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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration  (Read 63045 times)

wodzu_93

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #75 on: November 22, 2024, 07:12:36 AM »

After playing with this mod together with Adjusted Sector (double sector size, but vanilla star density and distribution), I'm not gonna go back to vanilla, ever. I love how your ability to explore further gradually opens up, either with fleet improvements (more cargo and fuels space and better upkeep efficiency), hyperspace topography skills (slipsurge is such a massive upgrade), the Janus Device, or resupply points (nebulae, planetary operations, colonies, RAT settlement, Nex outposts). So much more in-depth and satisfying gameplay than vanilla "get Phaeton/Revenant, GG, you can go anywhere".
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #76 on: November 23, 2024, 01:54:54 AM »

Glad to hear that! Thanks for the feedback  ;D

Farya

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #77 on: November 24, 2024, 02:29:52 AM »

Well, the indirect (if drastic) nerfing of tankers is intentional. The whole point of the drive field anomaly is to limit travel range in a way that leaves a niche for tankers (that is, significantly extending travel range immediately after leaving a market, but with diminishing returns the further you travel). So they're still useful as a one-way ticket to distant stars, or as a way to travel between distant colonies without stopping for gas. Or, at least, I find them to be useful for those things. I tend to even bring a Dram or Phaeton on expeditions just to eke out a bit of extra range when I get a surplus of fuel. I feel like I might be missing the point of the suggestion though... Do you feel like tankers serve no purpose with this mod? Or that the mod limits fuel range too much?
I feel that, yes, your mod currently limits the usefulness of tankers a little bit too much. Also with Nexerelin you may want to help the faction with shortages - what if they have a fuel shortage? How would you deliver quantities of fuel to them without a majority of it burning burning off in travel? Vanilla lacks mlitary grade tankers completely even if at the cost of efficiency, so modifying existing tankers should be an option when neccessary.
The other problem I saw with anomaly and tankers is that it can become difficult to predict how far away you could actually travel because the game cannot account for fuel that will be lost to rapidly growing anomaly. So sticking solely to military ships (Apogee becomes even more valuable here as small fleet leader) is my current way to solve the issue somewhat - at least I can see how far I can go on my protected supply with fuel scoops and stock of supplies providing the the rest if neccesary.
Also it's worth mentioning that some modded ships designed to be exploration friendly tend to suffer here as well - like roider ships which are majorly considered militarized but not protected despite having civilian susbsystems removed and used by nomadic astrominers. So having an option for Lunalib to adjust what ships do and do not count as protected would be useful on player part.
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wodzu_93

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #78 on: November 24, 2024, 07:43:01 AM »

The other problem I saw with anomaly and tankers is that it can become difficult to predict how far away you could actually travel because the game cannot account for fuel that will be lost to rapidly growing anomaly. So sticking solely to military ships (Apogee becomes even more valuable here as small fleet leader) is my current way to solve the issue somewhat - at least I can see how far I can go on my protected supply with fuel scoops and stock of supplies providing the the rest if neccesary.
This is incorrect. Fuel range indicator on the map is 99% accurate, it factors in increasing fuel drain just fine. Note, 99%, because what it doesn't factor in is the fuel cost of jumping into hyperspace from a system - but vanilla indicator also omits this. Not a problem unless your max fuel capacity is like <40 (frigate only start). Also note that increased fuel drain ALSO applies to gate travel.

Also it's worth mentioning that some modded ships designed to be exploration friendly tend to suffer here as well - like roider ships which are majorly considered militarized but not protected despite having civilian susbsystems removed and used by nomadic astrominers. So having an option for Lunalib to adjust what ships do and do not count as protected would be useful on player part.
This is adjustable. The category to which military ship gets assigned in (protected vs militarized) depends on their range (base fuel capacity / base fuel per L.Y.). By default this threshold is set to 100. So a Brawler is Protected (20 / 1 = 20 <= 100 ), while Revenant is Militarized ( 900 / 3 = 300 > 100). You can change this in Lunalib config (setting is under "Fuel and Anomaly" tab, "Max Travel Range For Ships With Protected Fuel").
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Farya

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #79 on: November 24, 2024, 08:47:21 AM »

This is adjustable. The category to which military ship gets assigned in (protected vs militarized) depends on their range (base fuel capacity / base fuel per L.Y.). By default this threshold is set to 100. So a Brawler is Protected (20 / 1 = 20 <= 100 ), while Revenant is Militarized ( 900 / 3 = 300 > 100). You can change this in Lunalib config (setting is under "Fuel and Anomaly" tab, "Max Travel Range For Ships With Protected Fuel").
Oh, didn't knew that. I would have a look it at then. Thank you.

