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

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Author Topic: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 162532 times)

alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #300 on: April 11, 2025, 08:07:39 PM »

I think lords should have much more personalised fleets, or at least stop with the capital spam. I don't think their fleets should exceed 1 capital. Or at the very least an option to adjust what lord fleet composition is allowed to be.
the lack of fleet verity is something a lot of people have complained about in the past. I wont be able to do anything about this for a long time, but I will add it to the list of improvements that we want to make.
the massive amount of capital spam in the base starlords is also something I dont like. again, this will be something that can be added to the list of improvements we want o make.
the idea of a lord only having up to one capital is interesting, although its not for me. when I finally get to adding the fleet size limits in the options, I will add a option to have a limited number of ships of certain sizes. but again, this will not be for a while.
thank you for the feedback
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MMEEXX

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #301 on: April 14, 2025, 09:39:30 AM »

To the mod creator: Great mod! 
Could you please make it compatible with "VERSION CHECKER"? And possibly the ability to automatically download mod updates with "TriOS" for example (I don't know how this would be done because I have no clue about modding). 
I use so many mods and started using "LunaLib" and "TriOS Mod Manager."
I'm now sending this message to all the Great mods I use That don't support the version checker. So I don't have to manually search for and download the updates all the time.
Please, please, could you do this?
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #302 on: April 14, 2025, 12:29:50 PM »

To the mod creator: Great mod!
Could you please make it compatible with "VERSION CHECKER"? And possibly the ability to automatically download mod updates with "TriOS" for example (I don't know how this would be done because I have no clue about modding).
I use so many mods and started using "LunaLib" and "TriOS Mod Manager."
I'm now sending this message to all the Great mods I use That don't support the version checker. So I don't have to manually search for and download the updates all the time.
Please, please, could you do this?
hello.
Deluth is away from star sector for the time being. I have temporally taken up the role of maintaining this mod.
my modified version of starlords does support such version checker. in addition to having a large amount of random bug fixes, and a starlord generator (off by default.)
you can download it here download
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Aleksandros

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #303 on: April 15, 2025, 03:56:54 PM »

Just had an idea on how to acquire lords without going through the tedious process of doing their errands and jumping through hoops. If a lord is imprisoned, they wish to defect and sufficient time passes or after a few failed escape attempts, they will call on the player and offer to join his faction if the player busts them out by defeating the captor lord.

I'll start implementing and see what I come up with.

what do you guys think?
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Malice

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #304 on: April 15, 2025, 05:09:04 PM »

Just had an idea on how to acquire lords without going through the tedious process of doing their errands and jumping through hoops. If a lord is imprisoned, they wish to defect and sufficient time passes or after a few failed escape attempts, they will call on the player and offer to join his faction if the player busts them out by defeating the captor lord.

I'll start implementing and see what I come up with.

what do you guys think?

 Balance wise this could result in some kind of "deal" with Lord - after few failed escape attempts you could negotiate with them about temporary "alliance" with your faction, essentially letting them do their things for about 1 cycle or something and if they're satisfied with your hospitality (you did some errands, helped them whenever), they could consider staying with you or abandon (sadge) and fly with new ships and etc., kind of fair?
 
I think this is good idea, due to how much Lords can influence the Sector overall and how grindy it is to befriend with just one of them (and I don't see particular reasons to do so, besides like unique/good fleet compositions or waifu factor, I guess?), which is pretty boring after few times and let us be real: it's not worth it at all (my opinion otherwise). Though it's Starsector and you should grind most of things to earn profits so I'm fine anyhow.

  I don't really grind relations with Lords, I would rather build Star Fortress 3 Tier and defend it myself, because there's little difference of having 1 - 3 Lords and letting them fight a freaking Armada of Imperium 40k, they just get themselves wiped, which is not fun, especially with funny setting "Life and Death" enabled, letting Lords have a chance to meet the Ludd himself after a glorius battle or pitiful skirmish. So it would be guchi to let Lords be spawned in your faction independently, without your interference after some "milestones", it's reasonable after all.

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Veritas427

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #305 on: April 15, 2025, 05:36:21 PM »

Lords encountered in battle (such as joining an ongoing battle with one or more Lords involved) and/or captured Lords should automatically update the intel tab for Lords. Also, Lords should either be capture and accessible as prisoners without a commission or colonies OR should always automatically escape/be set free if the player isn't in a commission/have their own colonies yet
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #306 on: April 15, 2025, 06:26:53 PM »

Lords encountered in battle (such as joining an ongoing battle with one or more Lords involved) and/or captured Lords should automatically update the intel tab for Lords. Also, Lords should either be capture and accessible as prisoners without a commission or colonies OR should always automatically escape/be set free if the player isn't in a commission/have their own colonies yet
hello.
first of all, you are right. I will add this to the list of improvements that need to happen (because things are hard to do sometimes)

secondly, starlords should be able to be captured regardless of if you are commissioned or have started your own faction. I looked at the code, and I cant find anything preventing lords from being captured before you join / start a faction. however, I have been wrong before. can someone else please confirm this?
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sigvard

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #307 on: April 15, 2025, 06:32:53 PM »

This mod has seemed like a really cool addition conceptually.

