Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 26 27 [28] 29 30

Author Topic: [0.98a] Emergent Threats/IX Revival v1.0.9  (Read 359568 times)

Garafetdin

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #405 on: May 09, 2025, 01:38:04 AM »

Hello

Is there a way to get more than 2 panopticon instances during a playthrough? You can get one from giving IX the nuke, and another one by ripping it out of Vertex. Is there a theoretically infinite source of these cores that I can farm?

Also,  if a Panopticon Node (or The Panopticon) has ever been installed on any colony, that colony can never recieve Panoptic monitoring from the player, unless you delete the panopticon node from the colony with console commands.
Logged

Deathawaits4

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #406 on: May 09, 2025, 02:27:34 PM »

Since the new update all ships have the "Work Order" hull mods enabled. Is this intended? I thought they were only for big ships. I can now install it on dram tankers lol.
Logged

BlackBurn

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #407 on: May 10, 2025, 07:35:52 AM »

Hi there,
i get this CTD-Message when i want to build in S-Mods in the Hyperion(EX) using the "Progressive S-Mods" mod. It´s the first time i encountered an CTD, so do i need conctact you or the creater of the other mod?
I?ve already built some S-mods in the Hetman (A) via this Mod without any Problems. I believe this Ship comes from this Mod aswell.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 341
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #408 on: May 10, 2025, 10:43:54 AM »

Onslaught radical rearming seems incompatible with Kon's multi pack 13th battlegroup onslaught. I tried replacing the TPC with the gigapulser but the XIII onslaught turned into a normal onslaught

The XIII Onslaught should not be compatible with ORR weapon swap content. I will look into why the install weapon button is enabled for this ship.

Hello

Is there a way to get more than 2 panopticon instances during a playthrough? You can get one from giving IX the nuke, and another one by ripping it out of Vertex. Is there a theoretically infinite source of these cores that I can farm?

Also,  if a Panopticon Node (or The Panopticon) has ever been installed on any colony, that colony can never recieve Panoptic monitoring from the player, unless you delete the panopticon node from the colony with console commands.

Panopticon Instances are not an infinite resource. This is by design, and is partly done to avoid multiple player instance networks from crashing the game. I will look into the case of old IX nodes blocking player nodes from forming properly.

Since the new update all ships have the "Work Order" hull mods enabled. Is this intended? I thought they were only for big ships. I can now install it on dram tankers lol.

Work Orders by themselves don't do anything and is just a check for the install weapon button to figure out what weapon should be swapped in. I will probably disable the hullmods for the next update on ships that should not qualify for it.

Hi there,
i get this CTD-Message when i want to build in S-Mods in the Hyperion(EX) using the "Progressive S-Mods" mod. It´s the first time i encountered an CTD, so do i need conctact you or the creater of the other mod?
I?ve already built some S-mods in the Hetman (A) via this Mod without any Problems. I believe this Ship comes from this Mod aswell.

I can't really tell what's going on here without the full crash log, but the Hyperion (EX) doesn't have anything special about it that should be causing this crash, so its source is probably from something else.

Deathawaits4

  • Ensign
  • *
  • Posts: 28
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #409 on: May 10, 2025, 03:15:13 PM »

Onslaught radical rearming seems incompatible with Kon's multi pack 13th battlegroup onslaught. I tried replacing the TPC with the gigapulser but the XIII onslaught turned into a normal onslaught

The XIII Onslaught should not be compatible with ORR weapon swap content. I will look into why the install weapon button is enabled for this ship.

Hello

Is there a way to get more than 2 panopticon instances during a playthrough? You can get one from giving IX the nuke, and another one by ripping it out of Vertex. Is there a theoretically infinite source of these cores that I can farm?

Also,  if a Panopticon Node (or The Panopticon) has ever been installed on any colony, that colony can never recieve Panoptic monitoring from the player, unless you delete the panopticon node from the colony with console commands.

Panopticon Instances are not an infinite resource. This is by design, and is partly done to avoid multiple player instance networks from crashing the game. I will look into the case of old IX nodes blocking player nodes from forming properly.