So Apogee is protected simply because it's 200/2 then.
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Darloth

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #80 on: November 26, 2024, 04:08:21 PM »

It's worth noting that Nex outposts, RAT settlements, black holes, and pirate / luddic bases reset the anomaly progress - probably some other things I'm forgetting, too.  Tankers are really useful for filling up once you've reset the progress in this way, either with fuel scooping from nebulae or buying from the pirates or from your outpost or whatever.

You can get massive range with tankers with only a single jumping off point to use as your 'starting' location, and gates are also fine for this, since you don't -travel- the distance between them.  Plus... if you militarize all your tankers, all you really need are twice as many as before, which is still a lot of fuel needed but it's really not THAT bad.  If you stick efficiency upgrades on the real fuel guzzlers, or get some modded sources of efficiency (hull mods, hull alterations from RAT, etc), you can make it a non-problem, and that feels good (to me, at least) because it takes a little more effort to do that it is in vanilla, where as mentioned once you buy a phaeton, you can go everywhere until you have capital ships, and then you might need a second phaeton or a revenant.

To answer your question about delivering fuel without burning off lots in transit... that's in the core worlds, right?  The trips are usually short enough for me that I barely notice the double base fuel consumption rate, certainly compared to the amount that would be needed to remove a shortage.   The anomaly doesn't do anything at those ranges either.  Just get a couple of phaetons or a handful of drams, like you might pick up a couple of temporary cargo ships if you were doing shortage runs with a different cargo?

Apologies if these opinions were unwanted, but... I think it's useful feedback, and also a reminder that there -are- options to make it not nearly as bad as it first feels.  Yes, it can be a little scary opening the map and seeing you can't go everywhere, but... That's why I like it.  It makes the sector feel vast in a way that so far, no other mod has managed.  (Maybe Adjusted Sector or Grand sector, but eh, that actually literally makes it bigger, so I don't think they count.  My computer thanks me for not having to do that, anyway!)
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thebrickhead

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #81 on: November 26, 2024, 04:10:39 PM »

After playing with this mod together with Adjusted Sector (double sector size, but vanilla star density and distribution), I'm not gonna go back to vanilla, ever. I love how your ability to explore further gradually opens up, either with fleet improvements (more cargo and fuels space and better upkeep efficiency), hyperspace topography skills (slipsurge is such a massive upgrade), the Janus Device, or resupply points (nebulae, planetary operations, colonies, RAT settlement, Nex outposts). So much more in-depth and satisfying gameplay than vanilla "get Phaeton/Revenant, GG, you can go anywhere".

do you tweak anything else or do you just double the sector size numbers. im wanna do this but im not sure if i need to change sosme other settings like accessibility to avoid breaking stuff.
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wodzu_93

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #82 on: November 27, 2024, 12:38:33 AM »

do you tweak anything else or do you just double the sector size numbers. im wanna do this but im not sure if i need to change sosme other settings like accessibility to avoid breaking stuff.

Here's my settings for Adjusted sector. Size is doubled, but star count is only +50%, so density stays close to vanilla. Also tweaked stuff like amount of gates and scavengeables in systems. Hyperspace map uses the 246k_156k preset.
Spoiler
{
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":108000,
   #"sectorConstellationSize":2000,
   #"sectorConstellationCellSize":10,
   "sectorWidth":248000,
   "sectorHeight":182000,
   "AdjustedSectorConstellationCount":150,
   "AdjustedSectorConstellationSize":2000,
   "AdjustedSectorConstellationCellSize":10,

   "sectorConstellationRemnantMin":15,
   "sectorConstellationRemnantMax":30,
   "sectorConstellationRemnantSkipProb":0,
   
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":25,
   "sectorConstellationRuinsMax":50,
   # responsible for not filling secondary star systems with content despite being labled as Ruin-themed, vanilla value is 0.5
   "sectorConstellationRuinSkipProb":0,

   # these fields control the % probabilities for specific things spawned in Ruin-themed systems
   # 0.5
   "Ruin_Theme_Mining_Station_Prob":0.5,
   # 0.25
   "Ruin_Theme_Research_Station_Prob":0.5,
   # 0.75
   "Ruin_Theme_Research_Station_Prob_Special":1.0,
   # 0.25
   "Ruin_Theme_Graveyard_Prob":0.4,

