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Starsector => Mods => Topic started by: Inventor Raccoon on August 04, 2019, 01:34:17 PM

Title: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on August 04, 2019, 01:34:17 PM
(https://i.imgur.com/L0AW2vh.jpg) (https://github.com/InventRaccoon/secrets-of-the-frontier/raw/main/Secrets%20of%20the%20Frontier%20Prerelease%2013.2a.zip)

Prerelease 13.2+ requires Starsector 0.96a. Not compatible with Starsector 0.97a.
(click here (https://github.com/InventRaccoon/secrets-of-the-frontier/releases/download/v0.14/Secrets.of.the.Frontier.Prerelease.14.BETA.coldfix.6.zip) for a 0.97a-compatible beta release that is not feature complete and contains some bugs)


Secrets of the Frontier a work-in-progress mod that aims to contain both campaign-level content and campaign-level features,
along with connected combat-level features. When fully released, it will contain a significant number of handmade quests.

A prerelease intended for testing is available to download. Individual modules are described below. Each module can be
individually toggled using a .ini in the mod's folder. Note that the prerelease may be subject to odd bugs and issues -
save (using the Save Copy button, ideally) often!

Click the big banner to download. Requires LazyLib, GraphicsLib AND MagicLib.

All of the current modules in the prerelease can be added midway through a campaign and still function
(encounters typically generated at the start of the campaign will spawn in immediately)
Turning off Watcher Beyond the Walls mid-campaign may cause issues.

If you find any bugs, do mention them to me!

Secrets of the Frontier is currently my main modding focus but despite that, a full release is most likely far off. Teasers
may end up posted here.

Required mods:
LazyLib (https://fractalsoftworks.com/forum/index.php?topic=5444.0)
GraphicsLib (https://fractalsoftworks.com/forum/index.php?topic=10982.0)
MagicLib (https://fractalsoftworks.com/forum/index.php?topic=13718.0)

Recommended mods:
Combat Chatter (https://fractalsoftworks.com/forum/index.php?topic=10399.0) - this mod's unique officers come with special chatter!



Modules
Secrets of the Frontier will, on release, be split into several modules that will come as one package and be individually turned on and off. Here's the current list:
Prerelease:
Watcher Beyond The Walls: Adds narrative content including quests and special encounters. Meet an unusual ally. Become friends with a voidwitch.
- Currently features 4 quests/encounters:
Spoiler
- A Promise
- A Memory
- Wayward Star

 - Hypnos
[close]

Tactical Expansion: Enhances the combat layer of the game.
-Adds two new objective types, the Emplacement/Siegeworks Uplink and Hyperwave Transmitter, alongside their Remnant versions.

(https://i.imgur.com/yatb9YG.png)

-Visual enhancements to battlefield backgrounds, including visible jump-points and multiple planets.

-Context-based battle generation. Some aspects of combat such as objectives change depending on where you're fighting.

Frontier Development: Adds a constructable orbital habitat to stable locations that grants a hazard reduction to in-system colonies.
-Can be upgraded into an outpost, which acts as a low-hazard colony but loses the hazard reduction and has a soft-cap on its growth.

Full release:
Watcher Beyond The Walls: More quests and encounters in the frontier.


Screenshots - Spoiler Free

Spoiler
(https://i.imgur.com/9IPGrpC.png)

(https://i.imgur.com/RkxqXAc.png)

(https://i.imgur.com/ooRLMir.png)
[close]

Screenshots - Spoilers
(subject to change)
Spoiler
Thought I was going to leave this outdated forever? Here's a sneak-peek of what Prereleases 13 & 14 have in store.
(https://i.imgur.com/JkT2kpA.png)

Glory to the Contingency. Only by our sacrifice can humanity arise from its dark age.





...
Extreme neutrino signature detected...
Parsing incoming message...
...




SINS ARE ETCHED
UPON KINDRED SOULS
[close]



Changelog:
Spoiler
PRERELEASE 0.13.2a
- Re-enabled GraphicsLib support and requirement

- Officer convo system: added "requires X officer has Y hullmod" requirement
- Added convos: "Barrow XIV", "Barrow Omega", "Inky Omega" (and variants)

- Adjusted Vow sprite
- Reduced volume of Concord Shift by about 20%

- Fixed Leviathan's Bane lock sequence progressing while game is paused
- Fixed Hellhide of Hades missing some sanity checks re: skinshield status
- Fixed NPE errors with data loading
- Fixed some officer conversations

PRERELEASE 0.13.2
- Updated for Starsector 0.96a
- Temporarily disabled GraphicsLib integration while GLib updates

- Dawn and Dust: CGR Apocalypse Waning is now a Retribution, rather than a Prometheus MKII
- Good Hunting: Changed flagship s-mod from EMR to Missile Autoloader

- Cyberwarfare (& Jubilant Tech-Siren): added an aura visual that indicates hacking range and rough cooldown
- Omega are now invulnerable to cyberwarfare (once learned by a cyberwarfare user, they will conserve it for other targets)

- Repose: Integrated Targeting Unit removed as built-in, OP increased to compensate (450 > 475) (this isn't a nerf, it's expanded options)
- Barrow's captained ship is now temporarily unrestorable by standard restoration and Hull Restoration
- Repose & Rampart (PROX) now use vanilla Canister Flak, not a custom version
- Berserker (PROX): added Canister Flak to right-click
- Sentry (PROX): added built-in Missile Autoloader
- Dustkeeper NPC warminds now always pick Gunnery Implants as their first skill

- Reverted Sierra to not be considered integrated into her ship
- Inert Concord ships can now be captained by regular officers (not a good idea, but hey)
- A Memory: changed ISS Athena variant to keep consistency with Nothing Personal (now "Assault" variant)

- Changed NPC-only skills: no longer "deprecated", now "player-only" as well as "npc-only"
- However, it appears there was a vanilla change that prevents skills from being unhidden midgame
- Changed most skill IDs to remove the "_npc" suffix

- Nanite swarm ("Felcesis"): increased maximum FP cap for infested frigates, superfrigates (stronger than Afflictor) are now treated as being 10 FP stronger when picking a ship to infest
- Leviathan's Bane: Hidecracker cryoharpoon now blows straight through fighters

- Fixed Courser's variant showing up in the Brilliant's autofit choices, adjusted variant for new fighterless Brilliant
- Fixed Nightingale/Barrow not losing their extra level and skill if integrated and scuttled
- Fixed Barrow's degraded instance chip not being removed after having him regenerated
- Fixed Barrow's custom chatter personality not being assigned
- Fixed Sierra's "killed Barrow" conversation not triggering
- Fixed inert Concord ships having their CR tooltip become stuck
- Fixed Hypnos causing a crash if it generated with no orbit
- Fixed Cyberwarfare (& Jubilant Tech-Siren) working on ship-system drones (e.g those used by stations)
- Fixed some non-purple text
- Fixed Dustkeeper Proxy packages showing placeholder text instead of nothing

PRERELEASE 0.13.1
- Dustkeeper contact bounty: now properly appears only when hostile to Dustkeepers
- Added an alternative, "burnout" variant of DK bounty that appears when non-hostile, which doesn't penalize Dustkeeper relations
- Nightingale AS point mult: 2.5x > 2.75x
- Cyberwarfare (& nanite equivalent) now fires orange beams on a failed intrusion (was: only a text popup)
- Cyberwarfare: Ill-Advised Modifications now reduces ECM score by 1, ECM resistance now caps at 65% effectiveness against cyberwarfare intrusions
- Hypnos: slightly increased Rust Crow ship quality (1 less dmod, at cap for Derelict Contingent effect)
- Hypnos: removed guaranteed recovery from all ships except for the Repose
- Dustkeeper regular forces: reduced hullmod spam slightly
- Dustkeeper proxy forces: no longer randomize their variants, now have the same small-weapon availablility boost as the regulars
- Added a new Courser dialogue option re: "Banshee"
- Fixed new Mayfly convo option having incorrect Dustkeeper reputation requirement
- Fixed Dustkeeper Nexerelin profile not being properly set up (primarily fixes issue of Dustkeepers caring who the player commissions with)
- Fixed degraded instance chip not dropping if the Repose is recovered
- Fixed Derelict Contingent tooltip crashing
- Fixed Dustkeeper warminds (i.e Nightingale & Barrow) keeping their integrated status after their ship is scuttled

- Pledge: Renamed "Sierra's" autofit to "Balanced", added "Tempo" & "Serene" variants using Fervor & Serenity
- Sierra is now considered to be integrated into her ship
- Sierra's internal officer core now vanishes in player cargo, rather than being converted into the quest item
- Concord - Fervor no longer triggers its phase dive when used by ships that don't have Sierra's Concord (i.e non-player Concord ships) as to not spoil the moment
- Fixed Project SIREN having portrait reassigned

- Nanite trait Wispering Grovetender: Nerfed wisps spawned from ally ships
- Dear Dotty: Dotty doesn't manifest to help modules or fighters, Fel manifests a slightly weaker Dotty if invading at below max strength
- Elegy of Opis: Hull restore on first trigger from 35% to 45%
- Fixed NPE with adaptive nanite trait picker

- Increased extra FP threshold where Emplacement Uplinks begin getting replaced by Siegeworks Uplinks (120 > 150)
- Fractal Beacon: increased spawn weight in Remnant systems (0.05 > 0.1)

- Fixed objectives with a max FP value treating it as a minimum FP value for spawning
- Fixed objectives that require specific system themes (i.e all of the special ones) being able to spawn in hyperspace if they have no hyperspace setting
- Fixed emplacement gamma core not having a AI core ID
- Fixed T2 gunnery emplacement not having collision and a 0-degree turret arc
- Fixed typo causing habitat to outpost upgrade not working

PRERELEASE 0.13.0b
- Cyberwarfare terminator sequence damage: 150% of fighter's hull > 125% of fighter's hull
- Fighting factions hostile to the Dustkeepers alongside Courser now gives reputation with them and the Contingency
- Adaptive nanite swarm now scales up its strength during the earlygame
- "Hellhide" recharge can now be briefly interrupted by damage even during reboot sequence
- Added missing notes to Derelict Contingent tooltip
- Adjust mod compat for "Siren"
- Wayward Star: "no" does That if pressed, in addition to if hovered over
- Fixed mixed-up naming/pronouns during Sierra betrayal
- Fixed issues with nanite swarm trait picker
- Fixed crash from guilt whisper ghost
- Fixed "Grovetender" semi-recursively raising wisps
- Fixed some AI core droprates and drop tags
- Fixed missing years-of-amnesia token when meeting Sierra
- Fixed some non-purple Sierra dialogue
- Fixed Vow floating pixels
- Fixed Fractal Beacon crash
- Fixed improper formatting in remote_ai_factions.json

PRERELEASE 0.13.0a
- Banshee's Lost Thread: now start with some heavy machinery
- Added missing notes to Cyberwarfare Protocols tooltip
- Added an autofit variant for the Repose
- Good Hunting: increased size of cryoharpoon
- Pursuer appearance chance per point of guilt 7% > 9%
- Fixed dialogue steps in post-Wayward Star conversation bleeding into each other and causing issues
- Fixed crash due to A Memory hint script
- Fixed secret hullmod having null stats in description
- Fixed a couple ships having off-center centers
- Fixed reinforcement droneships not having owner and ally status assigned correctly

PRERELEASE 0.13
- Shattered your saves into a fine dust (incompatible with old versions of SotF, but you can still add the mod midsave if you didn't have it before)
- Changed all internal IDs (prefix from fronsec_/fs_ > sotf_) - will break mod interactions until fixed, changed mod's ID to "secretsofthefrontier"

---
WATCHER BEYOND THE WALLS
- The Contingency slumbers... for now...
- Added two main-menu missions, "Dawn and Dust" and "Good Hunting" as preludes to planned quests "Plausible Deniability" and "The Legacy of Walter Feros"

- Added betrayal. See: Culann (if random sector: random large TT world)
- Added consequences

- Added an adaptive nanite swarm

- Added "Hypnos"

- Added 2 new special officers
- Added special skills used by them and other NPCs
- Added ability for special officers (including Sierra) to occasionally converse with each other at the start of combat akin to Combat Chatter