Since the new update all ships have the "Work Order" hull mods enabled. Is this intended? I thought they were only for big ships. I can now install it on dram tankers lol.

Work Orders by themselves don't do anything and is just a check for the install weapon button to figure out what weapon should be swapped in. I will probably disable the hullmods for the next update on ships that should not qualify for it.

Hi there,
i get this CTD-Message when i want to build in S-Mods in the Hyperion(EX) using the "Progressive S-Mods" mod. It´s the first time i encountered an CTD, so do i need conctact you or the creater of the other mod?
I?ve already built some S-mods in the Hetman (A) via this Mod without any Problems. I believe this Ship comes from this Mod aswell.

I can't really tell what's going on here without the full crash log, but the Hyperion (EX) doesn't have anything special about it that should be causing this crash, so its source is probably from something else.

Hei!

Thanks, yea disabling them would prolly be good, otherwise its a bit confusing
Logged

Malice

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #410 on: May 16, 2025, 07:18:30 AM »

 Hey, Vicegrip! A little bit of a feedback to the balance of some new hullmods:
 I honestly think, that new "Adaptive Entropy Arrester" and "Field Repair Nanites" are overwhelmingly overpowered hullmods, even in hard-modded sectors. There's little option to pick comparable subsystem and etc. in competitive, serious battle, in result you always want to have these on all ships.
 My problem is a straightforward regeneration of hull, hull restoration is limitless and pretty much unconditional (in ordinance points, burdensome conditions), which is very OP, even officer skill doesn't do that much. Right now I pretty much ignoring these hullmods, because otherwise I'll lose fun.
 I suggest, making them at least only applicable on frigate-destroyer ships or even exclusive applicable on remnant hulls (don't do that, please), or to be honest, I would have preffered them to be exclusive on domain drones (in hard-modded sector they pretty much suck, no coppe, and these hullmods could give them very interesting foothold in the meta, without straining meta ships becoming even more overpowered). Of course I can also suggest, to make hull restoration much more less efficient; worsen the burden of having these hullmods on ships, adding additional penalties (peak performance/combat readiness amplification of loss) or worsening existing ones (like crew amplification of loss); set the restoration limit to 35-50% (like in "Combat Endurance" skill); keep only one hullmod, I think "Adaptive Entropy Arrester" subsystem one, to make him less accessible.
 We can argue that some hullmods and officer skills are interchangeable, for example, if you pick "Helmsmanship" with 50% maneuverability (and etc.), you, probably, wouldn't pick "Auxiliary Thrusters" with the same effect, and it may seem this is the case with "Combat Endurance" and "Adaptive Entropy Arrester", and "Field Repair Nanites", but I think, this is entirely different matter: 50% maneuverability and limitless hull restoration ("Auxiliary Thrusters" and these 2 hullmods) or 50% hull restor. and limitless restor. ("Combat Endurance" and these 2 hullmods) aren't the same, not really comparable in cons/pros to be precise, and that's why it should be balanced somehow, imo.

 Love your vision on subsystem hullmods, pretty much in every sector run synthetic executive officer is picked (from SiC integration), due to how fulfilling builds becoming, thank you.
« Last Edit: May 16, 2025, 07:48:04 AM by Malice »
Logged

vicegrip

  • Captain
  • ****
  • Posts: 341
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #411 on: May 17, 2025, 02:54:23 PM »

Hey, Vicegrip! A little bit of a feedback to the balance of some new hullmods:
 I honestly think, that new "Adaptive Entropy Arrester" and "Field Repair Nanites" are overwhelmingly overpowered hullmods, even in hard-modded sectors. There's little option to pick comparable subsystem and etc. in competitive, serious battle, in result you always want to have these on all ships. [...]

Thank you for the feedback but this is one aspect of the mod where I will likely not be revising the hullmods further. I have already repeatedly nerfed their performance, and now with the hard cap of 125/150/175 regen per second, this is roughly equivalent, before armor damage negation, to the damage output against hull of a single Hypervelocity Driver at 138 dps. If you are rocking so much armor negation that the 5% residual passive resistance after armor has been completely depleted is still making your ship invulnerable to all incoming damage at 175 hull regen per second, then you're doing the armor equivalent of rocking into battle with 0.1 shields or lower.

