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Author Topic: Colony Threat event  (Read 23994 times)

CapnHector

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Re: Colony Threat event
« Reply #120 on: May 11, 2023, 04:27:29 AM »

Yeah that is a pretty funny phenomenon. I colonized Typhon in Samarra because I wanted the volatiles and a colony in a central system in my first .96 playthrough. Hegemony is vengeful towards me, the plan is to grow this colony to size 5 and then placate them. I have another system with 3 colonies where I needed to make concessions due to hostile activity. However, it turns out that every Hegemony fleet that I kill in Samarra lowers hostile activity for all of my systems via "Hostile ships destroyed" now that I've settled here.

Edit to add: it is a pretty sweet deal, for example I just plundered a convoy delivering supplies to Eventide and got -7 hostile activity as a bonus.
« Last Edit: May 11, 2023, 04:40:22 AM by CapnHector »
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Fenrir

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Re: Colony Threat event
« Reply #121 on: May 11, 2023, 05:17:02 AM »

Pather interest generated by cores and other high-tech items seems a little bit too high afa I am concerned. Maybe we could have them ramped down a little bit, alpha core administrator gets 10 seems fair, but alphas in other spots generates 10 as well doesn't seem well fit 2me.
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*cough* try tossing the PK into a black hole *cough*

Megas

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Re: Colony Threat event
« Reply #122 on: May 11, 2023, 06:13:21 AM »

So far, with Military Base and never letting interest exceed +6 (if world has grown past size 3), I have not had any problems with pirates or pathers.

In previous releases after the first 0.9a, I avoided Pather cells at all costs, and I have continued that philosophy this release.

Now, I need to see if expeditions come the same way as in previous releases.  If so, then I will need to stack colonies the same way as in previous releases.  Might need to abandon first colony because it is effectively a lone world system.  I built it thinking major factions' expeditions were part of the new Hostile Activity, but if that is not the case, I doubt I will keep my main colony (now size 4) for long.

For me, the only change in this release is I should build Patrol HQ first instead of Orbital Station.  Orbital Station can wait until my colony is vulnerable to major factions' expeditions or I need another +1 stability (after I build Ground Defenses).

I have been enjoying the total lack of pirate and pather meddling.
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Cyan Leader

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Re: Colony Threat event
« Reply #123 on: May 11, 2023, 07:14:47 AM »

I'm not having the same experience because I decided to colonize a system without the possibility of having the sensor thing that gives stability, so the stability hit from the event is really hurting even though the system is relatively secure with tons of patrols.
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Elliott500

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Re: Colony Threat event
« Reply #124 on: May 11, 2023, 11:13:13 AM »

Spoiler
Just wanted to add some feedback from a rather casual player. (Play every couple of years or so, never gotten too in depth with mechanics)

For me this is a bit of a disappointment and overall makes the gameplay somewhat inorganic - instead of being able to have an intuitive understanding of systems I've found myself having to look up solutions to problems that aren't making a whole lot of sense.

I decided to set up a colony at midgame after finding a good system to do so. Eventually the hostile activity ratcheted up due to me not having the fleet power to take out hostile stations - I didn't pay it much mind as I assumed it would be something I could divert my attention to down the line once my fleet power grew and crush with a bit of effort. Unfortunately this was not the case - after building up some cash and putting together a decent fleet (a massive investment while constantly being hit with negative income from a fledgling colony) I went and tackled the pirate stations and found myself extremely surprised that it had barely any impact on the event progress, only slowing future development instead of wiping some accumulated progress.

At this point I looked up a bit of info and went the route of building a patrol HQ and started exploring the sector for a cryo to boost it, hoping that it would prove my savior. After finally getting one imagine my surprise when instead of helping the situation it actively hinders it by giving me path interest. I was also going to go the route of aiming for an orbital con yard and nanoforge with similar aims but reading this thread I see the path will also lead to negative results. I also tried to create extra patrol stations only to find that they did absolutely nothing, again a decision that is not clearly signposted.

My next idea was to try manually hunting down pirate fleets, but the gains were just irrelevant- 1 or 2 points for fleet defeated meant I'd have to spend an entire day hunting fleets to have any impact at all, which just doesn't feel like satisfying gameplay. I get your reasoning with the fleet sizes Alex but it feels to me like you must need an endgame level fleet to deal any significant progress reduction, which doesn't solve my issue of starting a colony midgame and having it be a complete death spiral.

So yeah. I think it's a great step towards improving the colony/piracy experience but it needs to have steps make more sense and be more clearly signposted to retain organic gameplay where I don't have to look up guidance to have a clue how to get out of the spiral.
[close]

Hi, and welcome to the forum! Just wanted to say thank you for your feedback; a lot of what you're saying really clicks and I really appreciate getting your perspective.

Thanks for the welcome!

Just to add -  a potential fix that came to mind: the current UI for hostile activity shows the active monthly factors. It could changed to show all possible monthly factors, with inactive ones greyed out but still possible to see details of by mousing over. It seems the simplest way to counter my issues of not being able to see what I need to do. Still, it might be a bit too handholdy a solution.
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Tigasboss

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Re: Colony Threat event
« Reply #125 on: May 11, 2023, 11:22:17 AM »

Hopefully, fleet doctrine can be implemented into this, makes sense that a system with pristine paragon fleets would be harder to attack than one defended by junk fleets.
As it stands fleet doctrine is mostly cosmetic imo, you change it into whatever you think fits your faction theme.
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Euphytose

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Re: Colony Threat event
« Reply #126 on: May 11, 2023, 11:38:00 AM »

Hopefully, fleet doctrine can be implemented into this, makes sense that a system with pristine paragon fleets would be harder to attack than one defended by junk fleets.
As it stands fleet doctrine is mostly cosmetic imo, you change it into whatever you think fits your faction theme.