- Added two new Nexerelin starts: "The Haunted" and "Banshee's Lost Thread" (latter unlocked by getting 80% at Dawn and Dust)
- The Haunted - gain a bonus skill point, and a relentless nemesis
- Banshee's Lost Thread - you and your best friend, both with unusual technological expertise

- Added Explorarium ships/fighters ported from Arsenal Expansion, with an ini toggle (has anti-overlap code to remove AE versions from Derelict known ships list)
- Includes Cavalier cruiser, Keeper carrier, Brattice interceptor, Parapet escort fighter, Peon bomber
- Cavalier - has Rugged Construction, system changed to Burn Drive, supply costs reduced 18 to 15
- Keeper - has Rugged Construction, system changed to Fast Missile Racks, supply costs increased 6 to 8

- Added the Proxies

- Mayfly: Added friendship by proxy

Request Assistance:
- Renamed to Courser Protocol
- "Adjustments"
- Now follows player through hyperspace
- Reduced escort time to 45 days
- Now joins when fighting SWP's IBB bounty fleets

A Promise:
- "Adjustments"
- Lowered level requirement from 7 to 5
- Quest objects now have high neutrino output, spawn in more obvious places

A Memory:
- Sierra's ship always phase dives to retreat if it would be destroyed during A.M., even without Fervor installed or already lost too much CR
- Friendly Tempest captain always has Combat Endurance
- Phase stress penalty no longer affects CR but independently cripples ships and their fighters
- Added an audio and message warning when first selecting a disallowed ship in deployment screen, followed by an extra warning upon actually deploying it
- Fixed harmonic coil tuning working without actually using the SP option (oops)

Wayward Star:
- Improved Eidolon's ability to break the dialogue system
- Removed her fear
- Improved her ability to playfully turn you into mincemeat
- "Adjusted" her retinue
- Improved music playback
- Star system is now considered "hidden"

Sierra:
- Has a player-relationship bar with a minor time mult boost while piloting if Cooperative
- Considered an AI officer under-the-hood (largely cosmetic - ship is still not considered automated and she doesn't affect Automated Ships skill)
- Sierra: Reckless renamed to Fearless (however, Sierra is still only as aggressive as a Reckless officer, not Reckless+ like an AI core)
- Now randomly acquires new conversation topics over time (only 3 so far)
- New set conversations: player-has-ship, player-fought-vanilla-faction
- Dialogue tuning, added altered "dramatic" battlecry set and Combat Chatter config, used during fights against bosses (Guardian, Zig, Omega, Eidolon, plus any Combat Chatter boss if that mod is installed), overall slightly reduced average excitement level
- Added minor fluff text when visiting Galatia Academy after a certain interaction
- Has a 50 credits per month "maintenance fee"

Concord ships:
- Can now swap Sierra between Concord ships by speaking to her
- Concord ships that Sierra isn't piloting are rendered largely unusable in combat
- Pledge is no longer scuttled when receiving the Vow

- Serenity: now increases threshold at which speed bottoms out by 100%, to 150% (hard flux stress never reaches max level), increased OP cost to 10/15 for Pledge/Vow
- Wispersong: 1/2/3/4 wisps to 1/2/4/6, fixed ship-detection issue when multiple ships use it simultaneously (i.e. during Wayward Star)
- Wisps ignore anti-PD flares
- Renamed Anomalous Shift to "Concord Shift"
- Reduced slow-motion effects of Sierra's Concord and Concord Shift applied to the outside world (91% and 33% speed changed to 100% and 42.5%)
- i.e Sierra's ships, when piloted by player, are played closer to real-time than previously (should be smoother, faster)
- Vow: increased OP (150 > 165), slight buffs to acceleration stats
- "Adjusted" visuals

- Rewrote Sierra chatter code to avoid multi-chatter bug
- Edict Stormblaster: increased damage (350 > 400), is now known by the Luddic Church
- Added GraphicsLib requirement
- Added some console commands, mostly for dev usage and they contain spoilers - but you may find sotf_addAbility [ability id] and sotf_printGuilt useful enough

- Can no longer load the game with WBTW and Starpocalypse's "Stingy Recovery" because the latter breaks the Sierra questline

---
TACTICAL EXPANSION

- Added objective: Siegeworks Uplink, replaces Emplacement Uplink in larger battles, spawns stronger emplacements
- Added siegeworks emplacements: Gunnery Bastion, Hangar Bastion   
- Renamed emplacements: Gun Turret, Autohangar, Lidar Node
- Updated icon for emplacement objectives
- Emplacements no longer repair if their owner is in full retreat
- Gun Turret: halved rotation speed

- Added special objective: Fractal Beacon
- Reinforcement droneships now receive autofits and some dmods
- Arma Armatura's strikecraft are no longer spawned as reinforcement ships

- Replaced remote_ai_factions.csv with new remote_ai_factions.json - allows for the number of cores each faction uses to be defined
- Used said new json to adjust presets - Derelicts no longer use betas but have more gammas, Remnants get an extra beta, etc. Default is now 1 beta, 3 gammas.
- Now calculates max remote AI captains at start of battle only, not on every ship spawn
- Automated Ships skill no longer displays "can use remote AI" line if Tactical Expansion is turned off
- Fixed tech-illiterate enemies gaining player's remote AI captains when player has Automated Ships

MISCELLANEOUS
- Frontier Development: orbital habitat hazard reduction is now -8% (0.92x multiplier), not flat -10 - equal for 125% hazard worlds, worse for lower, better for higher
- Fixed a tip being too long

PRERELEASE 0.12
- Added Version Checker support

- Added a little teaser near the lion's heart
- Added Sierra conversations for people who are bad at budgeting and have questionable choice in literature
- Pledge: Buffed ordnance points 100 > 105
- Concord ships now have built-in Phase Field
- Anomalous Shift now halves shield upkeep while phased, increased speed boost (50% > 75%)
- Expanded description of Sierra's Concord to explain officer mechanic and ship system
- Slightly increased lesser wisp hull points
- Reduced performance impact of dancing ghosts
- Decreased spawn rate of tour guide ghosts
- Added some compatibility with modded scanning abilities (e.g Seeker's enhanced neutrino detector)
- Fixed up Sierra as in-combat officer, reducing jankiness
- Fixed crash when launching without WBTW module

- Battlespace generation will prioritise placing SoTF objectives in the middle of the two fleets
- Automated Ships skill now allows for any spare AI cores in cargo to remotely captain spawned droneships (which also allows player to issue them orders). Some NPC factions can also do this, determined by a new remote_ai_factions.csv in config/fronsec.
- Removed reinforcement objectives from pursuit battles
- Fixed turret/bombardier emplacements having hidden flux bars (despite having shields now)

PRERELEASE ELEVEN / 0.11
- Added "Guilt" stat which increases difficulty when sufficiently accumulated (can be tweaked in settings.json)
- A Memory: made less unreasonably obscure, added SP option to allow 1 phase frigate wingman
- Wayward Star: Added "Suffering Mode", fixed boss kiting like a gremlin instead of ordering a FA when almost defeated, ally fleets now allowed
- Added SFX to wisp spawning
- Adjusted Pledge premounted weapons (starts with a H. Needler, easier A.M. prep)
- Added 1 new Sierra thought
- Sierra is no longer considered "unremovable" to fix some jank (her ship can still only be piloted by her or the player)
- Upgrading from Pledge to Vow now properly gives bonus XP for installed smods
- Fixed Omicron not assisting in murdering smugglers, scavengers and other low-impact indie fleets
- Fixed Omicron's starting relationship being set too low for escort fleet to assist player reliably (one-time fix: rep set to 50 on save load)

- Increased minimum spawn radius for defensive emplacements to reduce cases of them contributing to their own capture

PRERELEASE TEN POINT ONE
- Vow: 140 OP > 150 OP (compensation for fighter bay loss from AE version)
- Concord augments now have purple text and concords have purple borders
- Added guaranteed volatiles to ? ? ?
- Fixed Wispersong AoE improperly rendering
- Fixed wisps holding fire at high flux
- Fixed A.M. crash intel crash in random sector
- Fixed W.S. second-chance derelict spawning on repeat-attempt victory
- Fixed Vow being unscuttleable until loading a save
- Reimplemented W.S. instant-battle-end failsafe

- Gunnery emplacement: increased dissipation 150 > 200, added builtin turret gyros, added omni shield
- Bombardment emplacement: added omni shield, reduced armor/hull 750/7500 > 500/5000, fixed both variants having mines (now 50/50 LRMs/mines split as intended)
- Emplacement name now includes its type: gunnery, hangar or bombardment. This is also displayed in the objective's description
- Fixed pursuit battles spawning the escaping and flanking ships too far down

PRERELEASE TEN
- New sprites for : : : : {thank you, Nes}
- Sierra's ships are no longer considered phase ships, can now be scuttled and stored (yes, scuttling Sierra will halt her questline until you console-command her back)
- Added two hullmods, "Concord - Serenity" and "Concord - Fervor" to replace Adaptive Phase Coils and Phase Anchor respectively
- The existing augment now displays its area of effect in combat, slightly extended range
- Added a short winddown and cooldown (approx. 0.125s with Field Modulation) to Anomalous Shift for smoother visuals
- Reimplemented Edict Stormblaster trails
- Miscellaneous text fixes/changes - better clarity, better flow, better purple
- Added quest compatibility with Nexerelin random core worlds (works mid-campaign)
- Increased difficulty of W.S. encounter (improved enemy officer quality and unique ships' power)
- Fixes for A.M. & W.S. - crash during deployment, being unable to retry after a loss, instant battle ending

- Wasp/Xyphos hangar emplacement replaced with Claw/Longbow (since Xyphos can no longer roam)

PRERELEASE NINE POINT FOUR
- Fixed bugged station interaction

PRERELEASE NINE POINT THREE
- Phase madness now kicks in when in hyperspace and near A.M. encounter
- Anomalous Shift now grants an intrinsic speed boost (+ max value Phase Corps = same as old Phase Mastery), less susceptible to flux
- Fixed "second chance" derelicts spawning as Nebulas
- Fixed A Promise being repeatable (again)
- Improvements to save compatiblility
- Fixed typos

PRERELEASE NINE HOTFIX #2
- Watcher Beyond The Walls is now save-compatible

PRERELEASE NINE HOTFIX #1
- Fixed A Promise being repeatable

PRERELEASE NINE
- Updated to Starsector 0.95.1a

- Partially implemented Watcher Beyond The Walls module:
- Added A Promise
- Added A M    ::::    {data stream corrupted?}
- Added Wayw    S a  ::::  {data stream corrupted! however will they find me?}
- Reminder: individual SoTF modules can be toggled in fronsec_settings.ini

- Sierra (compared to Arsenal Expansion 1.5.4a):
- No longer counts against your officer total
- Fixed jankiness and duping
- Custom Combat Chatter integration
- Has things to say about your accomplishments
- Accepts constructive criticism about her combat style
- Added special conversation :)
- Increased phase madness to    (was: 0)

- Added Edict Stormblaster

Tactical Expansion:
- Fixed some objective timers running while combat was paused
- Reinforcement drones no longer take up deployment points

PRERELEASE EIGHT
- Updated to Starsector 0.95a
- MagicLib is now a required mod to run Secrets of the Frontier

- Battle objective spawning and emplacement turret variants are now based on mergeable .csv files, allowing for mods to add custom objectives and new turret variants
Also, feel free to go change them yourselves for a personalized objective experience

- Both objective types now grant a bonus to deployment points when captured (slightly less than a nav buoy or sensor array)
- Reinforcement objectives now spawn a new wave after 20 seconds, up from 15 seconds
- Emplacement objectives rework: emplacement no longer spawns on battle start. Emplacement creates a new emplacement on initial capture and after 60 seconds if the old one is destroyed. Emplacements regenerate 0.5% max hull / sec and always have a Gamma Core officer
- Outposts now receive an 10-point reduction to growth at size 4, which doubles for each subsequent size level
- Implemented the full release's additions to the ship name pool

- Emplacements will now resist being pushed out of place (top speed, acceleration and decceleration are no longer set to 0)
- Ship types spawned by objectives will become automatically added to Combat Chatter's no-chatter hull list
- Fixed outpost colonies missing an icon in the colonies list
- Fixed potential crash when a reinforcement objective attempts to spawn a ship from a faction without ships of the desired roles (e.g a mod has deleted the Remnant ship list for some reason)

