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Author Topic: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644  (Read 923225 times)

Sproginator

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #225 on: May 21, 2013, 10:49:46 AM »

Chill bro xD, that is still someone's work your completely hating on :/, if you don't like it, just give a constructive review, not go batshit crazy lol
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Lopunny Zen

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #226 on: May 21, 2013, 11:00:51 AM »

your would have to use the worlds remaining budget to fix that mod...its just another mod with overpowered things to fill an ego...i couldnt imagine making a team more powerful than other teams...this entire mod makes no sense...im just going to go back to uomoz...at least i dont get jumped to death in that or cheap teams..
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Sproginator

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #227 on: May 21, 2013, 11:19:36 AM »

An ego? Worlds budget? Where are you getting these facts from? :/
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Upgradecap

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #228 on: May 21, 2013, 11:21:54 AM »

your would have to use the worlds remaining budget to fix that mod...its just another mod with overpowered things to fill an ego...i couldnt imagine making a team more powerful than other teams...this entire mod makes no sense...im just going to go back to uomoz...at least i dont get jumped to death in that or cheap teams..

Lolwut? You are hating on the mod itself because you are..... Bad at it? Hint - don't blame others for your failures.
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Hyph_K31

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #229 on: May 21, 2013, 11:38:09 AM »

Guys, let's just calm it down here a bit. :(

And anyway AFAIK, the mod in question here is quite old and hasn't seen an update in a while. I'm could be wrong though, so take a look for yourselves.
« Last Edit: May 21, 2013, 12:38:02 PM by Hyph_K31 »
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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #230 on: May 21, 2013, 11:45:31 AM »

That be true, hyph, but still - even though it might be unbalanced (which it is, no doubt - it's exactly supposed to be that, to provide a rather extreme challenge) it's a TRIVIAL thing to remove them.
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Lopunny Zen

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #231 on: May 21, 2013, 01:08:21 PM »

but they ruin the game...you cant fight an army by yourself...the thule legacy mod is so much better...why not replace nihil...i mean come on...people were worried the moment you said you wanted to add them...thule is balanced...fun and fair.
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Sproginator

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #232 on: May 21, 2013, 01:11:25 PM »

It's a matter of personal choice I spose
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kupan9

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #233 on: May 21, 2013, 03:09:47 PM »

There are directions for both adding and removing factions as you desire. As far as I am concerned, this mod is about the SYSTEM not the Factions. The added factions are just a service to make it convenient to play with a larger faction set. If you don't like a faction, please don't derail the thread, insult the mod maker, and whine. Open a text editor and delete ONE WORD! It is much faster and easier to just follow a simple TWO SENTENCE direction and delete the faction than come on here and write a much longer complaint about it and hope he changes it to exactly what you want. I don't know how the mod maker feels about this, but it gets me angry to see so much entitled whining when it is so EASY to do it yourself.

Now to something productive.

To address the "too many large fleets" issue.
I don't know what plans you have set aside for this, but it would probably be relatively easy to add some logic such as :
# Assumes Atlas' spawn independantly of attack/defense fleets #
T= Time/Number of weeks passed or some increment of days
R(x) = Random number between 0 and x
S = Supplies at the station
FF = Supply range sufficient to gen a fleet of 1-3 frigates
Rand(100) + time =
S<FF = Nothing Happens
(<15 & S>=FF) || (>15 & S<Next Tiers required S): Run fleet gen for (S/FF) - rand((S/FF)-1) times  #Runs fleet gen for fleets of 1-3 frigates a number of times between 1 and the maximum number of frigates fleets it can spawn
Etc up to system defense fleets up at the top of the range, which could do something like :
>90 & S>= System Defense Fleet Supply Cost : Run fleet gen for a System Defense Fleet + run this algorithm again immediately with a modifier of - 10 or so to encourage more smaller fleets.
                                                                                                                                                                                            #If the fleet gen is a sub just call it again and pass it the modifier.
                                                                                                                                                                                            Modifiers could also be used later to encourage larger fleets to spawn
                                                                                                                                                                                            with certaincertain system features or station effects when that is
                                                                                                                                                                                            implemented. #

This system would encourage more smaller fleets and chances of larger numbers of smaller frigate, destroyer and cruiser fleets while making more large fleets as the time increments. Given enough time you would have the ability to produce multiple System Defense Fleets given decent rolls and enough supplies. You can also call the sub again from any of the higher tiers so that it mixes in lower amounts of stuff until it runs out of supplies. Probably add that to anything higher than frigates because rolling again from the lowest possible result seems kinda silly, but would result in a more even spread of fleet types more consistently.

One of these days when I have time to do more than post an idea at a time, I should really take a look through the mod code so I can be more helpful. The main problem with that idea is that when I have the time and inclination to do something Starsector-y I end up PLAYING the mod instead of look at it's code ::).

Don't let the complains get you down Zaphide, There are plenty of people who really enjoy the mod. You have to remember there are only two types of people that will really respond to the mod thread, Those with suggestions and those with complaints. It is also often a fine line between the two. Keep it up.

Wall of Text Signing out for now.

