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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: [0.97a] Adversary (v6.3.1)  (Read 165111 times)

Tranquility

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[0.97a] Adversary (v6.3.1)
« on: December 28, 2022, 04:24:41 PM »


Adversary

Requires Customizable Star Systems!



Now includes Colony Crisis support for the Adversary faction
Includes Nexerelin, LunaLib, and Commissioned Crew support, plus several MagicLib bounties
Safe to add to existing saves, but not safe to remove from existing saves

(If any issues occur with the download zip above, click below and download the source code zip or tar.gz for the latest release instead)






Once an idealist inspired by the heroic actions of the Second AI War, the founder of an independent colony witnessed firsthand the corruption and selfishness running rampant across the Sector.
Now, all that remains of them is a superpower faction, hellbent on preserving their own perfect worlds, no matter the means and no matter the cost.




Mod Details

This mod adds the "Adversary", a player-like faction equipped with nearly all vanilla ships, weapons, fighters, and hullmods. By default, they occupy an ideal star system located near the Core Worlds, with the best planetary conditions and industries for maximum commodity production and defenses. Intended as a reliable user (and source) of most colony items, the Adversary serves as an alternative end-game challenge to the [REDACTED], with a dynamically-changing doctrine focused on recklessly swarming their enemies using ships, weapons, and fighters from all tech types, designations, and sizes.

Additional, non-default options for the Adversary faction can be enabled either though this mod's settings.json or, with the LunaLib library mod installed, through the LunaSettings UI config. Plus, other Adversary star systems, with conditions and industries from other mods, of varying difficulties can be enabled through this mod's customStarSystems.json.