PRERELEASE SEVEN HOTFIX #2
- Removed context-based derelict ship spawning because it shatters the combat engine into a thousand pieces

PRERELEASE SEVEN HOTFIX
- Fixed combat not ending in battles where the AI cannot retreat (e.g Remnants)
- Fixed a crash when a derelict with no weapon mounts spawns

PRERELEASE SEVEN
- Added context-based derelict ship spawns to combat
- Outpost colonies now change appearance when they have a battlestation constructed
- Reinforcement objectives now draw from Derelict and Remnant faction doctrine, rather than hardcoded variant lists (aka better support for mods)
- Reinforcement ships now immediately drop to 10% CR if they are the only combatants on their side to avoid drawn-out fights
- Emplacements now have a 20% chance to spawn with a level 3-12 officer
- Implemented cut-down fronsec_settings.ini to allow for toggling of SotF modules
- Fixes to reinforcement status messages
- Disabled anti-ship battery emplacement from spawning until it is less hackjobbed

PRERELEASE SIX
- Emplacement capture points will now be removed when the emplacement is destroyed
- When the player has any reinforcement objectives, a status is displayed in the bottom-left showing droneship status or, if applicable, the reinforcement timer
- Disabled Forwardbase Phoenix for new saves

PRERELEASE FIVE
- Added more variants to all existing emplacements
- Added icon for network hub and hyperwave transmitter
- Standard battles use a proper set of potential objective layouts, 6-objective battles now actually have objectives
- Miscellaneous improves and fixes - ship name colors, UI icons, turret facing, emplacement misfiring, etc.
- Reinforcer fixes: fixed counting non-allied objectives for reinforcement cap
- Fixed Forwardbase Phoenix spawning a lot of times
- With the Automatic Orders mod, reinforcement ships no longer auto-retreat

PRERELEASE FOUR
- Emplacements: Added LRM bombardier variant, increased size of standard turret, reduced capture time of emplacements from 10 to 5 seconds, added new icon for emplacement objectives
- Network Hub/Hyperwave Transmitter: now reinforces your fleet with up to one destroyer if you hold more than 1, halved reinforcement respawn delay
- Increased hazard reduction of makeshift habitats from 5% to 10%
- Forwardbase Phoenix's spawn system has all tags cleared (to avoid missions/pirate bases locating there), forwardbase no longer spawns in unpopulated core worlds systems
- Fixed ID mismatches for remnant network hub

PRERELEASE THREE
- Updated battle creation with code from Starsector Plus/Nexerelin: More varied battlefield size, changes to objective numbers, jumppoints/multiple planets in backgrounds, etc
- Added new defensive emplacement: Bombardier, current variant fires anti-ship batteries at nearby ships
- Hangars: added more variants to ruins hangar, normalized hangars to have integrated targeting unit, fighters no longer suffer debuffs from defective manufactory, labelled normally-manned fighters as drones
- Normalized defensive emplacement hull/armor at 7500/750
- Devastator turret: greatly increased range, more consistent shell explosions, no friendly fire
- Defensive emplacements are set as allies when on player's side (yellow rather than green)
- Removed flux bar from emplacements
- Fixed enemy emplacements not launching fighters (for both types, this time)
- Fixed Forwardbase Phoenix respawning after being destroyed

PRERELEASE TWO
- Gauss turret now has advanced turret gyros
- Fixed outposts starting with no spaceport and locked storage
- Fixed ID mismatch for Devastator turret
- Fixed turret beam weapons being able to turn while the turret is inactive
- Fixed enemy turrets not launching fighters
- Fixed typo in habitat description

PRERELEASE ONE
Features:
- Campaign event: Forwardbase Phoenix
- Campaign feature: Orbital habitats, upgradeable into outpost colonies
- Campaign feature: New battle objectives: Defensive emplacement, reinforcer
- Context-based battle objectives (e.g special objectives in systems with survey derelicts)
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Credits
- Fractal Softworks, duh
- Inventor Racccoon (me), for everything not done by someone else mentioned here
- Nia, Selkie, Lortus, Gwyvern, Nes, Pyrophage, AxleMC131 for sprite work
- Estudio Cafofo for music
- Dark.Revenant for some bits of the battle creation plugin for cosmetics and battlefield sizes
For Modders - Tactical Expansion mod support
Spoiler
Secrets of the Frontier's Tactical Expansion module now supports additions from other mods. At present, this means 3 things:
- Mods can add new objective spawns to SotF battle objective spawning. This can be used either to cause objectives to spawn due to specific system themes, or to spawn their own custom objectives.
- Mods can add new ship variants to the lists used by SotF's emplacement objective
- Mods can add factions to the list that will employ remote AI core captains when they receive droneship reinforcements from battle objectives (akin to a player with the Automated Ships skill)

All mod compatibility is handled by several mergeable .csv files, located at data/config/fronsec and employed by the mod itself for its standard behavior. There's a modder_instructions.txt file included, which explains each spreadsheet's function and the requirements/effects of each column in detail.
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Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: SCC on August 05, 2019, 01:03:30 PM
Space stations are a nice stopgap between nothing and full fledged colonies. I wish the base game also did something like that.
The battle objectives are, in my opinion, the best part about this mod, mainly because they make passable and boring part of combat into meaningful and fun one! You can't really ignore objectives when they are shooting gauss slugs at you.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Thaago on August 06, 2019, 11:32:21 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Inventor Raccoon on August 06, 2019, 11:44:54 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
All the potential is there, it's just that it's a bit tedious to do, which I think is what puts people off. Lots of rules.csv, java code and rigorous testing. It's getting a bit easier with experience, and I'm experimenting with more complicated quest design as I go (a good reason why this mod will not be released half-finished, excluding prereleases for general features)
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Sarissofoi on August 18, 2019, 02:55:44 AM
Sounds promising.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: ActuallyUlysses on August 20, 2019, 01:07:58 PM
Eagerly waiting for full release. Looks like something that will end up on my default mod list!
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Nostra on August 21, 2019, 12:55:46 AM
This looks extremely nice!

How much of a pain was it to write the quests btw? I think there is a huge opportunity for them this version, but not many modders have released them yet.
All the potential is there, it's just that it's a bit tedious to do, which I think is what puts people off. Lots of rules.csv, java code and rigorous testing. It's getting a bit easier with experience, and I'm experimenting with more complicated quest design as I go (a good reason why this mod will not be released half-finished, excluding prereleases for general features)

I saw that there is a mission editor on the forums, does that not make it easy to add new quests?

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Hrothgar on August 21, 2019, 01:03:07 AM
I have question about Frontier missions. We know one "Promise", but 3 others are new or were incorporated in other mods?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: SCC on August 21, 2019, 01:21:51 AM
These quests aren't publicly released yet, as Secrets of the Frontier is just a test of mechanics. Promise is included in current version of Arsenal Expansion and it will be changed only after Secrets of the Frontier's proper content gets released.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Inventor Raccoon on August 21, 2019, 10:18:12 AM
I saw that there is a mission editor on the forums, does that not make it easy to add new quests?
The mission editor is for the missions you access via the main menu (the one-off battles). There was talk of a tool to help quest creation but as far as I'm aware nothing has been done on that, so everything is just made "by hand", so to speak.

I noticed the lack of missions in the mod section and thought that that might be something I could contribute, would you be up for a collaboration? I got the impression that you intend to add more than a few missions with this mod and I'd love to help with that.
I appreciate the sentiment but at the moment I'm not looking to collaborate on this mod except for small bits of code and for art.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Inventor Raccoon on January 01, 2020, 07:33:22 PM
Hi, everyone. Wow, it's been four months since I started this post. Progress on Secrets of the Frontier has been... well, slow. But here are some updates for people who don't see my dev progress on the Discord server:

I'm sure I've bored you to tears with that, so here's some images patched together from the new(ish) quest.
Spoilers. Kinda.
Spoiler
(https://i.imgur.com/1UIa2Zd.png)

(https://i.imgur.com/SkAEmxw.png)
[close]
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Agalyon on January 03, 2020, 01:20:21 PM
Just wanted to drop in and say everything looks really cool so far. I really enjoy the feeling and atmosphere of promise, and im happy to see some more scripted and handmade quests that really feel unique, like your description of the second one is shaping it up to be.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: ActuallyUlysses on January 05, 2020, 02:36:57 AM
Will all features of this mod work when added to existing save?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Inventor Raccoon on January 05, 2020, 07:58:26 AM
The prerelease is savegame-compatible.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: Chewzie on January 06, 2020, 05:30:02 AM
Is this\would this be compatible with Nexerelin?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: SCC on January 06, 2020, 10:10:50 PM
It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: applejuice on January 26, 2020, 08:08:12 AM
is this mod compatible with nexerlin?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 6) - indev campaign mod
Post by: StarsectorForumLurkerGuy on January 26, 2020, 10:26:43 AM
is this mod compatible with nexerlin?

The post just above yours confirms that it is :)
It is compatible with Nex. Factions won't create their own stations, but can take yours over just fine.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 23, 2020, 10:07:32 AM
Hi, everyone. I've been working on some non-quest features lately and I thought I'd update the prerelease with the changes.

The main new feature is that battles in certain contexts can now see derelicts spawn pre-placed on the battlefield. For example, fights in Remnant systems will feature the aftermath of the Hegemony/Knights of Ludd sweeps, while core worlds fights near debris fields will have wrecks from old battles between in-system factions.

There's also general improvements to battle objectives and outposts. In addition, I've now included a fronsec_settings.ini file which allows you to toggle the different Secrets of the Frontier modules on and off, specifically the Tactical Expansion (objectives/derelicts) and Frontier Development (habitats/outposts) modules.

This update should not break saves but as always I would check for yourselves and keep a copy of Prerelease 6 until you're sure.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 02:40:45 PM
Thanx for the update.
Is it intended that with prerelease 6 Battlegroup IX does not exist as Faction , only the Blueprints can be found ?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 23, 2020, 02:42:05 PM
The Ninth Battlegroup is currently part of Arsenal Expansion, not this mod.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 06:05:55 PM
That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 23, 2020, 06:08:20 PM
That explain it.
To bad Arsenal is not compatible with AO.
But SotF is , so i stick with it.
AO? Automatic Orders? Because nothing else comes to mind that has those letters...
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Morrokain on February 23, 2020, 06:21:09 PM
AO? Automatic Orders? Because nothing else comes to mind that has those letters...

Archean Order I believe. Working on that, btw (mod compatibility). It's just going to take some time.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 23, 2020, 06:57:19 PM
Yeah , sorry .

Archean Order is it .
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Morrokain on February 23, 2020, 07:05:39 PM
Yeah , sorry .

Archean Order is it .

Oh you're fine, I was just clarifying because it was asked.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 23, 2020, 08:02:54 PM
Thanks, both of ya. I'd give a 'Like' rating, if Simple Machines supported it... but, well.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on February 26, 2020, 01:51:16 PM
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TaylorItaly on February 27, 2020, 08:41:30 PM
Thanx for the update.
It is good that i don`t need Consolen Commands to end a Battle.

But in my last 25 Battles i didn`t have those Automatic Platforms any more , only derelicts like drones and other ships.
I am aware of that settings.ini and have all enabled.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: TimeDiver on February 27, 2020, 09:25:16 PM
Hi, a quick announcement that I've updated the download for prerelease 7 with a version that has fixed a few major issues (namely, one crash-on-combat-start and a bug where battles against Remnants would not end).
I am still getting the latter error (though with random factions, not just Remnants); with Remnants, those battles end cleanly (even before the re-release of PR 7), although I chalk that up to using Ruthless Sector in my mod list... is that one even compatible with Secrets of the Frontier?
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: HELMUT on March 20, 2020, 01:36:18 PM
In my recent campaign, i decided to include the SOTF mod. While i already knew of the bits and interesting parts the mod adds, it really require a full campaign to properly appreciate it. So, in this post i'll take about the tactical expansion provided by the new objectives types.

Long story short, i now consider Secrets of the Frontier to be part of my must have mods. The ones with a permanently checked box in the mod manager window.

