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Arrath posted:Bring in a big load of goods to sell on the open market for a Trading rep bump? This makes me wish that there were some sort of super rare goods, or drops, that you could get and sell to a faction for major bonus rep. I sell my "Plate of Warm Chocolate Chip Cookies" to the Hegemony for +20 rep or something. Or whatever. I mainly say this because I glanced at your post and thought you had typed "bag of baked goods", and the rest was history.
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# ? Dec 10, 2015 21:09 |
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# ? Jun 10, 2024 10:44 |
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Trading works but it's really drat slow, I guess that's what I'll have to stick with though for now.
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# ? Dec 10, 2015 21:30 |
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SHAOLIN FUCKFIEND posted:Excellent Having looked up its logistical load I think it's probably alright. It's certainly powerful but also very expensive to run so I don't mind it much. However, I figured out I can make one on the cheap by packing five achilles LRMs onto a silverfish mod B Currently testing to see how many ships I can kill by just sitting at the back and firing missiles, then once I get ECCM package, gonna see how much I can do with that and a bunch of levels in missiles. Current testing indicates the main issue is ammo. But I suspect I can probably kill just about anything with a shield opening at the back with the initial payload. Need to try it with a missile fast loader. OwlFancier fucked around with this message at 21:54 on Dec 10, 2015 |
# ? Dec 10, 2015 21:49 |
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The Shortest Path posted:Trading works but it's really drat slow, I guess that's what I'll have to stick with though for now. If you watch out for the right events you can buy goods so cheap that you can sell them at profit virtually anywhere. Of course, having the cargo space to do that at any significant speed is another issue. Personally, I really don't like the way faction reputation works right now. Accepting a commission instantly tanking your rep with all enemy factions kind of sucks, especially given how variable faction relationships seem to be, and getting a reputation penalty for not being hostile to all of a faction's enemies also sucks, but both of them together is total poo poo. There's an unfortunate mixture of getting penalized for events the AI shouldn't really be aware of without getting bonuses for the same types of actions.
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# ? Dec 10, 2015 22:48 |
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Wallet posted:If you watch out for the right events you can buy goods so cheap that you can sell them at profit virtually anywhere. Of course, having the cargo space to do that at any significant speed is another issue. I find that taking commissions for the neutral faction is the way to go.
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# ? Dec 10, 2015 22:50 |
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I miss the Lotus Pirates. Okay yeah, they were just vanilla ships with energy weapons stripped out but that was fine cause ballistics hella own
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# ? Dec 11, 2015 01:21 |
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Beer4TheBeerGod posted:I find that taking commissions for the neutral faction is the way to go. You mean the independent faction? They're at war with almost everyone.
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# ? Dec 11, 2015 01:42 |
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So am I right in thinking there's no way to get the Liberty Dong outside of SS+?
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# ? Dec 11, 2015 01:53 |
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Gwaihir posted:I really really liked that mod back in the day, definitely one of my favorite combinations of ship aesthetics and weapons. I love that mod too back in the days, as well as the Homeworld mod. I did manage to get the Homeworld ships into my game by piggy-backing off the back of another mod (merging their .xls files and scripts, and copying over the assets). Then adding them to my fleet using the console command mod. May do the same for Interstellar Federation. Though one of these days I will probably look into cleaning up the campaign scripts to see how to actually make them standalone.
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# ? Dec 11, 2015 02:52 |
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Wallet posted:You mean the independent faction? They're at war with almost everyone. Yeah. Oddly enough everybody likes them in mine. Did SS+ do something stupid with the supply rules? It seems like even with three frigates I'm constantly out of supplies.
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# ? Dec 11, 2015 03:29 |
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It'd be nice if independents stayed that way and were always neutral with the other factions. It's a bit annoying to get the hegemony back on trading terms then lose a bunch of rep because I dared to buy 500 supplies and an extra Wolf at the independent station next door.
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# ? Dec 11, 2015 03:38 |
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I'd prefer to see independent reputation be system based than accross the whole sector. This would also make them uniqie from the vanilla and mod factions politically.
