with a long-lasting infintie range system that doesnt overload
        Works on a cycle of, say, 23 secs of infinite range and 7 secs of normal
        Gives you a bit of breathing room
    Harpoon MRM small removed from most variants, as it was way too spammy
    All weapons either now have secondary or primary PD capabilties
        PD_ALSO and PD tags respectively
    Variants
        Standard
            Rebalanced the frontal plates to be far more ballistics-focused
            To compensate for the lost OP, the left plate now has harpoon doubles
        Ordnance
            Replaced annihilator pods with jackhammer/typhoon respectively
            Variant weight drastically reduced
        Beamer
            Replaced most missiles with DEMs
            Variant weight moderately reduced
        Shielded
            Connector module Locust replaced with hellbore to reduce spam
            Variant weight slightly reduced
        New:
        Blaster
            Overfluxed, overgunned
            Energy focus
            Plasma cannons, heavy blasters, and antimatter blasters
            *** terrifying -- But with a very small variant spawn chance
        Mining
            About 20 mining blasters in total, is capable of stripping armor off anything
            General mining theme
            Pretty rare
    Core
        Do not fire through added - modules will no longer fire through the core, enhancing flank capabilities
        Weapons adjusted in general
    Core/Connector
        Max recoil of weapons reduced to 10%
            Sounds like a buff, but is actually a fat nerf as it makes it way easier to dodge projectiles

2.1.1a:
SAVE COMPATABLE
SOme misc balance changes, such as reducing the time the superheavy damper is active for, increasing targetting overclock cooldown, switching the ordnance locust to a hurricane

2.1.1:
SAVE COMPATABLE

Satellites significantly buffed: Heavy combat modules now have the system "Overclocked Targetting", which multiples weapon range by a factor of 100 for ~10 seconds, before overloading the module for 10 seconds. Has custom AI so that it doesn't activate when it's fighting a nearby ship. The satellites were a little sucky at their role as a long-ranged artillery platform, and this will significantly alleviate that flaw.
Core given "Superheavy damper field", a damepr field that reduces damage taken by 90% but only lasts for 2.5 seconds, has a 1 second cooldown, has 2 charges, and takes a while to recharge. The intent is to give cores a small amount of survivability against strike attacks, so you cant just rush in and burst it down. You're forced to at least hit it for 2.5 seconds, and at worst, 6 full seconds.
Heavy combat modules have been given armored weapon mounts.
Their beams are now modded weapons, that have instant travel time. This makes the beamer varient scary.
Raised DP/FP to 60.
Swarm variant is more common and now is composed almost entirely out of wasps. :)

Misc. cleanup

2.1.0a
Removes magiclib dependency

2.1.0
MAYBE SAVE COMPATABLE I DONT REMEMBER
Makes satellites work a bit more consistantly
Raesvelg now starts with satellites (You can generate satellites on planets via the config)
Hopefully fixed an edge case crash

2.0.0
NOT SAVE COMPATBLE
Massively refactors most of the mod
Fixed a few critical bugs
Fixed a few misc bugs
Changed some satellite stats
Game should be significantly more stable

1.0.5a
LIKELY SAVE COMPATABLE

Fixes up a few things from the last updates and polishes it

1.0.5

HOPEFULLY SAVE COMPATBLE

Laid very initial groundwork for next condition
Made a workaround for a bug that caused a crash when a game was loaded

1.0.4
INCOMPATABLE WITH PREVIOUS SAVES

Added a few config options for discovering every satellite at once
Added a stopgap for the satellite fleet drift issue by forcing the satellite fleet on fleets interacting with the planet to orbit the planet
Improved station digging code so that it almost always finds the satellite entity and returns important data, even if the entity we interact with isnt a station
Added a lot more debug code that should hopefully catch and resolve scenarios where entity is null apon application of the satellite condition
Improved code for fighting your own faction's satellites to use a better method
Increased satellite sensor profile to 3 from 1

Backend:
Documented campaignplugin heavily
Misc documentation and annotations
Misc nullchecks
Misc naming improvements
Deleted unneccessary files, renamed a few to be more descriptive and accurate

1.0.3
Added a few config options for enabling/disabling a few features
Reworked some of the backend
Satellites now always defend markets and stations if you interact with them
Upgraded debugging
More station compatibility

1.0.2
Fixed NPE on fighting station markets

1.0.1
Fixed NPE on simulation
Removed weapons from the game, they were unused
Added tips
Satellites can no longer turn
Most likely save compatable? Probably?

1.0.0

Release
Satellites no longer spawn in core worlds.
Fixed up some combat AI.
Polished some things
Fixed the console command

1.1.0_beta:

Added a new console command, FindPlanetsWithConditionId (conditionId). Lists all planets in the game with a given condition. Syntax: FindPlanetsWithConditionId (conditionId)

1.0.0_beta:

Finishing up the beta stage. All major bugs seem to have vanished and functionality has never been better.
Added a new very rare swarm variant. This one will kick your ass.

0.0.6_beta:
Adds a bunch of questionably balanced variants. Fixes a few bugs. Reduces satellite DP to one to hopefully let their allies deploy more ships.

0.0.5_beta:
Reworked a lot of the backend. Improved a lot of ***, although in a way that makes me unhappy.

Next update will probably be a huge quality pass.

0.0.4_beta:
Fixed a few crashes.

Improved polish further.
Buffed satellites FP.
Buffed satellite range.
Nearly perfects fleet interception.

More misc changes. All in all, its way more playable now.

0.0.3_beta:
Fixed a few crashes.
Improved the functionality of hostile fleet interception. It now works. Somewhat.