   # this field responsible for the % probability to lable non-themed system as Misc, otherwise it remains themeless
   # 0.5
   "MISC_Theme_Probability_To_Add": 0.75,
   # responsible for not filling secondary star systems with content despite being labled as Misc-themed, vanilla value is 0.5
   "sectorConstellationMiscSkipProb":0,

   # these fields control the % probabilities for specific things spawned in Misc-themed systems
   # 0.5
   "Misc_Theme_Research_Station_Prob_Special":1.0,
   # 0.25
   "Misc_Theme_Graveyard_Prob":0.25,
   
   # these fields responsible for the amount of Motherships and Cryosleepers respectfully
   "sectorDerelictMotherships":4,
   "sectorDerelictCryosleepers":4,
   
   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":4,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":25,
   "maxNonCoreGatesInSectorMod":35,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":2,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":4,
   "XIV_LEGION_SALVAGEBLE_MIN":2,
   "XIV_LEGION_SALVAGEBLE_MAX":4,

   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms for BIG map, "false" to generate default-sized hyperstorms.
   #Disclameer - might not work properly in "false" state if Nexerelin isn't updated (v0.10.5 or older) but enabled
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":75,
   "accessibilitySameFactionBonus":0.50,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":0,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":0,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":0,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":0,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":20,
   "BladeBreakerThemed_ConstellationMax_AS":30,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0,

   #If Prv Starworks is enabled, as well as random generated Agni systems, you can change the amount of said Agni-themed constellations.
   "AgniThemed_ConstellationMin_AS":0,
   "AgniThemed_ConstellationMax_AS":0,
   "AgniThemed_ConstellationSkip_AS":0,
}
[close]
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skairunner

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #83 on: November 30, 2024, 01:30:20 AM »

It's worth noting that Nex outposts, RAT settlements, black holes, and pirate / luddic bases reset the anomaly progress - probably some other things I'm forgetting, too.  Tankers are really useful for filling up once you've reset the progress in this way, either with fuel scooping from nebulae or buying from the pirates or from your outpost or whatever.

That's another thing that's really nice about this mod -- you actually appreciate stumbling over a pirate or luddic base. They reset your precious fuel economy and sell a few supplies and fuel!
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Sundog

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Re: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration
« Reply #84 on: December 04, 2024, 03:08:06 PM »

Perilous Expanse 1.4.1
Save-compatible with previous versions




- Fixed a rare issue that could result in stations being deleted under unknown circumstances

Sundog

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Re: [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
« Reply #85 on: December 04, 2024, 04:26:41 PM »

So Apogee is protected simply because it's 200/2 then.
Yup! There's an explanation of how the mod determines how to categorize ships on the forum page for nomadic survival, but initially I neglected to include that info on this mod's page, along with a lot of other info that's rather important for understanding how the mod works and how to navigate its features. I feel like making that info harder to find than necessary might've made things a lot harder than intended for a lot of people.

I think it's useful feedback
Agreed! Thank you for writing all that up  ;D

That's another thing that's really nice about this mod -- you actually appreciate stumbling over a pirate or luddic base. They reset your precious fuel economy and sell a few supplies and fuel!
Not to mention the stuff you get by raiding them with the marines you just hired from them XD

thebrickhead

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Re: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration
« Reply #86 on: December 04, 2024, 06:58:24 PM »

Perilous Expanse 1.4.1
Save-compatible with previous versions




- Fixed a rare issue that could result in stations being deleted under unknown circumstances

droppped mere hours after i accidentally obliterated derinkuyu  without realizingi t until i had already saved over it on ironman ;_;
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thebrickhead

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Re: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration
« Reply #87 on: December 08, 2024, 09:01:02 PM »

been trying setting the fuel price to 1.0 and im now actually at risk of getting stranded even moreso but it makes fuel siphoning so extremely inefficient to the point im not sure if its worth the hassle especially in the earlygame
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Farya

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Re: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration
« Reply #88 on: December 09, 2024, 12:41:13 AM »

Actually what about giving special items some uses here? Like plasma dynamo actually making syphoning more efficient and synchro would do the same for planetary operations to produce fuel. Same for several other items
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Malice

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Re: [0.97a] Perilous Expanse 1.4.1 - Dangerous and Dynamic Exploration
« Reply #89 on: December 13, 2024, 12:42:54 AM »

 Good day, I noticed an interesting thing - all the tankers can not have Auxiliary Tank for balancing reasons I suppose, but the thing is you can have that hullmod if you salvage some ships from NPC fleets so you can mitigate restriction that mod puts in.
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