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

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Author Topic: [0.98a] Adversary (v7.0.0)  (Read 208238 times)

churplok

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Re: [0.97a] Adversary (v6.3.1)
« Reply #135 on: November 05, 2024, 03:40:13 PM »

Is there a way to stop Adversary markets from being chosen as the target for the "Nod to a concerned man and walk over to his table" and other trade related bar missions? Since adversary is always hostile towards me and for some reason they are chosen as the target of my trade missions over 50% of the time, I would like to be able to edit somewhere to blacklist them as trade mission targets if possible.
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lannnnnnar

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Re: [0.97a] Adversary (v6.3.1)
« Reply #136 on: November 17, 2024, 10:43:22 AM »

Do they invade npc faction markets? I feel like they'd just roll them all over and conquer half the galaxy before I could hope to stop them.
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lazy109

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Re: [0.97a] Adversary (v6.3.1)
« Reply #137 on: November 22, 2024, 12:10:44 AM »

Hello,I'm an Chinese modder. I hope i can ask you about how you add officer to all ship in the Adversary's HVB by the magicBounty_officers.json. I want to make a HVB mod but i don't know how to add officer to the bounty's ship
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LocustJester

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Re: [0.97a] Adversary (v6.3.1)
« Reply #138 on: December 25, 2024, 08:57:15 PM »

the remnant station bounty seems bugged and unable to spawn due to being given out by the remnants
I had no problem getting every other bounty, "silly" or not, but the remnant station bounty never spawns at all
however after changing the bounty giving faction from remnant to independants in the game files, the bounty now spawns as normal
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SCMDR_Aramantha

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Re: [0.97a] Adversary (v6.3.1)
« Reply #139 on: January 17, 2025, 05:55:22 PM »

Hi, it appears that the New Opportunity IndEvo ResLab appears to CTD. I dont what happened i just enabled the New Opportunity and didnt change anything else,

Please help how to fix
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Tranquility

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Re: [0.97a] Adversary (v6.4.0)
« Reply #140 on: February 15, 2025, 06:21:39 PM »

Update v6.4.0 is now out, adding prioritized officer skills for the Adversary faction, with Combat Endurance being guaranteed for Adversary officers. Many of the Adversary's alternate doctrines have also been changed, with a focus towards more coherent doctrines (than before) and synergistic officer skillsets. Also, the Adversary faction now has access to the Gorgon and Gazer Pods because I forgor to add them when they were first introduced. Save-compatibility is not guaranteed with this update, and it certainly is not if you are using the Commissioned Crews mod!

v6.4.0
  • Adversary officers now always generate with at least 1 set skill
    - All doctrines, including the default/base doctrine, always use Combat Endurance as the 1st skill
    - Non-default Adversary doctrines will prioritize at least 3 officer skills, tailored towards the doctrine's ship choices
    - Added "officerSkills" to "adversaryPossibleDoctrines" in settings.json
  • Adjusted the specialized Adversary doctrines:
    - Much more selective and coherent with ship, weapon, and fighter choices
    - Now prioritizes larger logistic ships (e.g., Atlas, Prometheus, Revenant, etc.)
    - Should generally make those doctrines more interesting to face off against while they are active
  • Added Gorgon SRM Pod and Gazer SRM Pod to Adversary's known weapon list (I forgot)
  • Moved Commissioned Crews hullmod code to "org.tranquility.adversary.hullmods"
    - If you have that mod installed, make sure to remove all CHM hullmods from your fleet before updating!

jonathanredden

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Re: [0.97a] Adversary (v6.4.0)
« Reply #141 on: February 15, 2025, 08:43:17 PM »

By the way, I'm not sure if this would considered a bug or not, the settings file in the config folder is missing a coma at line 111 which is preventing the game from launching and throws a fatal crash pointing this out.
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Tranquility

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Re: [0.97a] Adversary (v6.4.0)
« Reply #142 on: February 15, 2025, 08:53:09 PM »

By the way, I'm not sure if this would considered a bug or not, the settings file in the config folder is missing a coma at line 111 which is preventing the game from launching and throws a fatal crash pointing this out.

Thank you for pointing this out! I just reuploaded the v6.4.0 version to fix the issue in settings.json; make sure to redownload it again. Sorry for the inconvenience!

Tranquility

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Re: [0.97a] Adversary (v6.4.1)
« Reply #143 on: February 17, 2025, 08:06:46 PM »

Update v6.4.1 is now out, changing the Adversary's doctrine focus to prioritize officers above all else, which should improve their overall auto-resolve strength and in-combat strength (by basically co-opting the Hegemony doctrine). Should be save-compatible with v6.4.0 - though anyone using the Commissioned Crews mod should be aware of the potential save-incompatibility introduced with v6.4.0.

v6.4.1
  • Adversary doctrine changes:
    - Officer quality/ship quality/fleet size distribution is now 5/1/1 (from 3/2/2)
    - Commander skills changed to Officer Training and Crew Training (from Support Doctrine and Crew Training)
    - This change should optimize both the Adversary's auto-resolve strength and in-combat strength
  • Minor code refactors