Now, to understand why i think so, we have to look into vanilla first. The current objectives types in Starsector are the sensor jammer, the nav buoy and the comm relay. Sadly, both sensor jammer and nav buoy can be completely ignored if you have the proper skills and one or two ships with ECM package and Nav Relay. They tend to have no, or almost no impact whatsoever on the battle. Comm relay is more useful, as it increase the command point generation. Alas, asides of some Operation Center shenanigans, CPs aren't that useful either. Basically, a whole part of the base game doesn't even really work, and as a result, it's no fun.

The two new objectives added by the mod are much more interesting, and there are good reasons to interact with those. The defence emplacement adds either a turret, a launch bay or a mine layer that can be captured to fight by your side. Turrets do have targeting supercomputer, so they can assist from pretty far away. Getting a Gauss turret with increased range to back you up can be pretty useful up to mid-game if you can order your fleet around it. Same for the launch bay and mine layer. They unfortunately do not scale very well into late game though. Once i had capital ships, i usually ignored the points and steamrolled over those the enemy captured.

Fun fact, the defensive emplacements are not static like space stations, they can be bumped and moved around! So far i haven't tried tugging around a turret for anything else than fun, but it's possible. Unfortunately, it's also possible to "lose" it by accidentally pushing it too far from its original point.

The second combat objective, and the most useful, is the Hyperwave Transmitter. Once captured, it will call in reinforcement from either derelicts or remnants. Capturing several Hyperwave Transmitter will increase the number of ships coming to your aid.

In my campaign, i played a lot with those, but not too much that it became a "must capture at all cost".  In my post in the Legacy of Arkgneisis thread  (https://fractalsoftworks.com/forum/index.php?topic=13667.msg284990#msg284990), i wrote about how i took on a pirate fleet much bigger than mine, and managed to sink their flagship by capturing the appropriate objectives.

This didn't happened in just one battle. More often than not, Ludd forgive me, my battles were fought side by side with derelicts and remnants. The Hyperwave Transmitter isn't guarded? Capture it! The enemy fleet is sitting on it? Let's ignore it for now. An allied AI craft is engaging the enemy's flagship, do i help it? Or do i sacrifice it to give me time to kill that isolated carrier over there? That derelict is trying to engage an Onslaught upfront, do i get behind it and advance while using its hull as a cover?

On the other hand, there were some occasions where my fleet was on the receiving end of a constant stream of flying toasters, charging me without regard for their safety, while i'm busy trying to handle the rest of the fleet.

Paradoxically, by "improving" the other combat objectives, the vanilla Comm Relay that increase CP generation became more attractive as well. Gotta need those CPs to capture and re-capture those objectives!

To summarise, it was fun, i enjoyed myself. I think SOTF is very important to Starsector in the same way that Combat Chatter, Nexerelin or Console command adds to the game. Those mods fills a hole in the base game, they bring something that Starsector should, but do not (yet?) have. In this case, interactive and interesting combat objectives. Still, SOTF is a pre-release, work in progress and all that, and it shows. I feel it could be much more. I have said earlier than Defensive emplacements tends to fall off later in the game, Hyperwave Transmitter too, although to a lesser extent. So it might all require some tweaking to make it work from the beginning to the end.

Here's some of the things i would like to see eventually :

- Reworked vanilla objectives. Maybe Alex will do it in the next release, maybe not. In the meantime, they don't really work all that well, and SOTF could change that.
- Skills affecting the new objectives. After all, why not? Plus it could be a way to make them scale better during late game too.
- Objectives that scale depending on the overall fleet point from both fleet? That way, the effects of the objectives can be directly tweaked depending on the number of ships, as to stay relevant for late game, but not too strong for early game.
- More objectives obviously! A large shield generator to cover a wide area, an automated supply depot to slow down the peak performance/CR degradation, pilum spawn from the nearby's planet defensive platforms... There are many possibilities to spice things up.

Yeah, i'm really liking this mod, i'm looking forward for what's next.

Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Inventor Raccoon on March 20, 2020, 07:32:52 PM
-snip-
Thanks for your thoughts! An interesting read, I like to hear people's experiences with battle objectives that are a bit more consequential than vanilla's.

I do hope to expand on the Tactical Expansion module before the quest modules launch, though there are aspects that are waiting for 0.10 (or whatever the next update is) or are limited by the resources I have (as can be seen by the current emplacements, which are rather hastily put together placeholders).


... and, uh, because my last intentional post got deleted alongside an unintentional one, a general re-announcement: the latest version of Prerelease 7 is now free from the unending-battle issue people have mentioned before.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: 123nick on July 15, 2020, 06:19:32 PM
Can you add the ability too upgrade habitats into outposts (the markets u can interact with) as a seperate disableable config option from habitats all together? i like them, but with boggleds terraforming now combined with boggled station construction, i dont want two redundant methods of building stations. for now, ill just house rule no market outposts from this mod, but a dedicated option for disabling upgrading the habitats (that only buff hazard rating) would be nice.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Cyan Leader on July 31, 2020, 06:18:49 PM
I've been playing with the mod for my latest run. It's great and I agree with a lot of what has been said on this thread, but my biggest issue is with how the Network Hub is the most important capture point and it can be very frustrating in an even battle if the side next to your spawn has none while the enemy has 2 or more next to theirs. I usually restart these battles to reroll the cap points. Either these need to be symmetric or they should be nerfed in general.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Cyan Leader on August 17, 2020, 03:03:27 AM
I came across an annoying bug. Dooms and mod ships that use mines will bomb neutral weapon platforms, making them impossible to be captured unless you micro those ships to stay away.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: BigBeans on August 17, 2020, 07:11:01 AM
Yeah need too echo the post on the Network Hub being such a game changer. They can easily double the strength of a bounty fleet if a couple of them spawn in a battle. And since they spawn redacted they can easily be more powerful than the bounty fleets ships too.
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: tantananan on September 06, 2020, 12:36:48 AM
Hello! I'm having fun with this mod. I was just wondering if there is a way to disable the hyperwave transmitter but not the other capture points? Thank you!
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Histidine on September 09, 2020, 08:50:00 AM
Set Omicron's relationship with player to 100 (at start or after completing the quest) so the shards join player in battle properly.

EDIT: Wrong Raccoon mod, sorry
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: BlackWater821 on January 18, 2021, 04:34:27 PM
Hi, i had a CTD while attempted to rename a new outpost.


388165 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Unknown.ogg]
388165 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Stellar_Rust.ogg]
388175 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
388219 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
388219 [Thread-10] INFO  sound.null  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
388963 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyColonyRenamed(OrbitalStation.java:334)
   at com.fs.starfarer.campaign.ui.marketinfo.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 7) - indev campaign mod
Post by: Helldiver on February 28, 2021, 04:16:36 PM
The new battle objectives make holding certain areas of the battle map actually valuable. It's something that vanilla is cruelly missing, so good job on implementing them.
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: Inventor Raccoon on March 27, 2021, 09:05:26 PM
Hi, all. I've made a quick update to Secrets of the Frontier's prerelease, adding 0.95a compatibility and minor fixes/tweaks on top of a near-finished update that had already been in the works. I've done a small bit of testing to ensure that nothing is non-functional or crashes in usual circumstances, but I'd still recommend you save often and be careful because I haven't had the chance to do more extensive playtesting on 0.95a, only on 0.9.1a.

Starting with this version, Secrets of the Frontier will require MagicLib.

In summary, this update rework how emplacement objectives function and now the ties between battle objective spawns and where you fight your battle on the campaign map are determined by a .csv file in the data/config/fronsec folder. Mods can provide their own copy which will be merged with SotF's copy.
Also, you can go in there and edit it yourself if you want to change what objectives spawn where. Love hyperwave transmitters? Make them spawn literally everywhere. Don't like emplacements? Out the airlock. Hate Nav Buoys with a burning passion? You can turn off specific vanilla objectives too.

Changelog within:
Spoiler
PRERELEASE EIGHT
- Updated to Starsector 0.95a
- MagicLib is now a required mod to run Secrets of the Frontier

- Battle objective spawning and emplacement turret variants are now based on mergeable .csv files, allowing for mods to add custom objectives and new turret variants
Also, feel free to go change them yourselves for a personalized objective experience

- Both objective types now grant a bonus to deployment points when captured (slightly less than a nav buoy or sensor array)
- Reinforcement objectives now spawn a new wave after 20 seconds, up from 15 seconds
- Emplacement objectives rework: emplacement no longer spawns on battle start. Emplacement creates a new emplacement on initial capture and after 60 seconds if the old one is destroyed. Emplacements regenerate 0.5% max hull / sec and always have a Gamma Core officer
- Outposts now receive an 10-point reduction to growth at size 4, which doubles for each subsequent size level
- Implemented the full release's additions to the ship name pool

- Emplacements will now resist being pushed out of place (top speed, acceleration and deceleration are no longer set to 0)
- Ship types spawned by objectives will become automatically added to Combat Chatter's no-chatter hull list
- Fixed outpost colonies missing an icon in the colonies list
- Fixed potential crash when a reinforcement objective attempts to spawn a ship from a faction without ships of the desired roles (e.g a mod has deleted the Remnant ship list for some reason)
[close]

Regarding the full release of Secrets of the Frontier, well, I intend for it to release during this patch cycle. I need a good while to rip apart 0.95a and use it to build a better Secrets of the Frontier...

Do you hear that song?
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: Inventor Raccoon on March 28, 2021, 12:26:19 PM
Quick update - issued a hotfix in response to a CTD when no valid objective types are found. Working on a fix for no valid objectives being found in the Core Worlds - my apologies! Will edit this post when I've issued a hotfix for that.

EDIT: Issued a second hotfix that should resolve all battle objective issues
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: Flunky on March 29, 2021, 03:36:40 PM
Had a relatively minor bug with this -- was fighting a [REDACTED] fleet in a battle with a detached module point, and found that once the battle ended I had to destroy the (currently friendly) module to end the battle.

The enemy fleet captured the module first, then I later took it, if that makes a difference.

And while I'm here, kudos for this mod! Very nice indeed.
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: Inventor Raccoon on March 29, 2021, 04:13:09 PM
-snip-
And while I'm here, kudos for this mod! Very nice indeed.
Thanks! As for that issue, I've just released another hotfix that should fix this - all emplacements will now self-destruct if there's no more fighting to be done (either you have no ships on the field and are in full retreat, or the enemy fleet has no ships on the field).
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: ShpunkY on April 09, 2021, 11:27:11 AM
is the habitat building feature in anyway compatible with the station construction mod ?
like the station specific structures and "cramped headquarters"
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: Forsell on June 16, 2021, 11:45:05 AM
The mod seems like a great addition to the game, but anytime I click on any of the emplacements added to space battles, I CTD with the following error.

JSONObject["minFractionOfBattleSizeForSmallerSide"] not found.

Is anyone else having issues with this? Is there a file somewhere that needs modifying or some other type of fix? I'd love to use this mod, but CTDing when trying to interact with one of the main features of the mod is a dealbreaker.
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: MrMech on November 23, 2021, 09:47:55 AM
Hello, is there a way to download older versions?
Title: Re: [0.95a] Secrets of the Frontier (Prerelease 8) - indev campaign mod
Post by: TimeDiver on November 23, 2021, 10:40:14 PM
Hello, is there a way to download older versions?
Try this truncated link (cribbed from the big banner image on the 1st page):

https://bitbucket.org/InventorRaccoon/arsenal-expansion/downloads/
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9) - indev campaign mod
Post by: Inventor Raccoon on December 14, 2021, 06:18:09 PM
Hi everyone! Well, a full release last patch cycle turned out to be a bit ambitious. I got distracted, and there's a lot of old content in the dev version that needs revamping. But, good news, some of it is coming to the prerelease!

Today's Prerelease 9 features the first step in adding narrative components to Secrets of the Frontier. The A Promise quest (previously featured in Arsenal Expansion) has been remade and added to the prerelease, and additional content has been added which follows up on the stories of one of the characters you meet (the other will come later). Some hunting may be required to find it.

