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

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Author Topic: [0.98a] Adversary (v7.1.1)  (Read 219986 times)

Terethall

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Re: [0.98a] Adversary (v7.0.0)
« Reply #150 on: April 11, 2025, 05:22:29 PM »

Is it possible to make it so that I stop getting "nod to the concerned man/woman" bar missions sending me to haul cargo to Adversary planets? It's a waste of a bar missions and also pretty silly since they're hostile to everyone. Something about the settings (maybe that same hostility?) seems to make nearly all "nod to the concerned" missions target Adversary colonies in .98 (it was common but not this common back in .97).
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Manage Passwords

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Re: [0.98a] Adversary (v7.0.0)
« Reply #151 on: April 12, 2025, 05:49:35 PM »

This mod is the perfect faction.
No OP stuff or ships filling up the shops, beatable but very hard, rewarding because all the captured ships have S mods. The only thing I wish they had was some illegal commodity, but it makes sense since they have -100 with everyone else. (I hate when I install a faction and they are fine with AI cores, but also allied with a faction that will go full scorched earth on you for using AI cores.)
11/10 for a vanilla+ game.
« Last Edit: April 12, 2025, 05:51:16 PM by Manage Passwords »
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Reshy

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Re: [0.98a] Adversary (v7.0.0)
« Reply #152 on: April 14, 2025, 03:39:25 AM »

Would be nice to see some AOTD, Industrial Evolution, and Terraforming And Station Construction support on the modules.
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SCMDR_Aramantha

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Re: [0.98a] Adversary (v7.0.0)
« Reply #153 on: April 18, 2025, 08:52:38 PM »

Would like to make a CTD report, the ResLab for Adversary Opportunity is crashing my game are you aware of this?
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Frosterus

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Re: [0.98a] Adversary (v7.0.0)
« Reply #154 on: April 18, 2025, 11:25:53 PM »

Is it possible to make it so that I stop getting "nod to the concerned man/woman" bar missions sending me to haul cargo to Adversary planets? It's a waste of a bar missions and also pretty silly since they're hostile to everyone. Something about the settings (maybe that same hostility?) seems to make nearly all "nod to the concerned" missions target Adversary colonies in .98 (it was common but not this common back in .97).

I'm pretty sure you can just rush right for their planets (or sneak up) and just hand in the quest? As far as I'm aware, concerned quests only seem to check if you're currently in detection range of a pursuing hostile fleet. So if you avoid their big fleets and pop Go Dark on the opposite side of their planet to lower your detection, you should be able to just hand it in. I do this all the time for hostile factions.


Edit: LMAO nevermind, I just tried to deliver to the Adversary system and there was like 20 active fleets that made smuggling impossible. Yeah, it's not great to get a concerned mission for that system.

Edit 2: It seems like the game favors the Adversary system for concerned quests, maybe because they're so far away? I agree with Terethall. You basically can't do the bar quest anymore.
« Last Edit: April 19, 2025, 01:14:28 AM by Frosterus »
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Manage Passwords

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Re: [0.98a] Adversary (v7.0.0)
« Reply #155 on: April 19, 2025, 01:44:49 AM »

Is it possible to make it so that I stop getting "nod to the concerned man/woman" bar missions sending me to haul cargo to Adversary planets? It's a waste of a bar missions and also pretty silly since they're hostile to everyone. Something about the settings (maybe that same hostility?) seems to make nearly all "nod to the concerned" missions target Adversary colonies in .98 (it was common but not this common back in .97).

I'm pretty sure you can just rush right for their planets (or sneak up) and just hand in the quest? As far as I'm aware, concerned quests only seem to check if you're currently in detection range of a pursuing hostile fleet. So if you avoid their big fleets and pop Go Dark on the opposite side of their planet to lower your detection, you should be able to just hand it in. I do this all the time for hostile factions.


Edit: LMAO nevermind, I just tried to deliver to the Adversary system and there was like 20 active fleets that made smuggling impossible. Yeah, it's not great to get a concerned mission for that system.

Edit 2: It seems like the game favors the Adversary system for concerned quests, maybe because they're so far away? I agree with Terethall. You basically can't do the bar quest anymore.

In the settings, you can disable the "Adversary system defense fleet". That will make it a lot easier to do the bar missions.
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Terethall

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Re: [0.98a] Adversary (v7.0.0)
« Reply #156 on: April 19, 2025, 10:05:24 AM »

I agree with Terethall. You basically can't do the bar quest anymore.

You know what though, to be honest, I kinda rely on those missions too much in my normal campaigns. Once you have a few Atlases, they can pay absurdly large amounts (I've seen 570k credits) and all other missions pale in comparison for risk + time vs reward. This is forcing me to do more of the spysat, smuggling, raiding, etc. missions which involve more difficulty, combat, and have caused me to gear up more quickly for exploration and bounties. So I guess it does ride the bug/feature line. Possibly a pure phase fleet with insulated engines, augmented drive field, and the sensors and navigation skills could get away with one of these missions. And those fleets are also overkill for anything in the base game. Maybe this is all in the spirit of "endgame challenge."

In fact, it's a very funny way for players to get their introduction to the faction on starting a new save.
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Frosterus

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Re: [0.98a] Adversary (v7.0.0)
« Reply #157 on: April 20, 2025, 09:01:14 AM »

You know what though, to be honest, I kinda rely on those missions too much in my normal campaigns. Once you have a few Atlases, they can pay absurdly large amounts (I've seen 570k credits) and all other missions pale in comparison for risk + time vs reward.

