Quasimorph

Quasimorph

Mercenary Trader: Complete
33 条留言
GolpeBaixo 9 月 28 日 下午 4:59 
i understand the objective of the mod all aspect of the mod is very good mainly to help understand some mechanics of the game but for my opinion monitoring module could be at least half the current cooldown to me willl be great but no problem i got it.:steamthumbsup: and thank for the good mod
PH123 9 月 22 日 下午 6:02 
heard that monster factions are currently a bit op with this mod. Is this true?
Gongoman 9 月 20 日 下午 6:50 
Also just letting the ship orbit a planet at max speed for a bit will eventually lead to a crash, dunno if this is a problem with the mod itself or a conflict, but didnt have any crashes prior to getting this mod
Gongoman 9 月 20 日 下午 6:48 
Started using this mod after playing with mods for about 20-ish hours, started a new save with it and immediately started noticing crashes literally anytime I tried to travel to other planets.
Cycles  [作者] 9 月 20 日 上午 11:10 
For anyone looking to adjust the time increases, those are intended to be restrictive. The basic idea is that if you find yourself waiting for crafting to finish or for monitoring/recycling to come off cooldown, you should travel to another planet. Do a little exploring. Check out Mercury. Visit Europa. Spend some credit at HQs.

That said, I know crafting times can be adjusted in the difficulty settings. I'm not sure about cooldowns. The difficulty settings are adjustable through the UI at game start, but can also be edited in your save file. Be sure to back up your save file before fiddling around with it though.
Cycles  [作者] 9 月 20 日 上午 10:58 
@Dusty thanks for the report. I'll see what I can do. The computers I test on are from 2016, 2015, and 2021 and I haven't had issues with crashing (at least in the build I release), but a sample size of 3 hardly covers all the hardware out there.

The harmony library is a pretty good guess, but there's some other dependencies I can check too.
Saint Of Killers 9 月 16 日 上午 1:01 
it crash the game after some time
GolpeBaixo 9 月 14 日 下午 4:32 
hello my dude there is any place i can change a few things about the mod like the scanning cooldown become a too long
Dusty 9 月 12 日 上午 9:29 
Just as a update, After removing this mod it became more stable no more crashes to desktop when traveling to a new system. I hope this helps.

Something below? Seems to be invoking something older graphic cards don't like, involving NVUnityPlugin.dll, nvngx_*.dll, nvapi64.dll. Perhaps related to the Harmony Library?

MGSC.StationSystem.ProduceItems(...)
MGSC.ItemProductionSystem.ProcessItemProductionOrders(...)
Dusty 9 月 12 日 上午 6:03 
I may be mistaken but I believe it is this mod causing issues with older graphics cards.

Failed to load 'NVUnityPlugin', expected x64 architecture, but was Unknown architecture.
Cycles  [作者] 9 月 7 日 上午 9:33 
@Old Pilot:
Thanks!
Durability is a contentious part of the game, but this mod doesn't really focused on that area. I think there's some other mods relating to changing that if you dig around the workshop.

If I understood your second point, Tezctlan starts with a tech advantage, and does spring ahead early, but as the game progresses the corporations should catch up, and typically overtake Tez. Particularly early on, corps accumulate tech faster while travelling. Only espionage missions impact tech growth, so most of the time completing missions does little to advance tech.
Old Pilot 9 月 6 日 上午 6:16 
Hi!
It's really good mod!
But I have some problems:
5 mission and 150frags. One submachine durability to one mission, It looks too much, I think :steamhappy:
And is this mod don't have protection from monsters ovepower? 5 mission and now I have 1.5lvl tech monsters vs 0.3-0.5 tech corporations.
General Jah 8 月 7 日 下午 10:01 
sounds great going to give it a shot with 9.5
CaptainPiker 8 月 7 日 下午 1:24 
Does this still work with the new version?
Tnx 7 月 25 日 上午 9:29 
How do I revert the change for doubled crafting times?
evilsplat 6 月 28 日 上午 11:41 
@Cycles:
wow this mod actually sounds kinda dope then, cause snowballing and feeling like rerunning over and over rather than actually trying to win being the best method were my biggest complaints about the game
Cycles  [作者] 6 月 28 日 上午 9:22 
Synaptic:
The the mod ties the skulls to the victim-faction's tech level. As factions increase their tech level, it will become harder to raid their stations. Starting at T3, you should start seeing 3 skull missions when fighting against that faction. T5 unlocks 4 skulls, T7 5 skulls, and T9 6 skulls on a per-faction basis. As the factions unlock more skulls, it's RNG between them to determine how difficult a given mission is. Factions do tech up slowly on their own so if you fly around for a while missions should begin to increase in difficulty. Doing espionage for a faction can help them steal tech from others. Once factions hit tech 5, you'll be able to feed them pacts to further boost tech. That said, if you've got a save where everyone is T6 and you're still only seeing 1's and 2's, I'd be interested in hearing more about what's going on there.
Cycles  [作者] 6 月 28 日 上午 9:22 
JustinS:
I'm not seeing this issue on my end. Usually a crash before the main menu indicates that something went wrong either loading the mod or loading the configs for the mod. This is the sort of thing best to debug through the Discord. Find this mod's thread in the Modding Forum channel and we can go over it more there. Also, the Discord is generally a cool place to discuss the game. :D:
Cycles  [作者] 6 月 28 日 上午 9:21 
Evilsplat: Certainly the biggest effect is making the factions not snowball. The rest is fairly experimental. Concentrating tech production at HQs makes it more reliable and encourages flying around more. Increasing rewards and decreasing in-mission floor-loot makes it so you're more encouraged to complete missions than to re-run missions than to grab chips and evac repeatedly. Adding the ability to help factions tech up using specific pacts creates another incentive to visit specific places and fight specific Quasimorphs. And so on. If you JUST want factions not to snowball, there's a "Light" version of this mod that does that and only that. There's also Faction Growth Control which accomplishes the same goal in a different way, and is pretty popular. And there's another mod that doesn't stop snowballing, but disables faction elimination.
Synaptic 6 月 28 日 上午 7:25 
I'm 20 hours into a playthrough with this mod and nothing but 2 skull and 1 skull missions still appear. Is this intended?
evilsplat 6 月 27 日 下午 11:58 
so I read the description but am still a little unsure as to exactly what type of effect this mod would have, is it to overhaul only how the factions play against each other or does it make the game easier as well? and if my understanding of how it affects the faction vs faction is correct it basically makes them fight each other in a more balanced way so they don't eliminate each other within 2.5 seconds of the game start right?
JustinS 6 月 27 日 下午 8:33 
Unable to get to the main menu while running this mod, and only this mod, just a black screen right before the main menu initializes. I've tried verifying files, and i'm on stable branch. any idea why this would be happening?