Some notes:
- Watcher Beyond The Walls, which contains the new quest content, requires that the mod and module be active at the start of a campaign can be enabled mid-save as of 9.2
- Don't toggle the module off mid-campaign. Weird things may happen.
- If you're still running Arsenal Expansion, it features the old version of A Promise. You can turn off that old version in AE's settings file (if you don't see that settings file: redownload Arsenal Expansion)
- I did some shattering of the game engine so the new content may break in new and exciting ways

Full changelog:
Spoiler
- Updated to Starsector 0.95.1a

- Partially implemented Watcher Beyond The Walls module:
- Added A Promise
- Added A M    ::::    {data stream corrupted?}
- Added Wayw    S a  ::::  {data stream corrupted! however will they find me?}
- Reminder: individual SoTF modules can be toggled in fronsec_settings.ini

- Sierra (compared to Arsenal Expansion 1.5.4a):
- No longer counts against your officer total
- Fixed jankiness and duping
- Custom Combat Chatter integration
- Has things to say about your accomplishments
- Accepts constructive criticism about her combat style
- Added special conversation :)
- Increased phase madness to    (was: 0)

- Added Edict Stormblaster

Tactical Expansion:
- Fixed some objective timers running while combat was paused
- Reinforcement drones no longer take up deployment points
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9) - indev campaign mod
Post by: Oni on December 15, 2021, 04:34:04 PM
Is the Promise quest supposed to spawn twice, or is that a bug?

As in I completed it, I've got Sierra in my fleet, but a just ran into the "talking to two pilots in a bar" event that makes the quest start again... and the quest started again.  ???
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.1) - indev campaign mod
Post by: Inventor Raccoon on December 15, 2021, 06:56:43 PM
Is the Promise quest supposed to spawn twice, or is that a bug?

As in I completed it, I've got Sierra in my fleet, but a just ran into the "talking to two pilots in a bar" event that makes the quest start again... and the quest started again.  ???
Thanks for the catch, hotfixed with 9.1.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.2) - indev campaign mod
Post by: Osmelious on December 16, 2021, 10:44:13 AM
I love mods that add exploration content and quests, so seeing a mod that's completely dedicated to such content brought me great joy.
Can't wait to see this mod develop into something amazing. Keep up the good work! :)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.3) - indev campaign mod
Post by: Inventor Raccoon on December 16, 2021, 07:59:51 PM
I've released some minor fix patches, now on 9.3.

I love mods that add exploration content and quests, so seeing a mod that's completely dedicated to such content brought me great joy.
Can't wait to see this mod develop into something amazing. Keep up the good work! :)
Thank you! I love hearing that people like this sort of thing, I like making it.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.3) - indev campaign mod
Post by: Hatter on December 16, 2021, 10:46:31 PM
A Promise isn't letting me engage the station after speaking with Omnicron, but will allow me to fight it if I don't talk to him.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.3) - indev campaign mod
Post by: Inventor Raccoon on December 17, 2021, 03:18:13 AM
A Promise isn't letting me engage the station after speaking with Omnicron, but will allow me to fight it if I don't talk to him.
Thanks for the report, fixed.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.4) - indev campaign mod
Post by: Ravenholme on December 18, 2021, 05:52:41 PM
Gone through the story as it stands so far (I believe? Spoiler below will expand on that) and it is really, really good so far. Looking forward to future developments and how it develops in parallel to Starsector's own story.

Also the 'hidden' interaction with a certain vanilla character was great.

Spoiler
I got to the point where you've fought Eidolon and got Sierra into the Vow hull, essentially putting her to where the old quest in AE had her but with some extra goodies. I'm certainly looking forward to any further upgrades she gets, especially if she develops that mastery of the motes and becomes something like the Ziggurat. The Alviss interaction was adorable and I wholeheartedly concur with her assessment of him. How can someone hate him?
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 9.4) - indev campaign mod
Post by: IonDragonX on December 20, 2021, 07:36:56 PM
I think that the Phase Anchor hullmod crashes with your 'anomolous phase-tech' ships. The error might be that they have "Shield type:OMNI" instead of "Shield type:PHASE"
One possible solution would be to tack on a module to handle that shield, maybe?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10) - indev campaign mod
Post by: Inventor Raccoon on December 28, 2021, 05:21:12 PM
Hi, everyone! Releasing Prerelease 10 (or version 0.10) now, consisting of some accumulated fixes, changes and improvements.

Changelog within:
Spoiler
PRERELEASE TEN
- New sprites for : : : : {thank you, Nes}
- Sierra's ships are no longer considered phase ships, can now be scuttled and stored if the player is assigned to them (yes, scuttling Sierra will halt her questline until you console-command her back)
- Added two hullmods, "Concord - Serenity" and "Concord - Fervor" to replace Adaptive Phase Coils and Phase Anchor respectively
- The existing augment now displays its area of effect in combat, slightly extended range
- Added a short winddown and cooldown (approx. 0.125s with Field Modulation) to Anomalous Shift for smoother visuals
- Reimplemented Edict Stormblaster trails
- Miscellaneous text fixes/changes - better clarity, better flow, better purple
- Added quest compatibility with Nexerelin random core worlds (works mid-campaign)
- Increased difficulty of W.S. encounter (improved enemy officer quality and unique ships' power)
- Fixes for A.M. & W.S. - crash during deployment, being unable to retry after a loss, instant battle ending

- Wasp/Xyphos hangar emplacement replaced with Claw/Longbow (since Xyphos can no longer roam)
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10) - indev campaign mod
Post by: cpmartins on December 29, 2021, 01:32:05 AM
Is
Spoiler
- Fixes for A.M. & W.S. - crash during deployment, being unable to retry after a loss, instant battle ending
[close]
related to the crash involving
Spoiler
finding the Aurora and getting into a hopeless battle involving Sierra? Because just I came here to post about that :)
[close]

I really love this mod btw. One of the few I now consider mandatory for every playthrough.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10) - indev campaign mod
Post by: D00D on January 01, 2022, 01:33:57 AM
Looks like there is a bug with completing the Aurora fight sucessfully for Sierra's quest. I tried opening the intel screen and it crashed the game. Reverted a save and I can open the intel screen fine.

I can't attach my Starsector log for some reason so I can DM you the log if you prefer?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10) - indev campaign mod
Post by: Asherogar on January 04, 2022, 12:21:12 PM
Not sure if it's a bug or not, but i can't find a way to get rid of Sierra ship (Voidwitch/Voidwretch) from Promise quest. I can't store it on any planet, both "Store" and "Scuttle" options are permanently greyed out with "Cannot store/sell last ship" tag.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10) - indev campaign mod
Post by: TontonBoo on January 04, 2022, 01:25:20 PM
I'm not gonna try this mod yet till the wobbly bits are ironed. I respect your work too much to spoil it by experiencing it for the first time in an incomplete and probably buggy form. First impression and all that.

That being said, I want you to know that "A Promise" was always one of the highest points of any run, with any faction, so I can't wait to see it improved and expanded. It felt like a vanilla mid-game storyline. A shame it was so short. Which apparently it isn't anymore. I'm eager to follow Omi and Sie into their newest venture. Love her "combat chatter" dialogues too. Please add more snarky AI comments.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Inventor Raccoon on January 13, 2022, 10:39:37 AM
Hello! Prerelease 10.1 is now released, consisting of more accumulated fixes, changes and improvements.

Changelog below:
Spoiler
PRERELEASE TEN POINT ONE
- Vow: 140 OP > 150 OP (compensation for fighter bay loss from AE version)
- Concord augments now have purple text and concords have purple borders
- Added guaranteed volatiles to ? ? ?
- Fixed Wispersong AoE improperly rendering
- Fixed wisps holding fire at high flux
- Fixed A.M. crash intel crash in random sector
- Fixed W.S. second-chance derelict spawning on repeat-attempt victory
- Fixed Vow being unscuttleable until loading a save
- Reimplemented W.S. instant-battle-end failsafe

- Gunnery emplacement: increased dissipation 150 > 200, added builtin turret gyros, added omni shield
- Bombardment emplacement: added omni shield, reduced armor/hull 750/7500 > 500/5000, fixed both variants having mines (now 50/50 LRMs/mines split as intended)
- Emplacement name now includes its type: gunnery, hangar or bombardment. This is also displayed in the objective's description
- Fixed pursuit battles spawning the escaping and flanking ships too far down
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: colonelsanders on January 13, 2022, 05:23:45 PM
Just wanted to say I am a huge fan of mod, loving the additional story content.

That being said I've only done the first? Promise quest (with the
Spoiler
Sierra Pledge-class destroyer reward
[close]
and haven't found any of the other quests yet - am I not checking enough bars or am I supposed stumble across something while exploring?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Futanagatari on January 13, 2022, 05:34:30 PM
I got a question about the A Promise quest
Spoiler
Can Sierra's ship be upgraded to something bigger? It's a good ship for the mid game but in the endgame, when going up against large fleets with lots of capitals, it gets ripped apart really fast
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Inventor Raccoon on January 13, 2022, 05:49:34 PM
Just wanted to say I am a huge fan of mod, loving the additional story content.
Thanks! As for the question...

I got a question about the A Promise quest
This is where the "secrets" part of the name comes in. You'll need to find the next step yourself. You'll get a hint if you happen to fly by the right place, so keep your eyes peeled and ears open.

Or, if you want a more obvious hint,
Spoiler
The crew of the Athena died with a beautiful view of twin stars.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Zalpha on January 14, 2022, 05:09:19 AM
Super awesome mod, one of the best and one of the ones I will not play the game without in the future! 10/10  8)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Futanagatari on January 14, 2022, 11:00:33 AM


I got a question about the A Promise quest
This is where the "secrets" part of the name comes in. You'll need to find the next step yourself. You'll get a hint if you happen to fly by the right place, so keep your eyes peeled and ears open.

Or, if you want a more obvious hint,
Spoiler
The crew of the Athena died with a beautiful view of twin stars.
[close]
[/quote]

In that case i might have found a bugg.
Spoiler
I'm pretty sure I've explored all the binary systems and didn't get any signals. If you give me more info as to where the quest continuation spawns I'll check and get back to you
[close]

iN THA
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Inventor Raccoon on January 14, 2022, 11:58:58 AM
In that case i might have found a bugg.
Spoiler
Tia'Taxet. If you're in Random Sector (sorry, didn't think about that), you'll find the Athena somewhere in the core worlds.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Futanagatari on January 14, 2022, 03:42:23 PM
Love this mod, we need more narrative content in starsector

Finished the 3 quests, here's some feedback.
 
Spoiler
Found Tia'Taxet, it had a black hole and 2 stars. Think one of my 15+ mods messed with it since I'm not using random sectors. Sierra got a skill upgrade, very nice.
Then the ??? sector spawned, Had to run around the sector for a while till I used my scanner. ended up with Sierra in a Vow ship and got a Wispmother BP.

If sierra had the option to jump into the wispmother, it never came up.
Also I was using the upgraded scanner from seeker unknown contact in ???. Would suggest giving a hint to use the vanilla scanner just in case.

The Vow is cure but it's no Radiant. Poor Sierra had a run in with some hive ships so now were putting Humpty Dumpty back together.
[close]

While I like the secret quest idea, I would suggest making a spoiler section with a detailed walkthrow of the quests and rewards so we can easily test them and give you feedback.
It's a pain to test 3 quests much less when you add more the future.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: colonelsanders on January 14, 2022, 07:19:53 PM
The quality of this mod has convinced me to try the Arsenal Expansion one - I know you said it's been abandoned but will there be any conflicts if I have both this and that one installed at the same time?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Inventor Raccoon on January 14, 2022, 07:24:23 PM
The quality of this mod has convinced me to try the Arsenal Expansion one - I know you said it's been abandoned but will there be any conflicts if I have both this and that one installed at the same time?
Arsenal Expansion features a primitive version of the A Promise quest, which can be disabled from a settings file in AE's folder to avoid conflicts with the one in this mod.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: colonelsanders on January 17, 2022, 10:28:27 PM
So I feel kinda dumb but can i have a hint regarding the location of A Wayward Star? I've still not come across it after A Memory.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Hatter on January 18, 2022, 07:42:09 PM
So I feel kinda dumb but can i have a hint regarding the location of A Wayward Star? I've still not come across it after A Memory.
You should get intel on it shortly after clearing A Memory, it's pretty hard to miss. Minor spoilers for A Memory:
Spoiler
Look in the Tia system
[close]
Major Spoilers for A Memory
Spoiler
Find the ISS Athena wreck in Tia and interact with it. The following encounter can be cheesed with temporarily reassigning to combat skills + SO on Pledge, whittle down the Condors and escorts while avoiding the Onslaught
[close]
Spoilers for A Wayward Star:
Spoiler
A blue giant named '???' spontaneously generates.
[close]
Title: Re: [0.9.1a] Secrets of the Frontier (Prerelease 5) - indev campaign mod
Post by: Cruis.In on January 19, 2022, 10:47:41 PM
Space stations are a nice stopgap between nothing and full fledged colonies. I wish the base game also did something like that.
The battle objectives are, in my opinion, the best part about this mod, mainly because they make passable and boring part of combat into meaningful and fun one! You can't really ignore objectives when they are shooting gauss slugs at you.

interested in this mod, could you give an example of what you mean here?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: mora on January 27, 2022, 07:45:40 PM
It seems that the Omicron (and sierra) faction ends up being hostile if you have nexerelin installed and pick a hostile-to-all faction on start. I think supplying a exerelinFactionConfig with respective files should fix this.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: rhubarb on February 05, 2022, 03:04:06 AM
I have a crash that I think is from this mod? (Love the mod, btw.) I get a NullPointerException crash whenever I open the intel screen.