What's the general consensus on performance impact? A bunch of custom lords' fleets traipsing about and a ton of unique things they do seems like on one hand fun for gameplay but on the other a huge FPS tank to a typical modded game with several additional factions.

Can be hard to tell the true impact just by an early game test

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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #308 on: April 15, 2025, 07:00:01 PM »

    Just had an idea on how to acquire lords without going through the tedious process of doing their errands and jumping through hoops. If a lord is imprisoned, they wish to defect and sufficient time passes or after a few failed escape attempts, they will call on the player and offer to join his faction if the player busts them out by defeating the captor lord.

    I'll start implementing and see what I come up with.

    what do you guys think?
    Balance wise this could result in some kind of "deal" with Lord - after few failed escape attempts you could negotiate with them about temporary "alliance" with your faction, essentially letting them do their things for about 1 cycle or something and if they're satisfied with your hospitality (you did some errands, helped them whenever), they could consider staying with you or abandon (sadge) and fly with new ships and etc., kind of fair?
     
    I think this is good idea, due to how much Lords can influence the Sector overall and how grindy it is to befriend with just one of them (and I don't see particular reasons to do so, besides like unique/good fleet compositions or waifu factor, I guess?), which is pretty boring after few times and let us be real: it's not worth it at all (my opinion otherwise). Though it's Starsector and you should grind most of things to earn profits so I'm fine anyhow.

      I don't really grind relations with Lords, I would rather build Star Fortress 3 Tier and defend it myself, because there's little difference of having 1 - 3 Lords and letting them fight a freaking Armada of Imperium 40k, they just get themselves wiped, which is not fun, especially with funny setting "Life and Death" enabled, letting Lords have a chance to meet the Ludd himself after a glorius battle or pitiful skirmish. So it would be guchi to let Lords be spawned in your faction independently, without your interference after some "milestones", it's reasonable after all.
    this is a interesting idea, although I feel strange thinking of it. I like the idea of it being a temporally alliance with your faction better, but that would take quite a bit of effort to implement, and it still makes me feel odd. I need to think about why that is some more. Im probably just being silly.
    in regards to ways to gain starlords, I myself have really struggled to make starlords join my faction in the past. (this is what made me make the starlord generator in the first place, fun fact). but well we are on the topic of getting starlords to join your faction, I think I should go over the current ways to get starlords, as well as the current plans on the to-do list.
    first of all, there are 2 ways to get starlords:
    • you can grind relations with them, then somehow convince the starlord to finally join you
    • (life and death system) you can wait for a starlord to spawn on one of your worlds. larger worlds 'grow' starlord faster, and it will take quite a while with a low number of worlds. (this can be really hard. starlord spawning speed slows down as more lords are added to the game, and most players dont build there first market in cycle 206)
    secondly, the planed additional ways to acquire starlords:
    • starlords will be able to join the player faction by defection. in theory, this is easy. we just need to add a little intel thing that lets a starlord request to join the players faction, as well as decide what on earth to do with them well they wait for your response? (mostly just how to prevent them from defecting to another faction well they wait). (also, I dont know how to make intel plugins with like buttons and stuff, and im scared to attempt it. but it does need to get done so this can work.)
    • you should be able to promote a officer to a starlord. this is a standerd feature in mount and blade warband, but is not present here. in theory this is quite easy to implement, at least at the most basic level (most of the work was already done when I first built the generator). but it will likely be a while before I implement this. maybe a month or so? it depends how the current improvement of random internal systems goes. (its been 15 days help)
    in regards to the ideas being said here, please do share more. like, so far they are interesting. the idea of a starlord working as a type kind of like the 'mercenary officers' is really cool, but that brains up the idea of starlords being part of the independent faction, and now im thinking of additional starlord behavers, and arg..
    there is a lot to do. I will link the list when I finally get it all organized, so you all can see and comment on it.

    but for real, please share any ideas you all have for gaining starlords into your faction. or ideas for starlords in general. I would love to hear them, personally.[/list]
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    alaricdragon

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #309 on: April 15, 2025, 07:07:00 PM »

    This mod has seemed like a really cool addition conceptually.

    What's the general consensus on performance impact? A bunch of custom lords' fleets traipsing about and a ton of unique things they do seems like on one hand fun for gameplay but on the other a huge FPS tank to a typical modded game with several additional factions.