Screenshots



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Supported/Integrated Mods
Nexerelin
The Adversary have their own diplomacy profile, highlighting both their vehement isolationism and their original wish to unite the Persean Sector. In Random Core Worlds mode, their custom star systems will still generate, unless either the "isEnabled" option is set to 'false' for the Adversary systems in customStarSystems.json or the "enableCustomStarSystems" option is disabled in Customizable Star Systems' settings.json.
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MagicLib (MagicBounties)
Currently, there are 8 MagicBounties (plus 10 more MagicBounties when "enableAdversarySillyBounties" is set to true in etiher this mod's settings.json or LunaLib's LunaSettings config), with most targeting the Adversary faction. At minimum, these bounties require the player to be at least level 15 before appearing on the bounty board. Listed below are few of these bounties, along with the factions hosting them:
  • A Troublesome Mercenary - Independent, Tri-Tachyon
  • The Forbidden Path - Independent, Luddic Path
  • No Deserters Left Behind - Independent, Hegemony
These MagicBounties also have custom Second-in-Command mod support. When the "enableAdversarySCSupport" setting is enabled, all MagicBounties will use pre-configured executive officers instead of proc-gen ones, generally raising the bounty difficulty even further.
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Commissioned Crew Hullmod
Adversary crews, wary of losing too much of their combat effectiveness just as the tides turn in their favor, eventually learn to keep their ship systems functional for as long as possible, even when faced with battles of attrition or overwhelming fatigue.
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Other Mods
  • Starship Legends: Adversary fleet commanders, taking inspiration from the infamous Luddic Path, tend to modify their ships to focus exclusively on firepower and speed, to the detriment of their fleets' longevity and survivability. Overall, expect Adversary fleets to have more damage potential, at the cost of less defensive capabilities. They really do abide by the Old Earth saying: "Kill or be killed".
  • Better Colonies: The Adversary will partake in the Age of Innovation event, allowing them to improve their own industries over time.
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Latest Changelogs
v6.3.1
  • Added basic Ashes of the Domain: Question of Loyalty mod support
    - Mainly just setting rank/points thresholds similar to the major vanilla factions; no special ranks yet
  • Fixed Pirate bounty not correctly configuring its officers
  • "enableAdversarySCSupport" is now enabled by default
  • Changed some SiC skills for some MagicBounties
v6.3.0
  • Adjusted Optimal system
    - Adjusted the orbits and orbital positions for most orbiting entities in the system
    - Optimal Gate now located further away from the center
    - All High Commands now have SP improvements (from only the Gas Giant)
    - Gas Giant: Heavy Batteries now has an SP improvement
    - Toxic planet: Megaport now uses a Gamma Core (from Alpha Core)
    - Barren planet: Replaced Fullerene Spool with a Hypershunt Tap; its Megaport now has an SP improvement
    - Jungle planet: Removed Fullerene Spool and Combat Drone Replicator; its Megaport now has an SP improvement
    - Adjusted planetary conditions for the Unknown Skies version
  • Added an optional Adversary custom star system in customStarSystems.json
    - Requires both Unknown Skies and Industrial.Evolution to successfully enable with no issues
    - Essentially a balanced version of the Paradiso system
    - Contains most vanilla and Industrial.Evolution special items, as well as the [REDACTED] ruined buildings
  • Changed "enableSCSupportForBounties" setting to "enableAdversarySCSupport"
    - Added the corresponding LunaSetting; still disabled by default
    - Changed SiC skills for many MagicBounties
  • Adversary CC scout fleet no longer spawns with non-phase civilian ships
  • Fixed Mutual Tenacity stability tooltip showing the doubled bonus despite already being doubled
    - Actual bonus still unchanged; this just aligns it with the vanilla tooltip for the boosted Luddic Majority condition
  • Some code refactors
v6.2.3
  • Added Second-in-Command mod support for MagicBounties
    - Added "enableSCSupportForBounties" setting in settings.json
    - Requires Second-in-Command version 1.1.2 or above to work perfectly (else you'll crash when accepting the bounties)
    - When enabled, all MagicBounties from this mod now get fixed, custom-made SiC executive officers instead of random ones
    - Due to the experimental nature, and as SiC is expected to develop rapidly, this support is currently disabled by default
v6.2.2
  • Slight adjustments to planetary orbits for the Optimal system (including the newly-added US version)
  • Significantly reduced the prep time for the enraged Adversary CC attack
  • Added "consistent weapon drop" tag to ship variants using Omega weapons in two Silly MagicBounties
  • Other minor MagicBounty fixes
  • Minor text changes
  • Spelling fixes (contributed by Nissa)
v6.2.1
  • Added a new Silly MagicBounty, available after defeating the Tri-Tachyon bounty
  • Adjusted the Tri-Tachyon bounty; should be harder overall
  • Added a new custom star system for the Adversary in customStarSystems.json
    - Basically the Optimal system, but with Unknown Skies features
    - Disabled by default; requires the Unknown Skies mod to successfully enable with no issues
v6.2.0
  • MagicBounty changes:
    - Added a new Silly MagicBounty
    - Adjusted bounty preview visibility for a few MagicBounties
    - Adjusted bounty rewards for some MagicBounties
    - Minor text changes
  • Slight adjustments to Adversary crisis:
    - Can no longer trigger another attack while an existing Adversary attack is already underway
    - More emphasis on system market presence when choosing a target system to attack
    - Reduced Independent reputation gain for defeating the Adversary crisis attack
  • Major code refactors
v6.1.2
  • Minor fixes for the new MagicBounty
  • Fixed a crash that could occur if at least one of the Adversary's High Command industries did not have an installed AI core.
v6.1.1
  • Added a new Silly MagicBounty
  • Fixed Adversary CC point contribution for size 7 or higher colonies (now +10 per size 7 or higher colony, from +1)
  • Made Adversary CC factor able to appear in main Colony Crisis intel in the middle of a game session
    - Was previously only added-in/checked-for upon loading a save with an existing CC intel, and could be temporarily removed if CC intel disappeared (via losing all colonies) and then reappeared within the same game session
    - Only applies if Adversary Dynamic Doctrine is enabled; else, the previous behavior still applies
v6.1.0 (Not save-compatible with 6.0.0)
  • Added a Colony Crisis for the Adversary faction
    - Will (normally) appear if you are hostile to the Adversary and either have one size 6 colony, or at least 4 colonies with one being at least size 5
  • Adjusted Adversary configs:
    - Now uses the new 0.97a character portraits
    - Now knows the Escort Package hullmod, and no longer knows the Neural Link hullmods
    - Will no longer send punitive expeditions for any reason except Colony Crisis and territorial claims
  • Adjusted some MagicBounty ship variants and commander skills
  • Major code refactoring
v6.0.0 (Update for Starsector 0.97)
  • Updated to Starsector 0.97
  • Added Grendel to Adversary's known ship list
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Credits
Starsector Forums - For the helpful modding tutorials and information
Unofficial Starsector Discord - For the helpful modding information and tips
Alex and the Fractal Softworks team - For the amazing game that is Starsector!
Nissa - For fixing a few misspellings