Flux is also an infinitely regenerating resource, and the hullmods are meant to create an equivalent for hull tanking ships. Players are free to turn the hullmods into unstoppable juggernauts through crossmod interaction, and I have no issues with that, but on their own, within the context of the mod itself, their balance really isn't an issue. As a counterpoint of them being overpowered, the new Thunderbox carrier variants make liberal use of them. If you haven't noticed the ships as being impossible to defeat, then the blame for the hullmods being overpowered can be squarely placed at the feet of crossmod interactions, which players are free to indulge in, or not, at their choosing.

Malice

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #412 on: May 17, 2025, 04:38:04 PM »

Hey, Vicegrip! A little bit of a feedback to the balance of some new hullmods:
 I honestly think, that new "Adaptive Entropy Arrester" and "Field Repair Nanites" are overwhelmingly overpowered hullmods, even in hard-modded sectors. There's little option to pick comparable subsystem and etc. in competitive, serious battle, in result you always want to have these on all ships. [...]

Thank you for the feedback but this is one aspect of the mod where I will likely not be revising the hullmods further. I have already repeatedly nerfed their performance, and now with the hard cap of 125/150/175 regen per second, this is roughly equivalent, before armor damage negation, to the damage output against hull of a single Hypervelocity Driver at 138 dps. If you are rocking so much armor negation that the 5% residual passive resistance after armor has been completely depleted is still making your ship invulnerable to all incoming damage at 175 hull regen per second, then you're doing the armor equivalent of rocking into battle with 0.1 shields or lower.

Flux is also an infinitely regenerating resource, and the hullmods are meant to create an equivalent for hull tanking ships. Players are free to turn the hullmods into unstoppable juggernauts through crossmod interaction, and I have no issues with that, but on their own, within the context of the mod itself, their balance really isn't an issue. As a counterpoint of them being overpowered, the new Thunderbox carrier variants make liberal use of them. If you haven't noticed the ships as being impossible to defeat, then the blame for the hullmods being overpowered can be squarely placed at the feet of crossmod interactions, which players are free to indulge in, or not, at their choosing.

 Thank you for reply! Player can do, whatever he wants, got it, though, didn't encountered Thunderbox in fleets (but I bet, this is terrifying), NPC fleets pretty much no matter how well built with hullmods/weapons they are not really a threat to player fleet most of the time, excluding remnants (modded ones) and numerous s-modded bricks, Thunderbox on other hand is very good, because of how bomber strikecraft works, not because of hull tanking - when two kites with 4 reapers unleashed their payload, they could do it nearly immediately again upon safe arrival to a mothership.
 Good luck.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 341
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.7a
« Reply #413 on: May 18, 2025, 09:09:03 PM »

v1.0.7a is up. Trying something new with the Equalizer (IX/TW)

Gantradies

  • Lieutenant
  • **
  • Posts: 53
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.7a
« Reply #414 on: May 20, 2025, 07:38:43 AM »

one of the things i was curious about, is...
whats the 9th battlegroup's actual motivations/goal?

from, most of what ive seen, they feel kind of...
for want of a better word/term/vibe, "MWAAAAAAAA-HAHAHAHAHAH!"-
kind of a "villainy for villainy's sake bond-villain kind of thing...
 
like,they feel.... generically omincidal (the whole "everyone we're not directly fighting OR is a sworn vassal is a disposable, convenient pawn" vibe)/sector-domination-y for its own sake/no other motivation other then wanting to burn the sector to ashes, then rule them...
unless ive been massively misreading things?

might be an artifact of how vague the in-universe codex info is about -what- caused their meetup with the Hegemony to suddenly turn into total war, and i haven't really been able to find much more ingame-
from my pov/current knowledge,
 could be anything from a backstab on the XIV's side followed by REALLY poorly thought-out
political buggery from the league,
to the Fleet's original leadership being cartoon supervillians, or anything in between?
« Last Edit: May 20, 2025, 07:44:33 AM by Gantradies »
Logged