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# ? Dec 11, 2015 03:41 |
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Cirofren posted:I'd prefer to see independent reputation be system based than accross the whole sector. This would also make them uniqie from the vanilla and mod factions politically. That would be cool. So make a faction for each system then? "Askonia Independents" "Corvus Independents" maybe?
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# ? Dec 11, 2015 03:44 |
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Beer4TheBeerGod posted:That would be cool. So make a faction for each system then? "Askonia Independents" "Corvus Independents" maybe? Rome 2 Total War did this, they just made a grip of new factions instead of lumping every independent kingdom or tribe into the "rebels" faction like in previous TW titles. Unless there's a hard limit on the number of factions or if the Independents have some weird code making them impossible to get rid of/split up, there's no reason this couldn't be done other than having to calculate a few more diplomacy variables.
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# ? Dec 11, 2015 03:54 |
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Beer4TheBeerGod posted:That would be cool. So make a faction for each system then? "Askonia Independents" "Corvus Independents" maybe? Like I think there would still be consequences if Askonia independents heard about you slaughtering the poo poo out of Corvus independents but maybe it's reduced? Heck, you could have inter-faction disputes. Maybe Askonia loving hates Corvus. Each planet could have its own minority factions going on for power plays or wrestling control as well. The current deal seems pretty simple and almost a placeholder but without caution you could get ridiculously complex with it. If any faction made sense to have it divided between systems it would definitely be pirates I reckon. I also wished they'd stop getting pissed at me for not giving up my loot.
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# ? Dec 11, 2015 03:54 |
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ErKeL posted:This would make a lot of sense I think. You could really get ridiculously in-depth in faction relations though. In the in-game fluff text for Askonia (for example) the Pirates in that system are really Revolutionaries who told the Sindrian Diktat to go gently caress itself. There's no reason they couldn't be a one-planet power hostile to the Sindrians and maybe the Hegemony but neutral/friendly with anyone willing to stick it to the man.
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# ? Dec 11, 2015 03:57 |
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Artificer posted:Oh man. It's gonna be real lovely playing the FS2 Terran faction and woops my anti-fighter beams keep annihilating my own fighters. Wait.. There's an fs2 Terran faction mod? What's it called and can it be used with ss+?
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# ? Dec 11, 2015 04:01 |
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Minarchist posted:In the in-game fluff text for Askonia (for example) the Pirates in that system are really Revolutionaries who told the Sindrian Diktat to go gently caress itself. There's no reason they couldn't be a one-planet power hostile to the Sindrians and maybe the Hegemony but neutral/friendly with anyone willing to stick it to the man.
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# ? Dec 11, 2015 04:03 |
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ErKeL posted:If any faction made sense to have it divided between systems it would definitely be pirates I reckon. I also wished they'd stop getting pissed at me for not giving up my loot. They really do make it hard to un-tank your pirate rep in vanilla don't they. What's even the point of pirate military markets if you'll never get to use them?
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# ? Dec 11, 2015 05:03 |
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grimcreaper posted:Wait.. There's an fs2 Terran faction mod? What's it called and can it be used with ss+? Few pages back, it's a WIP. It can probably be used with SS+, but you won't get any of the SS+ features. Pavlov posted:They really do make it hard to un-tank your pirate rep in vanilla don't they. What's even the point of pirate military markets if you'll never get to use them? Nexerelin does add those High Value Prisoners that you get from large fleets that you can repatriate. Sure it's a bit out there to go "I killed all your fleets and poo poo but here's 0.1% of the original members so we're good right?" but it's better than nothing. Edit: I remember reading that someone wanted to mod the (D) variants of ships; you can find their info in the "Skins" folder within the hulls folder. Galm fucked around with this message at 05:53 on Dec 11, 2015 |
# ? Dec 11, 2015 05:11 |
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Network Pesci posted:So am I right in thinking there's no way to get the Liberty Dong outside of SS+? Not in a legit manner, it is specifically designed as a boss ship for the famous bounty system in SS+. If you want it outside of SS+, spawn it in via console commands.
