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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a/0.96a] Vulpoids - Lost Project 0.9  (Read 34779 times)

Kapoocius

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #75 on: November 30, 2024, 10:16:39 AM »

Just wanna point out there's basically no reason for the Vulpoid Distribution Hub to be an Industry instead of a Structure
Throwing away 1/4 of your total slots on a planet just to get foxgirls is a bit much imo

You can put dealmaker holosuites unto the Distribution Hub,which awards 25% income,hence the industry status (i guess)
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NikoTheGuyDude

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #76 on: November 30, 2024, 04:12:27 PM »

some may call this cringe

i call it cringe but ultimately a cool idea to explore and with good art so id like to see how this goes
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Purple Nebula

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #77 on: December 01, 2024, 09:41:22 AM »

Seeing someone explore the possibilities and ideas one can come up with, is always refreshing. I really want to try out this mod, but I think I will wait patiently until it has become more stable with other mods such as Industrial Revolution (from what I read there are/were some issues there). If such issues have been fixed already my bad, going through possible mods for my new playthrough while being rather tired, woops.

Otherwise, this looks like a fun and nice mod to have, definitely great work from what I can see and have read/heard.
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paulogabbi

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #78 on: December 10, 2024, 09:23:05 AM »

my laisa is stuck in research for a long time, is this a bug ?
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cake

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #79 on: December 13, 2024, 05:41:20 PM »

furry stuff ain't my thing, but oh man I just know some of my friends will kill to get their hands on this.
« Last Edit: December 13, 2024, 05:45:37 PM by cake »
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SCMDR_Aramantha

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #80 on: December 14, 2024, 08:03:48 PM »

Is there a cross mod interaction with the new colony items and special hull mods mod?
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Killer of Fate

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #81 on: December 16, 2024, 11:42:12 AM »

this looks fun, any mods you'd recommend with this?
I never played a mod other than my own before
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bludragon79

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #82 on: December 17, 2024, 01:39:15 PM »

Hello! I've been having a blast trying out this mod as some of my friends made me aware of it very recently and I've been having a blast. I've decided to post my overall thoughts on the mod here in case it would at all help with development.

First, what I love about the mod:

The art is absolutely wonderful - Vulpoids are as adorable to look at as they should be, and even if the event art doesn't match the game's artstyle, I can easily look past it because it's just so incredibly charming. The bar image is adorable, with all the Vulpoids blushing and serving drinks - and it's great that it also changes depending on their population on the given world.
The work on the icons, industries and portraits is fantastic - they are all absolutely stunningly beautiful and fit perfectly within the game, and the dynamic Profecto portraits are just such a nice addition as well. I noticed that assigning a Profecto to administrate a Military world changed their admin portrait to a military uniform. That's just awesome.
Minor Spoilers
The ships visually fit in very well into the game and are greater to look at up close. Seeing the Citadel's biodome in combat wowed me.
[close]
I can also see all the improvements in the artist's style compared to their older works - it's hard to put into words exactly, but I just wanted to say it's really cool to see how much they've improved after their Stellaris and Rimworld mods.

The writing surrounding the Vulpoids and your own interactions with them is quite good - I found it quite entertaining, fun, and cute. Pulling out random Vulpoids out of your cargo storage or dialing up your Profectos and having a talk about the environment is quite nice (and really funny - like when you ask them about a neutron beam you're currently in). Their cuddliness, especially when given a mangonut, is also just heartwarming. Vulpoids are as adorable and precious as they should be.
I also like the flavor of the various Vulpoid workforces - I haven't seen all of them yet though (some of the later ones are really difficult to set up - it's a huge investment)... My only nitpick comes in the form of Vulpoid Farmers lacking unique flavor text for working on a Water world. They're not farming, they're fishing! Right???

Even putting aside the fact they're adorable fluffy foxes, the whole idea of introducing an entirely new commodity into the Sector and watching it's demand grow as all the factions rely more and more on it is insanely interesting and something I have not seen any other mod do. It's unique and exactly what I wanted out of a modded commodity - dynamic interactions with the wider economy! I would love to see all the factions make use of them beyond just the ones already featured in the mod's events.

The organ farm industry and it's content is pretty good. I find this mod's implementation of it much more balanced than other alternatives that I've seen.