You can now fight your own colony's satellites.
Improved the description of the condition.
Added illustrations that arent placeholders.

Misc polish and ***.

0.0.2_beta:
Fixed a NPE when loading saves. Hopefully.

Please tell me if you get any strange crashes at random, I found a possible hole in the logic of my design (I am assuming many variables will not be null, they may be).

0.0.1_beta:
Satellite balance: Nerfed the range of the satellites, reduced the number of the satellites, reduced the amount of harpoons on the heavy combat modules, reduced the health/armor of the heavy combat modules. Satellites now start at 70% CR.

New features: Untested framework for fleets being attacked by satellites if the fleets want to attack the planet.

New description for satellites. New sprite for satellites in orbit of entities.
Cleaned up some backend code.

Many more misc changes I won't be assed to document until release.

0.0.0_beta:
Beta release
[close]

Attributions
<a href="https://www.flaticon.com/free-icons/radar" title="radar icons">Radar icons created by Roundicons - Flaticon</a>
[close]
« Last Edit: January 12, 2025, 06:23:37 PM by NikoTheGuyDude »
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NikoTheGuyDude

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Re: [0.95.1a] More Planetary Conditions 0.0.0_dev
« Reply #1 on: August 27, 2022, 12:34:57 PM »

See the gallery for images
« Last Edit: August 28, 2022, 09:39:52 PM by NikoTheGuyDude »
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_dev
« Reply #2 on: August 27, 2022, 02:38:57 PM »

That's dope!
I am sorry but I crave more, moooore planetary conditions and yes, I am using Unknown Skies and also Lights Out for (more) moons. My body is beyond ready.
No pressure!

E: Planetary conditions? Anomalous and "alien/unknown" structures, Roche limit, tidally locked, ring world, planet sized/planetary super computer, "Gaia" style Boltzmann brain shenanigans, strange/dark matter, radioactive, machine civilization, Van Neumann probes stacked on the planetary surface, liquid Biomass "atmosphere", living planet/planet sized (symbiotic) organism, planetary engines (which possibly ignore gravity and do other magic things), ... Sooo many options, my body is ready - Maybe I should start modding, oh noes!
Isolated humans but not deciv, maybe non space faring, hedonist and locked in VR, alien infested, false planet which hides X, ruins from Kardashev type 1-5 tier civs...
E2: Supermassive core, strange matter core, sun like/fusing core, hollow/layered planet, (alien) beacon, strategic site, exotic resources, inactive X but if disturbed... Gosh am I exited, don't mind me :D
Hypershunt-transmitter-repeater, "inverted" planet whatever that means, compressed crystalline planet...

« Last Edit: August 27, 2022, 03:02:41 PM by Dadada »
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.1_dev
« Reply #3 on: August 28, 2022, 07:35:09 PM »

https://media.discordapp.com/attachments/707825513468526632/1013636980095074334/Jdk7_2022.08.28_-_22.30.40.04.mp4

if anyone cares to download, here's a video showcasing the orbits of the satellites
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.1.0_dev
« Reply #4 on: August 28, 2022, 09:19:30 PM »

Mod has been updated to 0.1.0_dev, making the condition actually use proper condition spawning logic. It's a lot rarer now, so the mod is now actually usable.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.1.0_dev
« Reply #5 on: August 28, 2022, 09:40:35 PM »

.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.1_alpha
« Reply #6 on: September 08, 2022, 12:16:37 PM »

mod is now in alpha, aka code for "this probably will be playable but might break your game becaues its still heavily in development"
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #7 on: September 23, 2022, 02:33:13 PM »

Mod is now in beta, meaning most core functionalities are implemented!
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RoquetheRogue

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #8 on: September 23, 2022, 03:17:06 PM »

This looks really cool! can't wait to see ingame
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.0_beta - Beta release
« Reply #9 on: September 23, 2022, 04:47:36 PM »

Mod is now in beta, meaning most core functionalities are implemented!
:D
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #10 on: September 24, 2022, 10:44:40 AM »

Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread...

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods... I popped survey all into the console, scrolled the planets list and visited a bunch of systems and... Nothing.
I could not find any conditions generated by your mod.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #11 on: September 24, 2022, 11:09:12 AM »

Since I dunno about the rules here for double posts and I dunno if an edit bumps the thread...

So here goes my quick test run:
I tried to test the mod with my current but retracted(?) Magiclib 44.1, I deleted the version requirement to enable the mod and generated a new sector with my 150 or so mods... I popped survey all into the console, scrolled the planets list and visited a bunch of systems and... Nothing.
I could not find any conditions generated by your mod.

Well, they're rare as hell. That's the balancing factor to them being super strong. You mightve just gotten unlucky, since they have a very low chance to just not spawn.
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Dadada

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #12 on: September 24, 2022, 11:21:53 AM »

So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 0.0.2_beta - Beta release
« Reply #13 on: September 24, 2022, 12:14:15 PM »

So maybe I just got unlucky if they are so rare., I did not consider the option of them being so rare :(
Or I am blind and I did not notice one of your planetary conditions while scrolling the list. Or something interfered with your mod. Well, anyway, thanks for making this mod, I reaaaalllly crave more planetary conditions to spice things up so I will visit the thread occasionally. :D

Good to hear it! This kinda positive feedback is the lifeblood of my motivation to make this ***, so I'm grateful to have someone who likes this stuff.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Planetary Conditions 1.0.0 - RELEASE
« Reply #14 on: September 28, 2022, 06:05:10 AM »

The mod is FINALLY released. Im happy with it.
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