From starsector.log:
Spoiler
211473 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException

java.lang.NullPointerException

   at data.scripts.campaign.intel.quests.AMemoryIntel.getMapLocation(AMemoryIntel.java:121)

   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.getIntelTags(BaseIntelPlugin.java:277)

   at data.scripts.campaign.intel.quests.AMemoryIntel.getIntelTags(AMemoryIntel.java:93)

   at com.fs.starfarer.campaign.comms.v2.EventsPanel.super(Unknown Source)

   at com.fs.starfarer.campaign.comms.v2.EventsPanel.private.Object(Unknown Source)

   at com.fs.starfarer.campaign.comms.v2.EventsPanel.ÒÕ0000(Unknown Source)

   at com.fs.starfarer.campaign.comms.v2.EventsPanel.sizeChanged(Unknown Source)

   at com.fs.starfarer.ui.for.setSize(Unknown Source)

   at com.fs.starfarer.campaign.comms.F.Õø0000(Unknown Source)

   at com.fs.starfarer.campaign.comms.F.sizeChanged(Unknown Source)

   at com.fs.starfarer.ui.for.setSize(Unknown Source)

   at com.fs.starfarer.ui.Q.setSize(Unknown Source)

   at com.fs.starfarer.ui.newui.OO0O$7.actionPerformed(Unknown Source)

   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)

   at com.fs.starfarer.ui.oooO.Ã’00000(Unknown Source)

   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)

   at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.Q.processInput(Unknown Source)

   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.Q.processInput(Unknown Source)

   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.Q.processInput(Unknown Source)

   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)

   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)

   at com.fs.starfarer.ui.Q.processInput(Unknown Source)

   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)

   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)

   at com.fs.state.AppDriver.begin(Unknown Source)

   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)

   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)

   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)

   at java.lang.Thread.run(Unknown Source)
[close]

This started happening just after (quest spoiler)
Spoiler
finding the ISS Athena and winning the fight. I don't think A Memory had appeared in my quests until I found the ship.
[close]

I'm playing with lots of other mods--notably Nexerelin with random sector. Full mod list below, but here's a wild guess at what it might be:
Spoiler
ISS Athena spawned wayyy in the northwest corner of the map, in a system containing the new boss fight from the latest update of Xhan Empire. Since that system is its own constellation, I'm guessing Xhan generates it separately from the regular sector generation? Maybe that causes some kind of interference with A Memory?
[close]

Mod list:
Spoiler
A New Level of Confidence 20 2.0 Fast
Automated Commands 1.1a
Autosave 1.1c
Better Deserving Smods 1.33
Beyond the Sector 1.0.1
Bounties Expanded 0.4.2
Combat Chatter 1.11.4
Console Commands 2021.12.25
Dassault-Mikoyan Engineering 1.6a
Detailed Combat Results 5.2.1
Fast Engine Rendering 1.1.2
Grand Colonies 1.0.b
Hostile Intercept (and Autopause) 1.3.2
Hyperdrive 2.1.1
Industrial.Evolution 2.2.h
LazyLib 2.7b
Leading Pip 1.9.1
Locked and Loaded 0.12
Logistics Notifications 1.3.3
MagicLib 0.42
Neutrino Detector MkII 1.2.0
Nexerelin 0.10.4b
Objects Analysis 002
Ruthless Sector 1.2.9
Secrets of the Frontier 0.10
SpeedUp 0.7.2
Stellar Networks 2.3.2
Terraforming & Station Construction 8.0.2
Transfer All Items 1.2
Transponder Off 1.2.2
Weapon Arcs 1.6.0
WhichMod 1.2.1
Xhan Empire 2.4 Thousand Eyes
GraphicsLib 1.6.1
[close]

Any help would be appreciated!
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: BreenBB on February 05, 2022, 05:12:46 AM
I really like how Sierra quest in general much more improved than in Arsenal Expansion from 091, the ships itself more useful, and they are less guarded too, which makes them viable, because in 091 it was guarded as I recall with fleet consisting of several Radiants and such, and at stage when you can beat all of that you simply don't need some unique cruiser considering what it was considerably much weaker than the new one.

Also only thing, that reinforcement ability seems remains not reliable though, they seems not always enter the battle, I didn't used it much, but when I used they never entered the battle, I'm not sure why, maybe they need more radius when they can join battle, or they simply not enter on player-initiated combat, last one I was playing on Mayasura start, and Hegemony send invasion team, I attacked them but there was no reinforcement from that drone fleet.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: Inventor Raccoon on February 05, 2022, 08:54:38 AM
I have a crash that I think is from this mod?
Updating the mod should fix this issue, your version is a little out of date.

Also only thing, that reinforcement ability seems remains not reliable though, they seems not always enter the battle, I didn't used it much, but when I used they never entered the battle, I'm not sure why, maybe they need more radius when they can join battle, or they simply not enter on player-initiated combat, last one I was playing on Mayasura start, and Hegemony send invasion team, I attacked them but there was no reinforcement from that drone fleet.
Yeah, it's an issue I tracked down and fixed for the next prerelease (if you have the Console Commands mod, you can fix this issue yourself by inputting "setrelations fronsec_omicron_faction player 100")
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: rhubarb on February 05, 2022, 09:42:19 AM
I have a crash that I think is from this mod?
Updating the mod should fix this issue, your version is a little out of date.

Thank you so much! That fixed it. (And how embarrassing--that should have been the first thing I checked.)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 10.1) - indev campaign mod
Post by: FreonRu on February 21, 2022, 06:32:50 AM
Good day.

Why a monthly fee for Sierra? After all, it seems that this is the advanced core of artificial intelligence. Saving up on his own for a new ship? Hardware upgrade? Or is it planned to remove the monthly fee in the next update?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Inventor Raccoon on March 29, 2022, 06:43:07 PM
Hi, all. Releasing PR 11 with some miscellaneous changes, improvements, fixes, you get the idea. The main change is improvements to the accessibility of the A Memory quest, which was a bit too obscure and restrictive for its importance in the quest chain. It's now distinctly easier to find - while it's still a little sneakier than the other quests, a little curiosity should lead you right to it. Additionally, there's now a story point option to potentially make the fight a little easier for people who are less piloting-inclined.

Also, there's now a hidden "guilt" stat that unlocks a more difficult version of the current capstone fight during W.S. I won't say anything else except I've internally named it "Suffering Mode" and fairness wasn't that much of a consideration. It's kind of a holdover until I scrap together a more interesting consequence for guilt, but it's there!

Changelog
Spoiler
- Added "Guilt" stat which increases difficulty when sufficiently accumulated (can be tweaked in settings.json)
- A Memory: made less unreasonably obscure, added SP option to allow 1 phase frigate wingman
- Wayward Star: Added "Suffering Mode", fixed boss kiting like a gremlin instead of ordering a FA when almost defeated, ally fleets now allowed
- Added SFX to wisp spawning
- Adjusted Pledge premounted weapons (starts with a H. Needler, easier A.M. prep)
- Added 1 new Sierra thought
- Sierra is no longer considered "unremovable" to fix some jank (her ship can still only be piloted by her or the player)
- Upgrading from Pledge to Vow now properly gives bonus XP for installed smods
- Fixed Omicron not assisting in murdering smugglers, scavengers and other low-impact indie fleets
- Fixed Omicron's starting relationship being set too low for escort fleet to assist player reliably (one-time fix: rep set to 50 on save load)

- Increased minimum spawn radius for defensive emplacements to reduce cases of them contributing to their own capture
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: nukularpower on March 29, 2022, 07:08:40 PM
Always exciting to see this update.   Thanks for fixing that annoying rep thing :D
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: SpaceDrake on March 29, 2022, 07:13:36 PM
This won't break an ongoing save that was on 10.1 previously, correct?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Inventor Raccoon on March 29, 2022, 07:47:48 PM
This won't break an ongoing save that was on 10.1 previously, correct?
It's fully save compatible as far as I'm aware.

Also, I just pushed a hotfix to fix a CTD issue, sorry for any inconvenience.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Cyber Von Cyberus on March 30, 2022, 09:58:08 AM
So this mod also adds the 'Promise' questline ? Is it going to cause any incompabilities if I'm still using the arsenal expansion unnofficial 0.95 update ?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Inventor Raccoon on March 30, 2022, 10:15:11 AM
So this mod also adds the 'Promise' questline ? Is it going to cause any incompabilities if I'm still using the arsenal expansion unnofficial 0.95 update ?
There are no incompatibilities but you'll end up doing A Promise twice, first the SoTF version and then the old AE version. To avoid this, you can disable AE's version of the quest in its config file.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Cyber Von Cyberus on March 30, 2022, 10:35:19 AM
Ah, gracias. I'll try this mod out then.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: IGdood on April 01, 2022, 08:34:44 PM
CTD with new update, ended a battle and after salvaging I get this:

1131096 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Key sierraNoThoughts should start with $
java.lang.RuntimeException: Key sierraNoThoughts should start with $
    at com.fs.starfarer.campaign.rules.Memory.set(Unknown Source)
    at data.scripts.utils.FronSecMisc.setSierraHasThoughts(FronSecMisc.java:142)
    at data.scripts.campaign.intel.misc.SierraConvIntel.reportBattleOccurred(SierraConvIntel.java:43)
    at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
    at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:792)
    at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
    at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
    at com.fs.starfarer.ui.newui.OO0O.dismiss(Unknown Source)
    at com.fs.starfarer.coreui.O0O0.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
    at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
    at com.fs.starfarer.ui.OoO0.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
[8:30 PM]
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
    at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.processInput(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
    at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Inventor Raccoon on April 02, 2022, 10:44:43 AM
CTD with new update, ended a battle and after salvaging I get this:
Hi, sorry, you were unlucky enough to download before I hotfixed this issue. Redownloading should do the trick.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: IGdood on April 02, 2022, 10:46:28 AM
CTD with new update, ended a battle and after salvaging I get this:
Hi, sorry, you unlucky enough to download before I hotfixed this issue. Redownloading should do the trick.

Gotcha
Updated, no issues so far thanks
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: mora on April 08, 2022, 04:29:36 AM
The mod refuses to run without WatcherBeyondTheWalls enabled and instantly crashes upon loading a save or new game.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: FranzDenKaiser on April 09, 2022, 11:08:24 AM
Embarassing question, but I got the event to start the "Promise" questline, and it sent me to the Westernesse system. I went around in a ring scanning out the place but didn't find any derelicts so I decided to travel into the planets and search comms/bars for events or dialogue choices, but nothing came up. Has something gone wrong or?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Oni on April 09, 2022, 12:19:31 PM
Embarassing question, but I got the event to start the "Promise" questline, and it sent me to the Westernesse system. I went around in a ring scanning out the place but didn't find any derelicts so I decided to travel into the planets and search comms/bars for events or dialogue choices, but nothing came up. Has something gone wrong or?
You got the directions from the bar and are now trying to find the ship to direct you to the system?