I'd be interested in talking further about this and trying to solve this issue!
Cycles  [作者] 6 月 27 日 下午 1:11 
The rewards for existing missions have already been generated, so those won't be changed by fixing the scaling in the save file. If you fly around for about 70ish days all the existing missions should time out and new missions generated will have the correct reward scaling.
Synaptic 6 月 27 日 上午 11:57 
I have the same problem with excessive reward numbers from doing missions. A 2 skull mission grants around 10k reward points. I edited in the session.dat files and both are set to "1" now, but the rewards in my save are still the same. Is the save fucked?
Gun_Shy 6 月 27 日 上午 10:08 
Ah, I did start a modded save to test some QoL mods, then threw this one in on the next start-up, so it was not a *brand new* file.

Just for all our purposes, I re-installed this one and tested it with all the other mods in the list on a brand new save.

It works fine. Sorry for the false alarm!
3/\OCTHbIu😤AHuMELLIHuK 6 月 27 日 上午 9:38 
@Gun_Shy looks like an interaction with another mod causes it as long as you started a new save, cause I can confirm I haven't encountered this issue either. Been using the mod for about a week now, ever since he got released, on 3 different new saves and none had this problem (I don't have any other mods that affects trading, economy, e.t.c. only QOL UI stuff)
Cycles  [作者] 6 月 27 日 上午 5:51 
The only time I usually see that issue is if I load a save from the base-game with this mod installed. Due to the degree to which this mod alters station production, saves from the base game are incompatible with this mod and vice-versa. Tooltips breaking in that case comes from the game using the save file to try and load production profiles from the base-game. Similarly, if you try to load a save started on this mod after uninstalling the tooltips will break because it's trying to load the modded profiles. Trying to play that way will result in a lot of unintended behavior.

Another possibility is that this mod in combination with another mod is causing some things to break.

Incidentally, I don't mind bugs being reported here, but if you're on the game's Discord server, it's slightly easier to discuss if you go to the mod's thread in the Modding Forum channel.
Gun_Shy 6 月 26 日 下午 11:26 
Well, I was hoping for just a fix to trading, but found several systems and features altered in ways that are not in the description.

The first thing I noticed is that when you mouse over a given station, you get no drop-down information tool-tip about the station, who controls it, what it produces, etc...that feature is just completely missing. And I know it is in fact this mod because I quit the game, uninstalled *only* your mod, re-launched the game and my tool-tips are back.

I'm not sure if that was an intended change, but if so, I'm having difficulties understanding what it would be for, other than increasing the challenge? Anyway, that makes trading almost impossible for me, unless I just want to take the time to land on every station.

Either way, it would probably be good to be a little more comprehensive in the description.
Cycles  [作者] 6 月 26 日 下午 10:11 
Looks like this was caused by the mod's updates to mission rewards getting re-applied every time the game was loaded. I've fixed the cause, so new saves should be fine. For existing saves you'll need to edit the save file to put the mission rewards back to normal.

The save file can be opened with notepad or any other text editor. It should be located in C:\Users\[yourusernamehere]\AppData\LocalLow\Magnum Scriptum LTD\Quasimorph . Find the "session.dat" file with the 0-indexed slot number you use for this mod (ex: if you usually use the first slot for playing this mod, the filename will be "slot_0_session.dat". After you've backed it up, open it in a text editor. It might take a bit to load as it's pretty dense. Look for the two following values:

MissionRewardPoints
ItemPoints

Both of these should be set to "1". This is the difficulty multiplier normally chosen when you start the game. So if you had it set it to "60%" on the slider, you would set the value to "0.6" in this file.
Cycles  [作者] 6 月 26 日 上午 8:12 
Huh, that's interesting. Thanks for letting me know. I'll look into this and see if I can find a way to rein that in.
vcuaoiwk 6 月 26 日 上午 1:59 
I've really been enjoying this mod but I keep having a weird economy issue - the mission payout scales super hard..... mission start out paying around a couple hundred to a couple thousand but by mid game most missions pay in the millions. I'm currently in the late game for this run and am seeing 1 billion credit payouts. Any idea what could be causing this? FYI I usually play in UNFAIR mode and reduce most of the benefits (sub 100%, usually around 50/60% for the payouts)
Crimson Shadow 6 月 25 日 下午 4:04 
these are alot of changed i wanted to see i always felt seeing max difficulty early was annoying and tech advanced to quickly
lets see how my new run will go
Anatolianin 6 月 25 日 上午 2:05 
Sounds interesting