If you're curious, the Adversary's flag is just a color-inverted version of an unused player flag.
« Last Edit: November 02, 2024, 08:52:55 PM by Tranquility »
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.5.5)
« Reply #1 on: December 29, 2022, 03:54:24 PM »

Updated mod to v0.5.5 (Save-compatibility not tested, although these changes only work with new games anyways)
  • Added "enableOptimalStarSystem" toggle to settings.json
  • Added "aiCoreAdmin" toggle for planet markets in settings.json
  • Fixed custom player-owned planet markets still having their default admins
  • Hypershunts added in custom star systems now have their intended particle effects upon activation
  • Added a hidden secret
  • Major code adjustments

Edit: Updated mod to v0.6.0 (Except for the MagicLib bounties, requires a new game for the changes to work)
  • Added two challenging MagicLib bounties, with hand-crafted ship variants designed to test your fleet's strength
    - Note that these bounties require MagicLib running in your game
  • The Adversary will no longer receive any modded ships, weapons, or fighters added to vanilla blueprint packages.
    - The intention is that they will always have completely vanilla equipment, no matter how many mods are added.
  • The Adversary now only have access to vanilla pirate ships, plus a few civilian hulls, when forced to import ships.
  • The Adversary now have "strictComposition" set to true, in preparation of an idea that I may or may not do.
  • The Adversary now buys AI cores at 100% of base sell price (from 70%).
  • Some code adjustments
« Last Edit: December 30, 2022, 07:54:45 PM by Tranquility »
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A_Random_Dude

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.6.0)
« Reply #2 on: December 31, 2022, 04:00:43 AM »

Hey!

I haven't teste the newest version yet, but I did try the release version a few days ago. Seemed pretty nice, but after a few tests, I noticed that the planets' names were apparently random, even in the Optimal system. Was it intended? If not, has it been fixed in the recent updates?
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.6.0)
« Reply #3 on: December 31, 2022, 12:40:07 PM »

Hey!

I haven't teste the newest version yet, but I did try the release version a few days ago. Seemed pretty nice, but after a few tests, I noticed that the planets' names were apparently random, even in the Optimal system. Was it intended? If not, has it been fixed in the recent updates?

Glad to hear you playing this mod! Yes, all the planet names, including the ones in the Optimal system, are intended to be random, similar to how other proc-gen planets are named. After all, they're basically custom proc-gen planets, with the Adversary simply colonizing the best planets for themselves. I had considered randomizing the Optimal system name and making it more like a typical proc-gen system, but considering the fact that, by default, it's the Adversary's home system and, thus, has certain interactions requiring a static system name (not to mention that the Optimal system can now be completely disabled to make room for other custom star systems), I decided against doing so.

Oni

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.6.0)
« Reply #4 on: December 31, 2022, 01:57:16 PM »

I wonder if people will start sharing their "custom system" builds, to let other people try out their 'Optimal Star System'.  8)
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.7.0)
« Reply #5 on: December 31, 2022, 07:00:49 PM »

Last (or first) update for this year! Since Version Checker is now supported, I'll focus on larger, but less frequent updates from now on, although I do want to wait on any potential overhauls or additions (especially with MagicLib bounties) until the next Starsector update eventually comes. (Also, I should actually start playing Starsector)

v0.7.0
  • The Adversary can now silently change fleet doctrines every new cycle, forcing you to adapt to their whims.
    - These doctrines are: warship-focused (5-1-1), carrier-focused (1-5-1), phase-focused (1-1-5), and balanced (3-2-2)
    - To prevent being stuck with a doctrine for too long, the Adversary cannot select the same doctrine twice in a row.
    - Added "enableAdversaryDoctrineChange" to toggle this behavior
    - Requires a new game for this feature to work
  • Added "terrainFeatures" option for custom star systems, which lets you add terrain features
    - The following options for terrain are: "asteroidBelt", "ringBand", and "magneticField"
    - This is currently limited; I have plans to expand this eventually.
  • Added an asteroid belt and ring band in the default Optimal system, as well as a magnetic field in the default custom star system
    - These provide examples for adding the aforementioned "terrainFeatures"
  • Added Version Checker support