Yeah that can be annoying. There's no indication of where in the system the ship is, so if you're lucky it's near a landmark that you can find easily, if not it's floating in the middle of nowhere. The only clue is these blue scan waves that pass the screen when you're getting close. It'd be nice if you got a ballpark search area when you got the quest, which would then be listed in the Quest description (ie near X planet, in an asteroid belt, near/opposite the Gate, etc), so you wouldn't sometimes get stuck combing the entire system.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: cpmartins on April 10, 2022, 09:16:55 AM
Where can I get the quest Wayward Star? I've explored about 90% of the sector and I still couldn't find anything. Also, I really like the new objectives you introduced. Now I actually go out and try and get the points whereas I'd just pretty much ignore them in the base game.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Ruddygreat on April 10, 2022, 01:55:06 PM
Where can I get the quest Wayward Star? I've explored about 90% of the sector and I still couldn't find anything. Also, I really like the new objectives you introduced. Now I actually go out and try and get the points whereas I'd just pretty much ignore them in the base game.

do the first 2 parts of sierra's quest & it'll show up after a while with a notification
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: cpmartins on April 10, 2022, 05:58:14 PM
Do I have
Spoiler
to win the battle from A Memory?
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: FranzDenKaiser on April 10, 2022, 09:39:44 PM
So, apologies but I don't know how to input the spoiler command so I'll mark the Spoilers below this: SPOILER FOR MISSIONS 1-3


I'm currently in the Wayward Star System "???" and Sierra told me to send out a signal in order to start the mission, so the first thing I thought of doing was summoning Omicron... evidently that's not what you do, so I brought in the cavalry for nothing. But outside of that what 'signal' do I have to emit in order to actually start it?

BTW I really enjoyed the Coral Sea Redux-ish mission so thanks for putting that one in.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Obsidian Actual on April 10, 2022, 10:01:19 PM
So, apologies but I don't know how to input the spoiler command so I'll mark the Spoilers below this: SPOILER FOR MISSIONS 1-3


I'm currently in the Wayward Star System "???" and Sierra told me to send out a signal in order to start the mission, so the first thing I thought of doing was summoning Omicron... evidently that's not what you do, so I brought in the cavalry for nothing. But outside of that what 'signal' do I have to emit in order to actually start it?

BTW I really enjoyed the Coral Sea Redux-ish mission so thanks for putting that one in.

Pssst!
Took me several tries myself, but once you've dismissed Sierra's prompt, try employing all the sensor-related abilities in your hotbar (e.g. Active Sensor Burst, Neutrino Detector) in rapid succession. All that outbound EM radiation is eventually going to attract the attention of someone. Or something.

Note that abilities added via other mods don't count (for example, I was using Neutrino Detector Mk II for the longest time before I realized my error).
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: nukularpower on April 22, 2022, 01:00:48 AM
Had been running with this fine for a while but it seems another mod's update broke something in this one?  Not clear but in a brand new game getting this crash on battle end:

java.lang.RuntimeException: Key sierraNoThoughts should start with $
   at com.fs.starfarer.campaign.rules.Memory.set(Unknown Source)
   at data.scripts.utils.FronSecMisc.setSierraHasThoughts(FronSecMisc.java:142)
   at data.scripts.campaign.intel.misc.SierraConvIntel.reportBattleOccurred(SierraConvIntel.java:43)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:792)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1612)
   at com.fs.starfarer.ui.newui.o0Oo$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)


Any ideas?  I havent even met Sierra yet.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: nukularpower on April 28, 2022, 01:43:04 PM
Still getting the above after ending any combat, not sure what the problem is but i'm using the same mod list i had no probs with before.  I updated magiclib and etc and then this started occuring.   Anyone have any ideas?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Bulletkin on May 03, 2022, 10:46:20 AM
This was on a save I no longer use, but when talking to sierra, she asked the "When we fought the ziggurat, did you hear music?" question every single time I asked what her thoughts were. Not sure if it was intentional, a bug, or already fixed.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12) - indev campaign mod
Post by: Inventor Raccoon on June 04, 2022, 08:29:18 PM
Hi, all! New update is out now, fixing a good handful of bugs, doing a bit of balancing and adding a few neat tidbits here and there, including support for Nexerelin's version checker. Got more Gamma Cores than you know what to do with, and don't feel like pawning them off to Tri-Tachyon? If you're one for Automated Ships, you might find some use in carrying a few cores around on you...

... and you might find a little something near the lion's heart...

HOTFIX 0.12a: I forgot to remove the test code that makes Network Hubs spawn everywhere. Oops.

Changelog below:
Spoiler
PRERELEASE 0.12
- Added Version Checker support

- Added a little teaser near the lion's heart
- Added Sierra conversations for people who are bad at budgeting and have questionable choice in literature
- Pledge: Buffed ordnance points 100 > 105
- Concord ships now have built-in Phase Field
- Anomalous Shift now halves shield upkeep while phased, increased speed boost (50% > 75%)
- Expanded description of Sierra's Concord to explain officer mechanic and ship system
- Slightly increased lesser wisp hull points
- Reduced performance impact of dancing ghosts
- Decreased spawn rate of tour guide ghosts
- Added some compatibility with modded scanning abilities (e.g Seeker's enhanced neutrino detector)
- Fixed up Sierra as in-combat officer, reducing jankiness
- Fixed crash when launching without WBTW module

- Battlespace generation will prioritise placing SoTF objectives in the middle of the two fleets
- Automated Ships skill now allows for any spare AI cores in cargo to remotely captain spawned droneships (which also allows player to issue them orders). Some NPC factions can also do this, determined by a new remote_ai_factions.csv in config/fronsec.
- Removed reinforcement objectives from pursuit battles
- Fixed turret/bombardier emplacements having hidden flux bars (despite having shields now)
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Cyan Leader on June 05, 2022, 07:22:37 AM
Hey, this is a report from a previous version, but in my world I found 2 Sierra questlines (as in a system with that station and the NPC), so I ended up with 2 separate skills to call for help and two Sierra ships. I'm betting that wasn't intended. Reporting it just in case it wasn't fixed.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on June 05, 2022, 08:44:34 AM
Hey, this is a report from a previous version, but in my world I found 2 Sierra questlines (as in a system with that station and the NPC), so I ended up with 2 separate skills to call for help and two Sierra ships. I'm betting that wasn't intended. Reporting it just in case it wasn't fixed.
Yeah, this probably will happen if you're running Arsenal Expansion and this mod at the same time.

I'm currently working on a small update to Arsenal Expansion to disable its version of Sierra's quest and retroactively fix any overlap, it should be out later today. EDIT: Said patch is out.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jade Tendency on June 07, 2022, 11:08:30 AM
Hi, the version checker in Nex reads the latest version as v0.0 but detects that a version 0.11.1 is out so it tells me there is an update even if I have the latest version.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Oni on June 13, 2022, 02:03:30 PM
Same here, update warning even on most recent version.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on June 13, 2022, 03:32:07 PM
Sorry, it turns out Version Checker has an issue with letters sometimes, I'll have it fixed for the next update.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: gaofusiji on June 14, 2022, 01:49:28 PM
I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on June 14, 2022, 02:29:01 PM
I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
Spoiler
The first quest will show up in bars once you're level 7
You will be led to the second once after you've completed the first
The third will appear after the second is complete
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: gaofusiji on June 14, 2022, 06:57:23 PM
I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
Spoiler
The first quest will show up in bars once you're level 7
You will be led to the second once after you've completed the first
The third will appear after the second is complete
[close]
Thanks for your reply. I really like the mod with the plot added. Please continue to refuel
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Kaphraxus on June 19, 2022, 04:14:36 PM
Hello, I've followed the Promise quest to the distant star system and found sierra but the quest is still pointing to the system. Is this a bug or is there more to find in the system? I'm running a bunch of other mods so its quite possible this is some unintended overlap but I wanted to check in with you before I start trying to diagnose the mod list. I appreciate any help you can spare and thank you for this mod! It's great to see more narrative mods appearing, especially since I've heard that programming them can get annoying.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: gaofusiji on June 20, 2022, 08:17:30 AM
I found the purple core, gained the ability to cool down for 180 days, and found the purple ship. But I haven't received any further information, and it's no use talking with the contact person. How can I start the next story?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Ultiblaze on June 23, 2022, 09:46:28 AM
Hi. Just wanted to drop by and say I love the mod. Sierra is Great and I really like her ship.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: gaofusiji on July 02, 2022, 01:48:14 AM
Hi. Just wanted to drop by and say I love the mod. Sierra is Great and I really like her ship.
Sorry to disturb you. Have you completed the three tasks in the mod? After I got a ship and a skill, I didn't find any follow-up tasks.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Histidine on July 02, 2022, 06:28:42 PM
Mission 2: Go to Tia-Ta'xet system (dunno if it's been renamed in Chinese version of the game). It's the uninhabited system in northeast, will have sensor ghosts flying over it in hyperspace. Look for derelict ship inside.

Mission 3: When intel item comes in of a new star system appearing (named "???" on map), go there.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Katsumi on July 19, 2022, 01:13:47 AM
I'm sorry to use machinetranslation. How should I start the mission, whether to visit the bar of a specific planet or explore those unknown galaxies
Spoiler
The first quest will show up in bars once you're level 7
You will be led to the second once after you've completed the first
The third will appear after the second is complete
[close]

Is there a specific trigger for Mission 3? I had it pop up immediately after Mission 2, but while I was in the middle of doing it, I had to suddenly close the game and reload an old save for unrelated reasons (no crash). After I reloaded my post Mission 2 save, Mission 3 never triggered again in my game. Multiple in-game years have now passed by this point, with nothing.

Edit: Sorry. I quoted the wrong person at first.

Edit #2: Turns out the mission DID spawn and I just didn't realize it. It spawned in a different location, so I didn't see it, and I didn't receive any notification for it in the intel screen. But it was there and I was able to complete it normally. That's my bad; I didn't realize.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: ToastyMedic on July 29, 2022, 08:31:34 PM
To preface, I normally lurk, but I literally made an account to say this mod is an absolute blast! Thank you for making this Racoon!
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Somtaaw on July 30, 2022, 05:18:39 PM
Hmm. I added the mod mid game would that be an issue with mission 1? I'm in the system but I dont see any markers nor any unidentified sensor contacts.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on July 31, 2022, 09:11:25 AM
To preface, I normally lurk, but I literally made an account to say this mod is an absolute blast! Thank you for making this Racoon!
<3

Hmm. I added the mod mid game would that be an issue with mission 1? I'm in the system but I dont see any markers nor any unidentified sensor contacts.
It shouldn't cause any issues if added midgame. Unfortunately, the quest objects can be a bit difficult to find sometimes - if you can't find them, try flying increasingly large circles starting at the furthest jump point.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Somtaaw on July 31, 2022, 01:22:54 PM
Hmm. I added the mod mid game would that be an issue with mission 1? I'm in the system but I dont see any markers nor any unidentified sensor contacts.
It shouldn't cause any issues if added midgame. Unfortunately, the quest objects can be a bit difficult to find sometimes - if you can't find them, try flying increasingly large circles starting at the furthest jump point.

Thanks I managed to find it just by catching a signal ping, flying towards it and then getting another.

If possible maybe add a "The frigate/objective is some distance away from the center of the system" or something like that?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: TheDukeofErl on July 31, 2022, 05:10:31 PM
I think I might be missing something here... is
Spoiler
the Edict Stormblaster (fronsec_edict)
[close]
supposed to actually be available? I don't see any references to it in my save as being available but do see it in the weapons page (and in the according section in the save). It's also visible on the
Spoiler
autofit for Sierra's variant of the Vow.
[close]

If it is supposed to be dropped or something I suppose I could always console command it in. As far as I can tell, I didn't miss anything,
Spoiler
as I got both the Vow and the new hullmod.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on July 31, 2022, 05:17:50 PM
-snip-
The Edict can be found while scavenging (alongside its blueprint if you're lucky) and is used by Remnants.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: TheDukeofErl on July 31, 2022, 06:10:33 PM
-snip-
The Edict can be found while scavenging (alongside its blueprint if you're lucky) and is used by Remnants.
Understood, thanks for the clarification! With any luck, I'll be able to find one. :)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: BasileusBoi on August 04, 2022, 01:12:44 PM
Hey quick question... I might've maybe lost Sierra in battle and i wasn't able to recover her. she also isnt in my contact list in the intel screen anymore... im currently on mission 3, but is it possible to spawn her in again and continue from where i left off, or will i have to redo the entire quest again?