Akirosan13

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.8
« Reply #415 on: May 24, 2025, 04:35:14 PM »

Updated to version 1.0.8 (I like updates that don't break my save ^^) Your mod is in my 'Essential Mods', keep up the good work. ^.~3
Logged

Thraks

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.7a
« Reply #416 on: May 24, 2025, 07:58:00 PM »

one of the things i was curious about, is...
whats the 9th battlegroup's actual motivations/goal?

from, most of what ive seen, they feel kind of...
for want of a better word/term/vibe, "MWAAAAAAAA-HAHAHAHAHAH!"-
kind of a "villainy for villainy's sake bond-villain kind of thing...
 
like,they feel.... generically omincidal (the whole "everyone we're not directly fighting OR is a sworn vassal is a disposable, convenient pawn" vibe)/sector-domination-y for its own sake/no other motivation other then wanting to burn the sector to ashes, then rule them...
unless ive been massively misreading things?

might be an artifact of how vague the in-universe codex info is about -what- caused their meetup with the Hegemony to suddenly turn into total war, and i haven't really been able to find much more ingame-
from my pov/current knowledge,
 could be anything from a backstab on the XIV's side followed by REALLY poorly thought-out
political buggery from the league,
to the Fleet's original leadership being cartoon supervillians, or anything in between?

Essentially they see themselves as the true inheritors of the domains authority in the region. The rocked up about 100 cycles ago, had disagreements with the heg over how to govern (likely to do with using AI), got into BIG fight over it. Almost won but didn't. Now they sit in the corner of 'civilised' space sulking over it. They have a "Our way or the highway" mentality and if your not on board with it you are scum a deserve to be enslaved or wiped out. They're basically hi tech fascists. I imagine much like the Hegemony they genuinely believe what they're doing is for the overall benefit of the species, and also like the heg niceties have taken a back seat to "necessary" action to preserve the sector. Don't try to overthink it too much. Maybe if you do a 9th bg run and interact with the content enough you may piece together the logic behind their behavior, But they mostly function as an aggressive boss faction similar to legio or hiver.
« Last Edit: May 25, 2025, 07:29:42 AM by Thraks »
Logged

foxre

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.8
« Reply #417 on: May 25, 2025, 08:41:34 PM »

Hi, first time commenting on a thread despite playing for years. Love the this mod!

I wanted to bring a weird mod interaction to your attention. Not sure if it's been mentioned before in this forum.

Using the Second in command mod, the capstone perk for the star faring officer "Continuous Repairs" removed the special modifications from the Invictus (LG) Dreadnought thinking it was a Dmod.

My current fleet was also using the LG Onslaught but I haven't encountered that interaction yet. Might have more to do with the Second in command mod but I decided to start here. Thanks!

Logged

vicegrip

  • Captain
  • ****
  • Posts: 341
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.8
« Reply #418 on: May 26, 2025, 11:43:08 PM »

Hi, first time commenting on a thread despite playing for years. Love the this mod!

I wanted to bring a weird mod interaction to your attention. Not sure if it's been mentioned before in this forum.

Using the Second in command mod, the capstone perk for the star faring officer "Continuous Repairs" removed the special modifications from the Invictus (LG) Dreadnought thinking it was a Dmod.

My current fleet was also using the LG Onslaught but I haven't encountered that interaction yet. Might have more to do with the Second in command mod but I decided to start here. Thanks!

Normally the Special Modifications on the Invictus (LG) is the standard d-mod. Only the fancy built-in version on the Onslaught (LG) grants bonuses. If you have the Andradanism skill that converts the d-mod SM to the built-in and that is also getting deleted, let me know.

cghhj

  • Lieutenant
  • **
  • Posts: 66
    • View Profile
Re: [0.98a] Emergent Threats/IX Revival v1.0.8
« Reply #419 on: May 27, 2025, 01:55:43 AM »

I see many mods on Github can help you tracking file changes & compare differences version.
Should give big help in localization.

Why here didn't working, makes me tracking updated changes much difficult. :'(
Logged
Pages: 1 ... 26 27 [28] 29 30