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# ? Dec 11, 2015 05:53 |
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The latest from Freespace land... Shivans, baby! The version I'm playing is up on GitHub at https://github.com/mechwars/Freespace/tree/initial-version It requires ShaderLib and LazyLib. No way to get them right now outside of console commands, or spawning them in the opposing fleet in the simulator. Variants are scap_moloch_standard and tcap_deimos_standard for reference. This isn't even v0.1 yet. It's super early alpha. Stalkerr fucked around with this message at 13:23 on Dec 11, 2015 |
# ? Dec 11, 2015 07:14 |
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Beer4TheBeerGod posted:Did SS+ do something stupid with the supply rules? It seems like even with three frigates I'm constantly out of supplies. Yeah something seems terribly wrong with this. Almost every battle puts me in the red by a large margin. The 10k a month hardly covers it enough
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# ? Dec 11, 2015 07:20 |
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MesoTroniK posted:Not in a legit manner, it is specifically designed as a boss ship for the famous bounty system in SS+. e: man, once you knock someone's shields down those triple chainguns just melt hulls in seconds. The drat thing handles like a pig but its so buff it barely matters. Minarchist fucked around with this message at 07:49 on Dec 11, 2015 |
# ? Dec 11, 2015 07:28 |
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Avocados posted:Yeah something seems terribly wrong with this. Almost every battle puts me in the red by a large margin. The 10k a month hardly covers it enough My impression is that SS+ reduces the supplies you get from battles significantly, but you get other cargo (like rare metals). Additionally you have to pay crew all the time - you should see a log update once a month indicating how much you paid per month (with two frigs and two destroyers, I'm paying ~8k per month for crew). Also, perhaps it's because I am getting old, but goddamn is travel slow in this game. Also who designs systems with a single exit point and puts a planet all the way on the outside of the map. It takes almost a month to travel there and back. Ugh.
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# ? Dec 11, 2015 07:43 |
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Minarchist posted:
if it doesn't, that gun should fire a mix of kinetic and HE rounds so it gets the best of both worlds
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# ? Dec 11, 2015 08:42 |
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If you're having trouble keeping some of your softer support ships alive, along with your frigates and fighters-- don't discount the Avoid command! I've been trying a carrier-focused fleet lately, and Avoid is invaluable for having your swarm nibble down the enemy escorts first instead of splatting themselves into the center of the enemy formation and getting murdered by overlapping fields of point defences.
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# ? Dec 11, 2015 09:15 |
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cl_gibcount 9999 posted:if it doesn't, that gun should fire a mix of kinetic and HE rounds so it gets the best of both worlds That is not possible for technical reasons, while it can be done... It cannot as how such a thing has to be scripted is far too expensive for such a rapid fire weapon. For you folks that are having economy issues, this thread is worth a read to reveal some insight. http://fractalsoftworks.com/forum/index.php?topic=10282.0
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# ? Dec 11, 2015 10:06 |
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MesoTroniK posted:That is not possible for technical reasons, while it can be done... It cannot as how such a thing has to be scripted is far too expensive for such a rapid fire weapon. well if that's 3 separate guns on the ship, you could make 2 kinetic and 1 HE to achieve roughly the same effect if it's modeled as one single weapon though, you could just simulate it by giving it both damage types in proportion to how you'd want the ammo mixed, yeah?
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# ? Dec 11, 2015 10:13 |
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cl_gibcount 9999 posted:well if that's 3 separate guns on the ship, you could make 2 kinetic and 1 HE to achieve roughly the same effect It can be done like your first point as it is three separate weapons as it has to be to break free of hardcoded rate of fire limitations the game has. Well you can also exceed them by linking barrels which looks bad, or with scripting but in practice it is not acceptable do so for performance reasons. MesoTroniK fucked around with this message at 10:23 on Dec 11, 2015 |
# ? Dec 11, 2015 10:18 |
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I think you should do it, make that thing even scarier no matter what defenses you try to put up to it
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# ? Dec 11, 2015 10:33 |
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MesoTroniK posted:That is not possible for technical reasons, while it can be done... It cannot as how such a thing has to be scripted is far too expensive for such a rapid fire weapon. All I have are faction mods and SS+. I edited the easy starter difficulty to give the salvage bonuses but ditch the damage stuff and that seems to be helping.