And now, my criticisms:

Sidequest Spoilers
The story encounters are fine - they are challenging enough but fair. However, the sidequest where you have to fight a pristine XIV fleet with 3 s-mods per ship and officers with 10 elite skills each who are able to deploy an illegal DP amount of ships is just plain not fun. And of course the S-mods vanish when you win. That's just awful. It's like the Scythe of Orion encounter, if it was exceptionally unfair to the player in every conceivable fashion, and nowhere near as intriguing. The rewards are really interesting but don't really feel at all worth it for the difficulty - it would really just be easier to roll up to Chicomoztoc and steal their Pristine Nanoforge instead.
The terraforming core thing is really interesting but kind of not very useful when you already have terraforming mods - but thats not this mod's fault anyway.
Admittedly I have not played around with the two unique ships. My fleet was already basically complete by then and I felt no need to put in the effort of integrating them into it.
[close]

Vulpoid Acceptance
Vulpoid Acceptance is conceptually interesting but quickly devolves into a boring waiting game. The events that drive up acceptance are really cool, but there's not enough of them. But the mod's in developemnt so I suppose I'll just wait.
I was going to suggest dynamically generated Vulpoid import deals but scrolling through the guide I found out there's already an event for that... after Vulpoid Acceptance is complete? It's kind of worthless at that point, the entire reason I take up these deals is to drive up Vulpoid Acceptance - and with how long it takes to complete it, by that point money just isn't going to be an issue anyway. The math tells me this is about ~13 cycles of waiting just to complete this stuff (counting the two events, vulpoid production of 6, and not counting most other factors).
That said, I haven't been making use of the option to donate Profectos to other factions - but with how rare and valuable they are to me it's hard to feel inclined to do so, doubly so given the sheer amount of investment you need to put into training them to get the most value out of the deal (6 elite and 4 non-elite skills, which is about 100 acceptance or so, if we're assuming that Laisa is an example of what a peak Profecto looks like). If this is intentional, I have to commend the effort - it's a difficult choice to make.
[close]

Vulpoid Data is more or less completely undocumented within both the game and the Guide. What does it do? Why do I need to spend 1-5 cycles on this stuff? If it's a way to increase Acceptance, by how much??? Can I get a progress bar????

The late progression in general just feels kind of slow. Granted, I started this mod's content already very late into my current playthrough and took way too much time setting everything up. This mod's storyline seems like it's best started either way before the colony phase, or very early into it - which is a bit difficult when going through it already requires you to have a pretty powerful fleet.
As of now, I have not yet finished the full Vulpod Acceptance event, but I have read through most of the guide.

I noticed a small bug with Industrial Evolution: After I installed this mod on an existing save, my colony's Rural Polity graphics started going blank each time I loaded a save. The mod lets you change it's visuals through a context option which fixes it but this is still weird.

Apologies if some of my criticisms may seem harsh at points - I absolutely adore this mod and this feel the need to speak very strongly about it. I eagerly await future updates, and in the mean time, I will spend more time figuring out the mod and pointing out any issues. If I am doing something wrong, please tell me!
Also, this is my first forum post; wanting to express my thoughts on this underrated mod has finally got me to actually register here. Hello!
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PuddingDeity

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #83 on: January 14, 2025, 02:11:30 PM »

I've noticed a soft incompatibility with the Ashes of the Domain Question of Loyalty module. With it, if you're commissioned your commissioning faction technically owns all of your colonies, though you still get to govern them and receive all of their income. But because they're not technically your colonies, vulpoid production on them doesn't do anything to progress the vulpoid acceptance event as far as I can tell.

I've brought up the wider issue of mechanics specifically related to player colonies not working in the AotD thread, but there's no telling whether they'll consider it a priority to fix or not. Perhaps there could be a band-aid solution on this end by adding a config option for the vulpoid acceptance event to take into account all vulpoid production and not just production by the player? Either that, or simply adding a monthly increase that's not tied to anything and occurs naturally.
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(REDACTED)

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #84 on: January 19, 2025, 02:51:37 PM »

I wonder if this will still work if a player is using randomized core worlds

Edit: it will not
« Last Edit: January 19, 2025, 11:10:14 PM by (REDACTED) »
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LIVEshockWIRE

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #85 on: February 19, 2025, 03:41:56 PM »

Spoiler
Is the fight with the Midas-class extremely hard, or is it just me? I'm only running this mod, so I don't have access to crazy stuff other mods may offer. I managed to beat the fight with the Citadel by engaging and retreating after destroying some ships early on, but it's not an option for the Midas fight as once their CR recovers the rest of the fleet seems to regenerate too. Only 160dp to beat all those triple S-modded ships plus their level 10 officers seems like quite the task, even with the Ziggurat in my fleet and some omega weapons from a hypershunt. In fact, this fleet seems far above what a hypershunt fight offers in terms of difficulty.
[close]
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Daemon Antares

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #86 on: February 20, 2025, 03:53:44 AM »

A cute, fluffy slave-race to entertain the plebs working my factories? Just in time for the Imperium run coming up soon ^^

Luddites will be very unhappy, but Imperium already use AI so... nothing's changed :3
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Wyvern

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #87 on: March 01, 2025, 10:14:08 PM »

Minor bug, Vulpoids version 0.9.7: On selecting "Socialize about surroundings" (with specifically Laisa, if that matters), while in a hyperspace slipstream, I got an error message about something being null. It is possible that the slipstream was in the process of dissipating? It's also possible that this was a slipstream over a deep hyperspace cloud? It's possible that there was something else nearby that I didn't notice? I'm not sure, I haven't been able to replicate the error, and foolishly didn't make an immediate save or write down the exact text of the error message. This was specifically on selecting "socialize about surroundings"; the error prevented me from seeing the list of options to talk about. So I didn't get options of "slipstream" or "hyperspace", just an error message.

