Dynamic Systems

Freeform discussion about anything related to modding Transcendence.
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Atarlost
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You should probably make retaliation accumulate a lot more slowly for cluster stations like the small Dwarg and Anarchist stations. Like 1 point per station. That'll give off the top of my head something like +3-5 points for a Dwarg cluster and +4-6 for an Anarchist gathering, which is about right since they're a single encounter.
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Peter5930
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At least the Dwarg seem to have a more rational approach to dealing with a lone xenocidal maniac that's wiping them out base by base than the other factions. They've obviously taken inspiration from the Evil Overlord List
80. If my weakest troops fail to eliminate a hero, I will send out my best troops instead of wasting time with progressively stronger ones as he gets closer and closer to my fortress.
Also, I don't think I've had any retribution fleets from the anarchists, despite destroying at least several of their base clusters.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

I was thinking that the loss of one station would still be a big loss of for the Dwarg. However, since I don't have a grood estimate on the imporance of the cluster stations I'll consider lowering it for gameplay purposes.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

I don't recall doing the anarchist faction because they are too weak and it would be a really big annoyance to have hornets flying around the player all the time.
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Atarlost
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RPC wrote:I was thinking that the loss of one station would still be a big loss of for the Dwarg. However, since I don't have a grood estimate on the imporance of the cluster stations I'll consider lowering it for gameplay purposes.
Couldn't you distinguish between them? 1 retaliation for the cluster stations, 5 for the fortresses? Shouldn't it make sense to scale retaliation to each station type individually? An Ares shipyard or commune should merit more retaliation than an outpost.
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TVR
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RPC wrote:I should really add a mod that sends you space screams so you know how many people died in those stations you destroyed....
In space, no one can hear you scream.

(Except for when it's as if a million voices screamed out in terror, but were suddenly silenced.)

But yeah, perhaps the maximum fleet sizes could be adjusted - I've once seen ~18 earth slavers guarding a single slave camp before in DySys, and who can forget that time 5 dragon slavers came for me in a level VI system.
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Yeah, actually the one on Xelerus is a semi-old version where the Sung turrets counted as stations. I was going to work on V6, but I had to work on a bigger mod....
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Peter5930
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Another question; how does the conflict between sovereigns work? A few times now, I've had the Uruk sending almost continuous waves of destroyers and sentinels against NAMI direct-sales outlets, and since the NAMI outlets have super fast regeneration and really tough defenders, it's pretty quickly surrounded by a large scrapyard of Uruk destroyers that I can get lots of good loot from. In other games/systems, there'll be much longer gaps between Uruk waves against Commonwealth and corporate stations, and much less loot to be had from the uncarnage.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Waves are set randomly, on system generation. I think you just have two systems with wildly varying attack fleet times.
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FourFire
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RPC I vaguely recall reading somewhere that there is a cap on the retaliation level and that if you surpass it, it will reset to 0.
Where is this and how can i change it?
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RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

No, it doesn't reset. It just caps since I don't want games to crash by sending ~30 retaliation fleets against the player.
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Deltax
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Its been a while since i played this mod, but its just as challenging as i remember :) , but i have found a few more balance/exploit problems and listed them below.

1. I used to laugh at the vanilla urak destroyers, now i just plain hate them... balance karma maybe? Seriously though they are really overpowered now, 1 can destroy a commonwealth colony in around 20-30 seconds depending on how good the guards are. The range for advanced urak mass drivers should be reduced from lifetime="40" to lifetime="30" IMO, and the damage reduced to 2d6+1 instead of 3d6+1.

2. Anti AI sun suicide, i LOVE this, but the ships wait too long after the coding takes place and the player/enemy ships can score several free bees while the ship sits there, it can also back up traffic quite a bit depending on where the stargate generates.

3. Dragon slavers should not even appear in retaliation fleets, it both offers a chance of getting high tech items with little effort and they will almost guaranteed destroy the target they have been sent to attack.

4. Guard ships attacking the very ship they have been ordered to protect? This is not much of a problem for respawn ships of stronger sovereigns but for weaker groups like the centauri they can destroy the respawn ship before it has a chance to rebuild the station.

5. Correct me if i am wrong, but respawn ships for the charon and centauri don't seem to ever rebuild the station, or does it just take a really long time? Also freshly built stations spawn with around 50% HP due to spawning directly were the explosion of the previous station was, in some cases the explosion destroyed the new station :lol:.

6. More evilness suggestion: add a hornet battlepod with a shield and dual laser as a early game cargo steal encounter *evil laugh* :twisted:.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Btw, have you gotten DySys V6? It's got a couple fixes.
1. Yeah, I think that since the Urak weapon projectiles have hp their barrage blocks some of the return fire, so I'll decrease lifetime and projectile HP.
2. I'll shorten the wait time and make sure that ships fly around the sun ;)
3. Yeah, I might just make a new class of Earth slaver or something.
4. Can you attach a save? I've seen this before but I think I've caught the bug in V6.
5. I made the station respawn time *really* long so that when people destroy stations they don't get the issue of "hey, why is this station back?" I think I got a complaint earlier in the thread (one of the DySys threads anyways) when people were doing Korolov runs and the fortress they just destroyed respawned and ruined the mission.
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Deltax
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Yeah, i have the latest dynamic systems version.

Forget what i said about feedback number 4, it turns out the guard ship only attacks the respawn ship if it destroys one of the guard ships escorts which often happens if centauri base ships, drake missileships or those super scarabs fire at nearby hostiles while guard ships are still gating in the system.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Nice catch. I'll add noFriendlyFire="true" for the respawn ships now ;)
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Der Tod ist der zeitlose Frieden und das leben ist der Krieg
Wir müssen wissen — wir werden wissen!
I don't want any sort of copyright on my Transcendence mods. Feel free to take/modify whatever you want.
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