*edit*
To clarify I don't have a problem with the fleet sizes, I like the challenge. If you implement the increased smaller fleet logic I would personally love it if it was either a creation choice or, more likely, modified by a global so it can be turned off. Just have the fleet gen be an If (Global = 1)  New fleet get; Else Old fleet gen;. But that is extra work and more things to worry about with debugging. If you make the fleet size grow like I suggest you might just make the time increment size easily found like the faction list and let us ramp it up if we want.
*/edit*
« Last Edit: May 21, 2013, 06:46:36 PM by kupan9 »
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LostInTheWired

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #234 on: May 21, 2013, 04:10:57 PM »

To be honest, we need the larger fleets.  Once you get to a large fleet size, you won't find the supplies to keep going without crushing a few fleets.  As far as I've found, the trade convoys are relatively useless/don't drop off enough supplies.

And the number of ships they drop off is abysmal, especially considering the fact that the station defense/attack fleets use the same pool as you do and that the ships come directly from the supply convoy fleet.  When it comes to, especially smaller ships, I don't see why the resources/prefabricated sections wouldn't be on board a freighter and then compiled when on station.  Fighters and frigates would be perfect for these extra ships, and would give you something to work with while waiting for larger ships.

What might also be considered instead is to make it so ally convoys do drop ships off to their stations.  This way, you could buy ships from your allies as well, to keep up with the heavy demand involved in the constant warfare.  The problem with this is clearing the cargo whenever you're at peace/war, as if, instead of just not letting you buy the cargo, they dump it all into space.  I have to look through the API a little bit to see if I can override what shows up in the station menus when at war, like if I can make nothing show up in the buy list or something.  The convoluted option would be to keep a separate cargo variable for each station that is written into every time a station goes from ally to peace/war and clears the station cargo, then reinstates the cargo whenever they return to ally status.  It'd work, but it's just so ass backwards, where I would like to just hide the buy/sell menu from the player entirely when approaching an enemy station.

I guess I have research to do.
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Sproginator

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #235 on: May 21, 2013, 04:19:21 PM »

I'll try and do a play through of this mod when I get a chance hehe
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Zaphide

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #236 on: May 22, 2013, 04:02:42 AM »

... anyway ... :P

Scheisse, this wasn't the simplest, integrating this code. Oh well, i'll do it.... Somehow else ;)

Let me know if I can clarify anything :)

--- snip ---
Now to something productive.

To address the "too many large fleets" issue.
--- snip ---

I don't really think there is a 'too many large fleets' issue (I realise you didn't raise the issue :) ). One thing that does irritate me a bit is the single capital ship fleets (or with only a small escort). I'll probably amend the method to do something about this.

To be honest, we need the larger fleets.  Once you get to a large fleet size, you won't find the supplies to keep going without crushing a few fleets.  As far as I've found, the trade convoys are relatively useless/don't drop off enough supplies.

The lonely Atlas' are fairly good for supplies.

And the number of ships they drop off is abysmal, especially considering the fact that the station defense/attack fleets use the same pool as you do and that the ships come directly from the supply convoy fleet.  When it comes to, especially smaller ships, I don't see why the resources/prefabricated sections wouldn't be on board a freighter and then compiled when on station.  Fighters and frigates would be perfect for these extra ships, and would give you something to work with while waiting for larger ships.

Hmmm it can certainly be a problem if none of your convoys are getting through. It might be worth me adding a random fighter wing/frigate/destroyer every once in a while to stations.

What might also be considered instead is to make it so ally convoys do drop ships off to their stations.  This way, you could buy ships from your allies as well, to keep up with the heavy demand involved in the constant warfare.  The problem with this is clearing the cargo whenever you're at peace/war, as if, instead of just not letting you buy the cargo, they dump it all into space.  I have to look through the API a little bit to see if I can override what shows up in the station menus when at war, like if I can make nothing show up in the buy list or something.  The convoluted option would be to keep a separate cargo variable for each station that is written into every time a station goes from ally to peace/war and clears the station cargo, then reinstates the cargo whenever they return to ally status.  It'd work, but it's just so ass backwards, where I would like to just hide the buy/sell menu from the player entirely when approaching an enemy station.

I guess I have research to do.

As far as I'm aware, the only way to do this currently is the convoluted option. Hopefully Alex implements a StationInteractionPlugin (is he still reading :P) that will allow easy control.

EDIT: I forgot to add that I will add Thule's Legacy in soon, just need to get round to it :)
« Last Edit: May 22, 2013, 04:06:00 AM by Zaphide »
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Decer304

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #237 on: May 22, 2013, 04:14:35 AM »

hey, i've had many encounters with an atlus which it didnt have enough crew to keep it combat ready, so i got an easy win and capture, is that intended to be there or not?
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Zaphide

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #238 on: May 22, 2013, 05:50:37 AM »

hey, i've had many encounters with an atlus which it didnt have enough crew to keep it combat ready, so i got an easy win and capture, is that intended to be there or not?

Hmmm it's not intended, any chance it had been in a fight or two before you found it?
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Decer304

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Re: Exerelin - Dynamic System and Faction War - v0.51
« Reply #239 on: May 22, 2013, 05:53:24 AM »

Bit of both. some were <50%, but i did also have encounters like that where the ship was full health.
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