Kris_xK

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.7.0)
« Reply #6 on: January 01, 2023, 08:31:29 AM »

The Optimal system consistantly descends into absolute chaos, with every other faction in the game dog piling in there to smack around the Adversary.

Very enjoyable!

I did buff the planets a bit due to other modded factions being a bit overpowered.
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v0.9.0)
« Reply #7 on: January 04, 2023, 08:43:59 PM »

The v0.9.0 update is out! (In-case you're wondering, there was a v0.8.0 update earlier; the relevant changelog is in the main post's changelogs). There were a few things I wanted to iron out before actually playing with the mod enabled, so I did just that. If there aren't any pressing issues or bugs that need to be fixed in a week or so, I may start preparing for an official, v1.0 release (either that, or I'll wait until the next Starsector update). Until then, hope you all enjoy making your custom star systems and/or sat-bombing fighting the Adversary!

v0.9.0
  • Renamed "planetList" to "planets"
  • Added "entitiesAtStablePoints" for planets or stars in "planets"; this lets you place most system entities at a planet's stable points
    - This means you define at most 3 system objectives, stable points, jump points, or gates for all a planet's stable points
    - Removed "enableDefaultStablePoints" due to being made redundant by the above feature.
  • "systemFeatures" now supports "asteroid_field" terrain
  • Most options inside "optimalStarSystem" and "customStarSystems" now have default values if they are omitted or removed.
    - For example, you don't need to include "focus":0 on every planet if you intended them to orbit the center anyways
    - Some options, like "radius" or "coronaSize", now default to proc-gen settings, meaning planets or stars will have random attributes based on their type
    - Other options, including "orbitRadius" for anything using that, will still need to be explicitly defined.
    - Due to the extensive changes, I will not list all options that have default values here (In the future, I may make a wiki for editing star systems via settings.json)
  • An accretion disk can now spawn in custom black hole systems if the black hole is the only star in the center.
  • Added another default custom star system using the new changes and default values
  • Adjusted the Optimal system and the first default custom system using the new changes
  • Adjusted star system placement to make them less likely to be found directly at a constellation's centroid point
  • Adjusted magnetic fields so that they can be properly modified by "orbitRadius"
  • Custom player-owned markets now correctly waive their initial storage access fee.
  • Custom star systems now correctly set their system type depending on the number and location of stars.
    - This means that extra stars and the planets orbiting them will now properly show up on the Star Systems list in the Planets tab
  • Custom star systems are now considered "Proc-gen" systems
    - This includes the Optimal system too if this system is uninhabited at new game start
  • Any Cryosleepers and Hypershunts added by "systemFeatures" now set the proper attributes and system tags.
    - For performance reasons, hypershunts added this way will not get their particle effect script.
    - "addDomainCryosleeper" and "addCoronalHypershunt" will still be kept for easy access to those features.
« Last Edit: January 04, 2023, 08:59:27 PM by Tranquility »
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.0.0)
« Reply #8 on: January 11, 2023, 01:04:14 PM »

The official v1.0.0 release is out! Note that it is not save-compatible if you are updating to this version! Please let me know if there are any bugs/issues/anomalies with this mod; I will try to fix them if possible.