IMO most of the other bar quests simply need to be rebalanced to pay more. It's hilarious to see someone offer me 150k credits to invade a TriTach military world, telling me I'll need 2500 marines. Like oh yeah, let me just go get those out of the cupboard. Comically underpaid.
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Terethall

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Re: [0.98a] Adversary (v7.0.0)
« Reply #158 on: April 20, 2025, 10:23:16 AM »

IMO most of the other bar quests simply need to be rebalanced to pay more. It's hilarious to see someone offer me 150k credits to invade a TriTach military world, telling me I'll need 2500 marines. Like oh yeah, let me just go get those out of the cupboard. Comically underpaid.

Agreed, in fact any of the missions that basically require a reputation hit should be paid more, including underworld bounties. The commodity sale/purchase/transport missions are incredibly profitable and have no downside and little risk, while the extraction, raid to disable industries, etc. missions requiring much more investment and risk and lost rep. At least dead drop missions send a fleet to harass you sometimes, otherwise they'd be overpowered too. I might make a thread about bar mission balance; since that's one of the primary ways players get missions and the pool is shared with Contact missions...
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Reshy

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Re: [0.98a] Adversary (v7.0.0)
« Reply #159 on: April 21, 2025, 07:43:35 PM »

[BUG]

The unused planet in the Optimal Star System can be used as a valid target for the player's own faction start.  I doubt that's intended behavior:



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Tranquility

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Re: [0.98a] Adversary (v7.1.0)
« Reply #160 on: April 23, 2025, 04:37:02 PM »

Update v7.1.0 is now out, adding 3 new Silly MagicBounties featuring the new 0.98a additions (as a reminder, Silly MagicBounties will need to be enabled for these bounties to show up). The update should be save-compatible with v7.0.0.

v7.1.0
  • Added 3 ultra-difficult Silly MagicBounties that use end-game weapons
  • Elite Phase Ship doctrine now prioritizes Anubis (instead of Omen) as its warship
  • Fixed Adversary crisis factor not being added mid-game if the Colony Crisis intel already exists
  • Adjusted New Opportunity Hycean planet to account for Unknown Skies nerf



Would like to make a CTD report, the ResLab for Adversary Opportunity is crashing my game are you aware of this?

Thank you for the report! I forwarded the crash to SirHartley, and the latest Industrial.Evolution update has now fixed this crash. Make sure to update that mod!

IMO most of the other bar quests simply need to be rebalanced to pay more. It's hilarious to see someone offer me 150k credits to invade a TriTach military world, telling me I'll need 2500 marines. Like oh yeah, let me just go get those out of the cupboard. Comically underpaid.

Agreed, in fact any of the missions that basically require a reputation hit should be paid more, including underworld bounties. The commodity sale/purchase/transport missions are incredibly profitable and have no downside and little risk, while the extraction, raid to disable industries, etc. missions requiring much more investment and risk and lost rep. At least dead drop missions send a fleet to harass you sometimes, otherwise they'd be overpowered too. I might make a thread about bar mission balance; since that's one of the primary ways players get missions and the pool is shared with Contact missions...

The contact missions sometimes not being worth the risks would certainly be worth a discussion on the General Discussion or Suggestion boards. In the context of this mod, however, there is not really much I can do, since there appears to be no way to tell the missions to not select a market for trade/smuggling/raid missions. The Adversary's economy is mainly balanced around their hostility with every single faction (resulting in maximum accessibility penalties due to hostility) and the export demands for the Orbital Fusion Lamp and Cryorevival Facility (where, on average, the export amount is just barely not enough to prevent the player from fully utilizing the colony item/structure without any investment). Fixing the surplus goods by increasing accessibility - which might indirectly fix a few trade contact missions from heavily prioritizing Adversary markets - would just exacerbate the Adversary's overall dominance in the Sector economy, which I prefer to avoid at this time.

At the same time though, for a proficient smuggler who knows all the smuggling tips and tricks (including using phase ships to reduce sensor profile), the higher rewards might be worth dodging all the hostile Adversary patrols flying around, so I guess it can work out fine for some people?

[BUG]

The unused planet in the Optimal Star System can be used as a valid target for the player's own faction start.  I doubt that's intended behavior:
...

Common issue with using Nexerelin's starting options for the player start; make sure to select "Non-Core" to avoid spawning on any of the hostile Core World systems (which includes the Optimal star system).

SCMDR_Aramantha

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Re: [0.98a] Adversary (v7.1.0)
« Reply #161 on: April 25, 2025, 01:32:51 AM »

Thanks will do, say will you create an adversary system with AOTD industries? Or is it too much?
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Reshy

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Re: [0.98a] Adversary (v7.1.0)
« Reply #162 on: April 25, 2025, 06:57:33 PM »

Does the adversary no longer use the CustomStarSystems.json?  I was changing settings in there and nothing changed, even after using luna to set the optimal system to false.


EDIT:  Also getting an anomalous crash with adversary.

https://pastebin.com/xXU0wSXY

It's not giving much info about the error in question, but it only occurs with the Adversary installed.

Settings (I have changed a couple things to try and figure out what causes the crash):
https://pastebin.com/v6iG811Q
https://pastebin.com/asChY1f7
« Last Edit: April 25, 2025, 08:42:36 PM by Reshy »
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Gris

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Re: [0.98a] Adversary (v7.1.0)
« Reply #163 on: May 03, 2025, 10:47:32 PM »

Good day Tranquility!  :)

It seems Adversarial Determination should not be visible in the codex at the start if you don't have commissioned crews mod installed.
This might be a codex bug since i don't have commissioned crews hullmod installed.

That is all and thank you.  :D
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Gris

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Re: [0.98a] Adversary (v7.1.0)
« Reply #164 on: May 03, 2025, 11:01:43 PM »

Oh one more thing Tranquility.

Did you also include all the new character portraits for the Adversary Faction in 0.98?  :-\
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