    Can be hard to tell the true impact just by an early game test
    hello.
    if you are using my modified version of starlords with a generator, I can advice you to keep the life and death system off if you are worried about lag, as starlords can cause a good amount of campain level lag with large numbers of starlords.
    if you want to test how must lag starlords will create, give it about 1-2 in game months. by this time starlords should be as active as it will get, doing campaigns and stuff. without the life and death system to create more starlords, it -should- be at its most laggy at that point (before starlords start getting captured in mass and as such not cause any lag for a while.)
    this mod should not create in combat lag, but rather only create lag on the campaign layer.
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    turnop

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #310 on: April 15, 2025, 09:00:35 PM »

    asdf

    Thanks for making an updated version of this mod with a generator, you are the GOAT. Is there supposed to be a tab for Star Lords where we can see all of them? Star lords using this branch seem to only appear in my intel menu voting on stuff in the 'politics' tab (and doing stuff with their fleets out in the galaxy).
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    Malice

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #311 on: April 16, 2025, 02:32:36 AM »

    asdf

    Thanks for making an updated version of this mod with a generator, you are the GOAT. Is there supposed to be a tab for Star Lords where we can see all of them? Star lords using this branch seem to only appear in my intel menu voting on stuff in the 'politics' tab (and doing stuff with their fleets out in the galaxy).

     You can enable in  Luna Settings "intel tab" with all unlocked Lords to pop up, don't remember where exactly though, but it's there.
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    Histidine

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #312 on: April 16, 2025, 07:51:11 AM »

    Been trying this mod 'properly' for the first time. Couple of things stood out to me:

    Tournaments: Done these twice so far. Fun, but also pretty buggy.
    • Ship/station modules are valid ships for randomly generated participant ships and for the final prize
    • If you decide to use your own ship, any officer that was on it isn't put back afterwards
    • At one point it stole all the CR from my real fleet when I looked at the possible own ships to take, before I even went to the next round
      (luckily once I was done with the tournament, the actual ships were fine)


    Station's escorts: Look terrible in the fleet tooltip. I've met the Tri-Tachyon ones a couple of times and I can't say I enjoy seeing a T1 station with multiple accompanying Dooms, or the fact that the station industry counts as alive while any of its escort ships weren't killed, or how the escorts' CR refills instantly (annoying when they're mostly phase frigates).
    Honestly I'm not sure it's possible to make the mechanic 'work' within vanilla station code.
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    Sannh

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #313 on: April 16, 2025, 08:47:54 AM »

    Anyone got any ideas how this mod interacts/compares to take no prisoners? I've yet to paly with tnp but im thinking until starlords gets further along in development it could be a nice replacement.
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    alaricdragon

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    Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
    « Reply #314 on: April 16, 2025, 10:08:50 AM »

    Thanks for making an updated version of this mod with a generator, you are the GOAT. Is there supposed to be a tab for Star Lords where we can see all of them? Star lords using this branch seem to only appear in my intel menu voting on stuff in the 'politics' tab (and doing stuff with their fleets out in the galaxy).
    thank you for the complement. I will practice my 'eat everything even the inedible' skills to meet your high expectations
    it is as Malice said, but you can also unlock a lords intel by talking to them outside of a battlefield.

    Been trying this mod 'properly' for the first time. Couple of things stood out to me:

    Tournaments: Done these twice so far. Fun, but also pretty buggy.
    • Ship/station modules are valid ships for randomly generated participant ships and for the final prize
    • If you decide to use your own ship, any officer that was on it isn't put back afterwards
    • At one point it stole all the CR from my real fleet when I looked at the possible own ships to take, before I even went to the next round
      (luckily once I was done with the tournament, the actual ships were fine)
    Station's escorts: Look terrible in the fleet tooltip. I've met the Tri-Tachyon ones a couple of times and I can't say I enjoy seeing a T1 station with multiple accompanying Dooms, or the fact that the station industry counts as alive while any of its escort ships weren't killed, or how the escorts' CR refills instantly (annoying when they're mostly phase frigates).
    Honestly I'm not sure it's possible to make the mechanic 'work' within vanilla station code.
    hello again.
    in regards to the issues you have brought up:
    tournaments: every issue related to tournaments is something I have yet to encounter. I will add all of the issues listed here to the list of required fixes.
    Station's escorts: the issue with the tooltip is something that also bugs me. TBH I think that the station fleets were something added to mimic the 'garrison' feature of mount and blade warband. We might have to change it to something more starsector, like having a extra fleet just orbit the station / world? (then lords could defend worlds without stations)? I would need to take a long time thinking of this, as if I'm not careful I will give starlords the ability to make a thousand fleets to defend there system, without thinking of if I should or not.
    lastly, the issue with regernerating stations and station escorts is not something I knew of. again, I will add this to the list of fixes that need to be done.
    thank you very mush for the feedback and bug reports.

    Anyone got any ideas how this mod interacts/compares to take no prisoners? I've yet to paly with tnp but im thinking until starlords gets further along in development it could be a nice replacement.
    compared to the old TNP starlords only lets you capture starlords, and then you only have the option to release them, or ransom them. (or let them sit in a cell for a while.)
    I have no idea how they interact with one another. I cant imagine capturing a starlord with TNP would do anything good though.
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