v1.0.0
  • Added 5 more MagicLib bounties
    -Like the two already-added bounties, these can be found on independent markets as well as any markets owned by the faction hosting the bounty.
    -Thus, all vanilla factions, except for the Luddic Church, now have their own bounty, with most bounties targeting the Adversary.
  • Reworked the bounty fleet in "A troublesome mercenary" to be more challenging overall
    - Increased the credit reward to compensate
  • Player must now be at least level 15 to take on any MagicLib bounties added by this mod.
  • Added "isEnabled" toggle for custom star systems to easily enable or disable a particular custom system
  • Added "numberOfSystems" for custom star systems to control how many times to duplicate a custom system
  • Disabled the newly-added second custom star system using the "isEnabled" toggle
  • Some code adjustments

TheHZDev

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.0.0)
« Reply #9 on: January 13, 2023, 11:25:27 PM »

The official v1.0.0 release is out! Note that it is not save-compatible if you are updating to this version! Please let me know if there are any bugs/issues/anomalies with this mod; I will try to fix them if possible.

v1.0.0
  • Added 5 more MagicLib bounties
    -Like the two already-added bounties, these can be found on independent markets as well as any markets owned by the faction hosting the bounty.
    -Thus, all vanilla factions, except for the Luddic Church, now have their own bounty, with most bounties targeting the Adversary.
  • Reworked the bounty fleet in "A troublesome mercenary" to be more challenging overall
    - Increased the credit reward to compensate
  • Player must now be at least level 15 to take on any MagicLib bounties added by this mod.
  • Added "isEnabled" toggle for custom star systems to easily enable or disable a particular custom system
  • Added "numberOfSystems" for custom star systems to control how many times to duplicate a custom system
  • Disabled the newly-added second custom star system using the "isEnabled" toggle
  • Some code adjustments

Sir, could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.0.0)
« Reply #10 on: January 14, 2023, 11:18:33 AM »

Sir, could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.

Yes, you have my permission; let me know if there is anything else I can do to help. I hope the folks there will be able to enjoy this mod as well!

TheHZDev

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.0.0)
« Reply #11 on: January 14, 2023, 07:04:25 PM »

Sir, could you allow me to translate this mod into Chinese and upload it to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.

Yes, you have my permission; let me know if there is anything else I can do to help. I hope the folks there will be able to enjoy this mod as well!

I think players will need some help text to modify custom star system config...
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Tranquility

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.1.0)
« Reply #12 on: January 16, 2023, 02:05:53 PM »

Update v1.1.0 is out! You can now add orbital stations to custom star systems and name each and every planet and star in those systems!

v1.1.0
  • Orbital stations (both abandoned and market stations) can now be added in either "systemFeatures" or "entitiesAtStablePoints"!
  • Added "freePort" toggle for markets in custom systems
  • Planets and stars can now be named using the "name" option.
    - Naming the first star in a custom star system will also change the system name accordingly.
    - The two other stars in the Optimal star system now have names by default.
  • The default Water planet in Optimal is now scarred by past atrocities.
  • Worsened resource deposits in the first default custom system
    - It should still be very good compared to the average star system, but not overwhelmingly so anymore.
  • Added exampleSettings.json in the data/config folder, which serves as a reference guide for editing star systems in this mod's settings.json
    - As a result, removed most comments and examples in settings.json to reduce text clutter
  • Custom star systems can now spawn further away from the constellation center.
  • Orbiting stars are now considered when determining system light color.
  • Reduced reputation gains for two MagicLib bounties
  • Adjusted system tags for both Optimal and custom star systems
  • Plenty of code adjustments

I think players will need some help text to modify custom star system config...
I've added a brief guide in the main post, as well as an example settings file that describes how each option in "customStarSystems" work. I hope this provides plenty of assistance with using the custom star system functionality.

redvyper

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.1.0)
« Reply #13 on: January 16, 2023, 02:19:00 PM »

This rights me a bit of the Nemesis system from the Middle Earth game. The faction also thematically reeks of being an incognito Domain planet haha. I'll be watching to this to my next play through!

EDIT: This is also especially nice since many Nex users no longer face the [REDACTED] as their endgame opponent due to the [Mi..-REDACTED] questline
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NoCleverness

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Re: [0.95.1a] Adversary: Customizable Star Systems (v1.1.0)
« Reply #14 on: January 28, 2023, 03:48:02 PM »

Is there a way to use this mod just to spawn the custom system. As in, no Adversary faction or Optimal system, just the player-configured one?
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