HeavyHelmud

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Re: [0.97a] Adversary (v6.4.1)
« Reply #144 on: February 21, 2025, 03:53:02 AM »

A short question, if I use Unknown Skies and Industrial.Evolution I am supposed to disable the "adversary_optimal" Star System in the "customStarSystems" file and enable the "adversary_opportunity" Star System, right? Or should both systems run together?
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Reshy

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Re: [0.97a] Adversary (v6.4.1)
« Reply #145 on: February 25, 2025, 01:39:29 AM »

Given that the adversary is supposed to be an antagonist, wouldn't it make more sense to make their fleet doctrine slightly higher than normal to compensate, as well as making negative diplomacy events more common in nexerelin.  Additionally, if you wanted to up the ante how feasible would it be to make the adversary spawn raiding stations like pirates/path do?  I know IX has something like that.
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Mycophobia

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Re: [0.97a] Adversary (v6.4.1)
« Reply #146 on: March 29, 2025, 12:26:46 AM »

So a fan of the mod from cnsector wanted to ask if they could get a older ver of the mod as they understood the old setting used to put the player as the player from a previous playthrough and they are really interested to see how its written.

Also wanted me to ask why you decided to change it  :)
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Tranquility

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Re: [0.98a] Adversary (v7.0.0)
« Reply #147 on: March 29, 2025, 10:04:47 PM »

Update v7.0.0 is now out for Starsector 0.98a! This update not only brings the Adversary to the latest Starsector update, but it also includes several changes for the mod, including no longer having the Customizable Star Systems dependency (the Optimal system spawning is now part of the mod, with an option to disable it if the CSS systems are preferred). Note that this update is not save-compatible!

v7.0.0 (Update for Starsector 0.98a)
  • Compiled to Java 17
  • Added Anubis to Adversary faction
  • Removed dependency on Customizable Star Systems
    - The Optimal system generation is now built into the Adversary mod
    - The system now automatically supports Unknown Skies conditions and Industrial.Evolution industries
    - The system can spawn mid-game if it does not already exist
    - The one in the customStarSystems.json will be disabled by default
    - Added "enableAdversaryOptimal", "enableAdversaryUSOptimal", and "enableAdversaryIndEvoOptimal" settings to settings.json and LunaSettings
  • Optimal Barren planet no longer has a Planetary Shield; its Heavy Batteries have been improved to partially compensate
  • Fixed "enableAdversarySCSupport" option wrongly using the "enableAdversarySillyBounties" value if LunaLib was enabled
  • Replaced Crew Training with Hull Restoration for Adversary commander skills
  • Changes to specialized Adversary doctrines:
    - Now prioritizes the Hermes, Dram, and Mercury over the larger logistic ships to further bolster auto-resolve strength
    - Now also prioritizes non-primary ship types (e.g., Low Tech Carrier doctrine now also prioritizes Grendels and Vanguards)
  • "enableAdversaryPersonalFleet" and related settings renamed to "enableAdversarySDF"
  • Sword of Destruction fleet now made more difficult
  • Now uses ColonyCrisisSetupListener to add the Adversary Colony Crisis
  • Adversary CC attack changes:
    - Spawned fleets now focus on using more ships instead of higher-quality ships
    - Smaller attack fleets now favor using smaller ship classes over larger ones
    - Reduced reputation gain for defeating the attack
    - The enraged version is now much, much harder
  • Modified some MagicBounty variants to account for 0.98a balance changes
  • Nexerelin change: Adversary faction no longer has the "Neutralist" trait



So a fan of the mod from cnsector wanted to ask if they could get a older ver of the mod as they understood the old setting used to put the player as the player from a previous playthrough and they are really interested to see how its written.

Also wanted me to ask why you decided to change it  :)

If I understand this correctly, I think they might be confused? The Adversary mod (or at least the one I'm supporting here, in the official forum) never had the ability - much less an actual setting - to copy the player's stuff from a previous playthrough (that sounds more like Unofficial New Game Plus's thing?). If they meant just hijacking the player's blueprints in a current playthrough, the blueprint stealing option is still in this mod as an optional setting, but it hasn't been changed since I first implemented it. That said, if you want to be sure, you can look at the Adversary mod releases and check the older versions' changelogs or source code for yourself.

Mycophobia

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Re: [0.98a] Adversary (v7.0.0)
« Reply #148 on: March 31, 2025, 04:07:08 PM »

They are more curious about the lore of the faction as being depicted in such a way (now that you mention it, I too wonder if I just mixed up with the UNGP), rather than an actual ability in game for the faction to do this. (I helped some TL for the 0.97 ver but dont quite recall the earlier lore myself).

In either way, thanks for taking the time to explain, I'll go grab an older version and take a look  :)
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narf03

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Re: [0.98a] Adversary (v7.0.0)
« Reply #149 on: April 05, 2025, 01:51:34 AM »

started a game with this Adversary mod along with Nexerelin mod(my faction), my starting planet always in the adversary star system, is that intended ? I am pretty sure there is no chance my planet can survive even for the first year.
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