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# ? Dec 11, 2015 13:45 |
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Avocados posted:Yeah something seems terribly wrong with this. Almost every battle puts me in the red by a large margin. The 10k a month hardly covers it enough Yeah, I've mostly been making money with harvested organs (I lug around a couple hundred that I buy for ~850 in Atzlan) since missions requesting them for anywhere between 3k and 5k per unit show up fairly often. I rarely break even on battles, though—even captured ships sell for almost nothing. The only cargo fleets drop for me is 90% volatiles and common metal, with a tiny bit of heavy machinery and rare metal mixed in (and supplies and fuel, obviously, though never enough to break even). I've never seen any contraband as loot, even when killing smugglers, or those lobster things, or food, or anything else. I think it would fix a lot of things if the price of most of the commodities got raised per-unit, as they just aren't worth carrying around when filling your entire fleet's capacity with them would barely pay for a single month of crew salary. I like the way trading is balanced to some extent, but it really incentivizes carrying poo poo around until you can get a good deal for it, which just doesn't seem worth the payoff with most goods, so I just end up dumping my spoils at the closest market, which makes the reward for fleet battles even shittier. I'm also not sure why there are no fleet-skills for trading like there are for everything else; I'd happily invest in one that increased cargo capacity. As far as supplies themselves go, for whatever reason almost every ship has the same supply cost for repairs as it does for maintenance, which means that any time a ship loses CR it costs the same amount per day to fix it as it would per month of regular operation, which adds up really fast. I know there are construction ships in the game; do any of them make repairs more efficient for your fleet? Also, does anyone know what files determine what ships are for sale and how common they are? Edit: Also, also: Is there a mod somewhere that adds more sorting tabs to the trade interface? It'd be really nice to be able to just see small missile weapons or medium ballistic or whatever. Wallet fucked around with this message at 15:20 on Dec 11, 2015 |
# ? Dec 11, 2015 14:12 |
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MesoTroniK posted:That is not possible for technical reasons, while it can be done... It cannot as how such a thing has to be scripted is far too expensive for such a rapid fire weapon. from a couple of do-overs generating maps with SS+ and nexrelin enabled, there's definitely a correlation between the size of the game you make and the likelihood of the economy during generation. Stuffing every single 7.1-a compatible faction into a 16 system map results in the economy making GBS threads itself during generation more often than not for me.
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# ? Dec 11, 2015 14:31 |
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Pro tip: if your mod setup includes Templar, fully half of all procurement tasks ever will be for flux cores. Good money there.
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# ? Dec 11, 2015 14:52 |
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Because I'm crazy I'm going to push to release v0.1 of the Freespace mod sometime before the end of next week. - 3 factions. Really just a bunch of copy-pasted vanilla factions with the names and fleet compositions changed. - 1 Corvette, 1 fighter, 1 interceptor, and 1 utility craft (fighter refit) per faction. Basic weapons and variants. - Some copy-pasted and modified systems to establish baseline compatibility with Corvus mode to let people play with these factions/ships in the campaign. - A simple mission with Terrans and Vasudans vs. a Shivan force. Nothing fancy. If anyone wants to help with any part of mission, faction or system creation, let me know what you want to help with and I'll make you a collaborator and create a branch for you to work in at https://github.com/mechwars/Freespace/ Stalkerr fucked around with this message at 18:58 on Dec 11, 2015 |
# ? Dec 11, 2015 18:56 |
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Ceebees posted:Pro tip: if your mod setup includes Templar, fully half of all procurement tasks ever will be for flux cores. Good money there. True, although some of those missions really want to gently caress you. I found one which had a reward of 81 credits per unit
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# ? Dec 12, 2015 03:07 |
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SO alastors are so foolproof that i havent found any other frigate worth fielding. what am i missing?
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# ? Dec 12, 2015 03:10 |
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Goodness, with SS+ and a whole lot of faction mods, im getting my relationship with my starting faction nickled and dimed to death because I dont feel the exact right way about every single enemy/friend/acquaintance of my leaders.
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# ? Dec 12, 2015 03:22 |
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# ? Jun 10, 2024 10:44 |
Stalkerr posted:Because I'm crazy I'm going to push to release v0.1 of the Freespace mod sometime before the end of next week. I'd love to help, but the only thing I could bring to the table is a wealth of Freespace knowledge.
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# ? Dec 12, 2015 03:25 |