Is it really? I thought if your fleets had nice capitals they were way more effective.
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Princess of Evil

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Re: Colony Threat event
« Reply #127 on: May 11, 2023, 11:41:57 AM »

Fleets are created from fleet points, and better ships already cost more, so it barely matters. Especially since the game does NPC-only battles with auto-resolve.
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Euphytose

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Re: Colony Threat event
« Reply #128 on: May 11, 2023, 11:44:53 AM »

I mean, currently I know several blueprints for capitals, but since my colonies cannot manufacture ships yet, I'm stuck with Venture as the "best" ship for my patrols. And it makes a pretty significant difference.

They basically can't deal with anything. Good thing I have a star fortress and batteries to defend the colony.

I'm almost certain once my fleets have Onslaughts in them, they will be more effective. So I don't think it's 100% cosmetic.
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Princess of Evil

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Re: Colony Threat event
« Reply #129 on: May 11, 2023, 11:48:28 AM »

Fleet size matters much more - and early small colonies have tiny fleet sizes.
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Tigasboss

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Re: Colony Threat event
« Reply #130 on: May 11, 2023, 12:17:43 PM »

Hopefully, fleet doctrine can be implemented into this, makes sense that a system with pristine paragon fleets would be harder to attack than one defended by junk fleets.
As it stands fleet doctrine is mostly cosmetic imo, you change it into whatever you think fits your faction theme.

Is it really? I thought if your fleets had nice capitals they were way more effective.
I may have exaggerated a bit.
They are more effective when you're in system and during expeditions which don't happen that often unless you go out of your way to antagonize factions, however, most of the colony related combat in this update comes from the new Hostile Activity tab, so from a purely vanilla perspective, they are mostly cosmetic now since it doesn't affect how well defended your system is.
A high command full of buffalos and phaetons is more effective than a military base with paragons and astrals.
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KopiG

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Re: Colony Threat event
« Reply #131 on: May 11, 2023, 05:14:11 PM »

I semi made peace with the Pathers I am at -16 suspicios. I managed to talk to some fleets accepting bribes for like 30-50k credits but nothing is happening. The active cell is still affecting my colonies and visiting that active cell base does nothing. No interaction with that Pather base cell commander of any kind to pay him off. I can only give him AI cores for rep/credits as per usual same like any major faction. So what is the point of getting Pather rep? My threat meter is climbing now like crazy due to the new active base and I dont want to ruin my hard earned rep from -100 to -16 thinking I could do something with it. Can I? Am I missing something?

Please somebody give me a disable "button" for this event. I cant take this anymore.

EDIT: My prayers have been answered. If anybody is sick of this here is a solution to "disable" the event:
https://fractalsoftworks.com/forum/index.php?topic=26621.0
« Last Edit: May 11, 2023, 05:20:18 PM by KopiG »
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Alphonso

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Re: Colony Threat event
« Reply #132 on: May 11, 2023, 06:22:03 PM »

i am done ,wasted my run by having 3 planets full of alpha core...next run didn't colonize any but bloqued on the 'luddic shrines' mission cause an error don't let me visit one of them.
i ll just wait until a fix is done i guess.
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bonerstorm

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Re: Colony Threat event
« Reply #133 on: May 11, 2023, 09:21:15 PM »

Sorry if everyone already said this stuff but I don't got time to read 9 pages of forum posts:

1) Plan out your colonies so that you avoid Pather cells by keeping Pather interest below 7. Without using AI cores or having mismanagement penalty, you can have: 1 pristine nanoforge + refinery planet, 1 autonomous drill planet (ideally with EXTREME HEAT for cryo bonus), 1 soil nanite planet with light industry, 1 gas giant with vortex, and 1 fuel refinery planet with synchotron.

2) It makes a LOT of sense to colonize multiple colonies in the same system and have a Military HQ on at least one, ideally with cryoarithmatic engine on EXTREEEEME HEAAAT.

3) I THINK, but don't know for sure, that pathers and pirate threat don't trigger until Size 4.

4) You can get
Spoiler
Kanta's protection to completely eliminate pirate threat
[close]
. In my game I had three choices: 100k bribe (didn't work, reduced rep), burn relationship with highest ranking contact (what I chose and it did work), spend a story point to offer
Spoiler
Kanta
[close]
an unspecified future favor.

5) The code for danger reduction for destroying hostile ships in-system is bugged. Apparently when pirates/pathers are non-hostile, they don't count. Will be fixed in the next patch.

6) There is a quest to completely eliminate Pather threat, but at the cost of
Spoiler
giving the Pathers a functional Planet Killer missile
[close]
. That quest is bugged, though, and there is no way to eliminate Pather threat ATM. Will also be fixed in the next patch.

I can't wait for that new patch/hotfix/warmfix. My game is almost unplayably annoying without being to finish that quest.
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Shinr

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Re: Colony Threat event
« Reply #134 on: May 11, 2023, 09:57:03 PM »

It makes a LOT of sense to colonize multiple colonies in the same system and have a Military HQ on at least one, ideally with cryoarithmatic engine on EXTREEEEME HEAAAT.

The bolded gives you more pather interest without giving you any new Threat Event bonuses, basically making it pointless for most.
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