Edit: Attempting to replicate the error by flying through deep hyperspace in a slipstream that was in the process of fading resulted in no error. So it seems the most likely cause is that there was something else nearby that I didn't notice.

(As an aside: Excellent error handling! Most mods would just crash the game on getting something unexpectedly being null.)
Additional Info
Poked through the log file, found this stack trace. Not actually certain that said stack trace lines up with when I ran into the error, but it could match up!
Code
7595066 [Thread-4] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class vulpoids.impl.campaign.rulecmd.OpenListBasedDialog: null
java.lang.NullPointerException
at com.fs.starfarer.campaign.BaseCampaignEntity.getFullName(Unknown Source)
at com.fs.starfarer.api.impl.campaign.CoreCampaignPluginImpl.updateEntityFacts(CoreCampaignPluginImpl.java:225)
at com.fs.starfarer.campaign.BaseCampaignEntity.getMemory(Unknown Source)
at vulpoids.impl.campaign.interactions.VulpoidChatLocalEntitiesDialogPlugin.getMemoryForEntity(VulpoidChatLocalEntitiesDialogPlugin.java:119)
at vulpoids.impl.campaign.interactions.VulpoidChatLocalEntitiesDialogPlugin.loadOptions(VulpoidChatLocalEntitiesDialogPlugin.java:70)
at vulpoids.impl.campaign.interactions.ListBasedInteractionDialogPlugin.init(ListBasedInteractionDialogPlugin.java:86)
at vulpoids.impl.campaign.interactions.ListBasedInteractionDialogPlugin.initWithBacktrack(ListBasedInteractionDialogPlugin.java:71)
at vulpoids.impl.campaign.rulecmd.OpenListBasedDialog.execute(OpenListBasedDialog.java:35)
at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:210)
at vulpoids.impl.campaign.interactions.ListBasedInteractionDialogPlugin.optionSelected(ListBasedInteractionDialogPlugin.java:111)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.W.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]


I'll also note that - at least for the Rellrait (the only ship I have from this mod so far), the extreme supply consumption is... well, okay, it's definitely off-putting, but it's actually pretty reasonable when you run the math through.

Per month, the Rellrait needs 120 supplies, times 100 credits per supply = 12,000 credits worth of supplies, plus 100 crew * 10 credits/crew = 1,000 credits worth of crew salaries, for a total per-month cost of thirteen thousand credits.

Compare to:
* Paragon: 6,000 + 4,000 = 10,000 credits per month
* Onslaught: 4,000 + 7,500 = 13,500 credits per month
* Conquest: 4,000 + 4,000 = 8,000 credits per month

So it's a bit on the high side for capital ship running costs... but not unreasonably so. I'd still suggest considering reducing its DP a bit; 50 DP and base supply cost would drop it to 11k credits/month, and it's certainly less of a threat on the battlefield than a regular Paragon is.

If, however, I were to consider making larger scale changes... I'd actually flip things around. Instead of giving it "Improved Automatics" to reduce crew requirements and increase supply cost, I'd give it something like... oh, maybe call it "Distributed Maintenance Systems" that increases crew requirements and decreases supply cost, with a description that the ship was designed to function with large-scale vulpoid support and that the biodome in particular requires significant manual maintenance. And then if you put Laisa in charge, suddenly that crew cost gets cut way down (as opposed to currently, where it feels like it'd be a better choice to, if using her as a commander, put her in something with a high crew cost rather than assigning her to what ought to be her ship...)
« Last Edit: March 02, 2025, 10:41:04 PM by Wyvern »
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Wyvern is 100% correct about the math.

Flagelant_One

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #88 on: March 08, 2025, 04:35:27 PM »

Hey sorry to bother, Laisa has been doing the Vulpoid data gathering project, it's suposed to take 4 cycles but, i feel like it's gone for way longer? Is there a way to check how long it's been? Or a command to intantly finish the project?

As a suggestion, please make it so asking a vulpoid about their assignment returns an actual progress report, the flavor texts are cute but ultimately give no info whatsoever, also maybe an option to interrupt the research project

Edit: Welp it finally happened, Laisa's done with the project, what to do with the item? surely there's a special interaction for it?
« Last Edit: March 09, 2025, 10:12:34 AM by Flagelant_One »
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GoingBatty

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Re: [0.97a/0.96a] Vulpoids - Lost Project 0.9
« Reply #89 on: March 11, 2025, 09:18:52 PM »

Do they have their own ships?
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