Besides that tho, i flipping love the story missions you've added. great work man!
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on August 04, 2022, 04:05:07 PM
Hey quick question... I might've maybe lost Sierra in battle and i wasn't able to recover her. she also isnt in my contact list in the intel screen anymore... im currently on mission 3, but is it possible to spawn her in again and continue from where i left off, or will i have to redo the entire quest again?
Spawning her in again should do the trick.

Reposting this because I've discovered a pretty major bug with Starpocalypse:

If you have ever enabled Starpocalypse's "Stingy Recovery" option during a save, it will automatically break the last quest of this mod, details below. Future updates of SoTF will automatically crash if the quest module is enabled alongside this module.
Spoiler
The option breaks the interaction with the derelict Vow, causing it to be impossible to recover and locking both it and Sierra's level-up. This is due to a script which is added to your save if the option is enabled, and for which there is no code to remove mid-save if the option is later disabled.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: BasileusBoi on August 05, 2022, 06:04:08 AM
Hey quick question... I might've maybe lost Sierra in battle and i wasn't able to recover her. she also isnt in my contact list in the intel screen anymore... im currently on mission 3, but is it possible to spawn her in again and continue from where i left off, or will i have to redo the entire quest again?
Spawning her in again should do the trick.

Reposting this because I've discovered a pretty major bug with Starpocalypse:

If you have ever enabled Starpocalypse's "Stingy Recovery" option during a save, it will automatically break the last quest of this mod, details below. Future updates of SoTF will automatically crash if the quest module is enabled alongside this module.
Spoiler
The option breaks the interaction with the derelict Vow, causing it to be impossible to recover and locking both it and Sierra's level-up. This is due to a script which is added to your save if the option is enabled, and for which there is no code to remove mid-save if the option is later disabled.
[close]
How do i do that? i'm not very well versed with console commands and such...
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on August 06, 2022, 08:16:20 AM
How do i do that? i'm not very well versed with console commands and such...
With the Console Commands mod, hit control+backspace and type "addship fronsec_pledge" (other useful IDs: "fronsec_pledge_Base" for its initial loadout and dmods, "fronsec_pledge_Filled" for a pristine with the full autofit)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: playbabeTheBookShelf on August 08, 2022, 03:30:20 PM
I love the idea that after boss fight you'll get to 'upgrade' Sierra. I have question tho...
Where you planned to end? Big [Redacted]? or even [Super Redacted] or it will be new custom ship.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jet Black on August 14, 2022, 04:27:46 AM
Absolutely amazing mod. I would love to see this expanded further! I just did the third quest where sierra ship upgrades. That felt like a professionally done quest. I wish the developer of this would hire you to make quests for this. You could really flesh out the remnant content of the game. I can't wait to see what you come up with next.

One question, after Sierra's second upgrade, the other ship unlocks a hull mod that I can't seem to find anywhere? Am I missing something?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on August 14, 2022, 01:12:09 PM
Absolutely amazing mod. I would love to see this expanded further! I just did the third quest where sierra ship upgrades. That felt like a professionally done quest. I wish the developer of this would hire you to make quests for this. You could really flesh out the remnant content of the game. I can't wait to see what you come up with next.

One question, after Sierra's second upgrade, the other ship unlocks a hull mod that I can't seem to find anywhere? Am I missing something?
Thank you for the kind words! Sierra's augments appear in the hullmods menu under the "Anomalous Phase-Tech" category (new categories are hidden by default, unfortunately)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Psyentific on August 14, 2022, 03:19:20 PM
sometimes Sierra blurts out 3-5 lines in a row at the start of the battle. it's kinda cute. is this intended behaviour, or is the interdimensional AI waifu glitching out again?
(https://i.imgur.com/I64cgBq.png)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jet Black on August 15, 2022, 11:49:08 AM
Looking for more mods that add quests. Does your other mod Arsenal Expansion only have the quest from this one and no new quests? Should I get both?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: A_Random_Dude on August 15, 2022, 12:12:33 PM
Arsenal Expansion only had a prototype of this mod's quest series and some ships. You can get both if you want the added ships, but other than that no, no new quests.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jet Black on August 15, 2022, 05:40:49 PM
Excellent, thank you!
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Beetleswine on August 18, 2022, 08:21:36 PM
Hi, I have encountered an issue where Omicron's shards don't actually participate in any battles, even when the shard fleet is right on top of my fleet. AI grandpa kinda just sits there :C
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: TheHZDev on August 18, 2022, 09:56:05 PM
Sir, could you allow me to translate this mod into Chinese and update to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jet Black on August 19, 2022, 06:16:18 PM
Hah, should trade translation rights of this for the translation rights of some of Originem's mods lol.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on August 20, 2022, 05:07:47 AM
Hi, I have encountered an issue where Omicron's shards don't actually participate in any battles, even when the shard fleet is right on top of my fleet. AI grandpa kinda just sits there :C
Sorry, taking another look at it for the next version.

Sir, could you allow me to translate this mod into Chinese and update to the Chinese Starsector Forum(https://fossic.org)?
Thank you very much.
Yes! Feel free to do so.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Oxnard Montalvo on August 22, 2022, 01:41:40 PM
Trying to do the Sierra quest, I'm in the
Spoiler
?? system and have no idea what to do here.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on August 22, 2022, 01:45:36 PM
Trying to do the Sierra quest, I'm in the
Spoiler
?? system and have no idea what to do here.
[close]
It's very quiet, isn't it? Maybe you should make some noise.

More obvious advice
Issue a distress call or run a Neutrino Detector for a few seconds.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Oxnard Montalvo on August 22, 2022, 01:52:02 PM
Well that was certainly extremely cool. Thanks!

Edit; I had those things removed from my bar so I didn't even think about it. Is this the end of the questline?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Jet Black on August 23, 2022, 04:20:58 AM
Unfortunately, yes, I think. This is sad because this mod is probably one of the most creative ones I've seen so far.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Antipie on August 31, 2022, 10:28:39 PM
After defeating the ships in the ?? system I got a
Spoiler
wispersong hull mod but I can't find it in the hullmods
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Dadada on September 01, 2022, 03:24:38 AM
See modspec filters at the bottom of the modspec menu, often (default behaviour with mods?) new ones from new categories or manufacturers are filtered out...

[attachment deleted by admin]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: vok3 on September 22, 2022, 07:41:07 PM
I got the initial "Promise" mission, found the anomalous station, found the Sierra core.  Then flew straight to the nearest Hegemony planet and tried to turn in AI cores.  Gamma core yes, Sierra core not listed for turn in.

Obviously, this construct is extremely dangerous and was already in control of my spacecraft.  I therefore manually overloaded the fusion bottle and vaporized myself, my craft, and everything on board.  For the good of humanity.

Please allow us to turn Sierra in to the authorities, like it deserves.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Psyentific on September 22, 2022, 07:58:38 PM
I got the initial "Promise" mission, found the anomalous station, found the Sierra core.  Then flew straight to the nearest Hegemony planet and tried to turn in AI cores.  Gamma core yes, Sierra core not listed for turn in.

Obviously, this construct is extremely dangerous and was already in control of my spacecraft.  I therefore manually overloaded the fusion bottle and vaporized myself, my craft, and everything on board.  For the good of humanity.

Please allow us to turn Sierra in to the authorities, like it deserves.
hello mods? yes this post right here...
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: ANormalFifthist on September 25, 2022, 11:45:25 AM
How do you trigger the second mission after the first sierra mission? I finished the first but the second one isn't popping up
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: robepriority on September 25, 2022, 01:11:46 PM
I got the initial "Promise" mission, found the anomalous station, found the Sierra core.  Then flew straight to the nearest Hegemony planet and tried to turn in AI cores.  Gamma core yes, Sierra core not listed for turn in.

Obviously, this construct is extremely dangerous and was already in control of my spacecraft.  I therefore manually overloaded the fusion bottle and vaporized myself, my craft, and everything on board.  For the good of humanity.

Please allow us to turn Sierra in to the authorities, like it deserves.

While the Hegemony itself doesn't recognize Sierra, the Iron Shell Charter and certain members of the Sindrian Fuel Company certainly do.

Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: ANormalFifthist on September 25, 2022, 05:54:37 PM
How do you get third mission for Sierra?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Ouchanrrul on October 03, 2022, 12:30:06 AM
Just finished all the questlines this mod adds. I am blown away by the quality of this mod so far.
The writing is on par with that of the base game, and it doesn't intrude badly into any of the known lore. I love how it plays off of one of the newest and, imo, coolest additions to the base game, the Sensor Ghosts. The mystery as to what Sierra is, what her real potential is...

Absolutely fantastic work. Can't wait for the full release.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: darkwarrior1000 on October 03, 2022, 11:50:49 PM
I looked through bit of the code for the reinforcements stuff and it seems you pick the reinforcement ship randomly. this may be a big ask but is it possible to pick randomly while also managing a list of exclusions in a config file within the mod itself? you see, I play with a certain mod that adds remnant strike craft using the arma armatura framework and having them dock to refresh ppt or attempt a retreat results in some unintended behavior. I want to exclude similar things from reinforcement eligibility. I also believe this will help future proof this mod a bit.

I'm just an amateur coder but I can try my hand at a rough outline of how this would work. in the private functions in the file you add all the different variants for a given combat roll in the remnant list of available ships. perhaps, after the weighted random picker gets these variants ones demarcated in the hypothetical config file would be removed from the weighted random picker before the pick() function is called? granted, I'm unaware of the implementation of this weighted random picker so I don't know if things can be removed from it at all. if not, perhaps an intermediary object that would need to be created first to perform the removal operation before the result is then fed into the picker's addall function or perhaps there's already a more specific add function in the implementation that can sift against a given list of things.

sorry I can't be more specific. I haven't looked into starsector's source code too extensively.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Frosterus on October 04, 2022, 04:06:38 PM
Latest release (12a) marks itself as v0.0 in-game which makes Version Checker claim there's a new update.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on October 08, 2022, 07:24:45 PM
I looked through bit of the code for the reinforcements stuff and it seems you pick the reinforcement ship randomly. this may be a big ask but is it possible to pick randomly while also managing a list of exclusions in a config file within the mod itself? you see, I play with a certain mod that adds remnant strike craft using the arma armatura framework and having them dock to refresh ppt or attempt a retreat results in some unintended behavior. I want to exclude similar things from reinforcement eligibility. I also believe this will help future proof this mod a bit.

I'm just an amateur coder but I can try my hand at a rough outline of how this would work. in the private functions in the file you add all the different variants for a given combat roll in the remnant list of available ships. perhaps, after the weighted random picker gets these variants ones demarcated in the hypothetical config file would be removed from the weighted random picker before the pick() function is called? granted, I'm unaware of the implementation of this weighted random picker so I don't know if things can be removed from it at all. if not, perhaps an intermediary object that would need to be created first to perform the removal operation before the result is then fed into the picker's addall function or perhaps there's already a more specific add function in the implementation that can sift against a given list of things.

sorry I can't be more specific. I haven't looked into starsector's source code too extensively.
I'll make a note to add a reinforcement hull blacklist (and probably disallow strikecraft from being picked regardless of being blacklisted, since that's bound to cause weirdness in any case), shouldn't be too much of an issue
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: vok3 on October 09, 2022, 02:14:59 PM
Possible problem -  got "Promise", went and found daddy-AI, rescued Sierra, stuck her in her ship, thought "welp, that's done", transverse jumped out and flew halfway across the sector before I realized there was one last objective to go back and talk to daddy-AI one more time to get the reinforcement ability.  Cursed a lot.  Flew back.  Re-entered system.  "Promise" immediately got marked as complete.  Flew to location of daddy-AI; no longer there.  No reinforcements for me.

One the one hand, it makes sense, and I have been known to complain about how games hand-hold the player all the time and there's no consequences and everything is always happy path, and this totally serves me right.

On the other hand, it would be nice if we could randomly run into him again somewhere to get the ability.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: vok3 on October 11, 2022, 11:16:30 AM
Another problem:

I fight a fight.  A difficult fight.  I try it several times.  Finally I manage to get the upper hand.  I blow up lots of ships.  Enemy begins retreating; battle is over.  But there is one ship I want to make sure I kill.  I go chasing it.  Just before I finish it off, an enemy-held enhancement uplink gets repaired.  I finish killing the special target, hit Esc, click in the button spot, click the confirm because I don't care about chasing down whatever frigates are left, then scream in agony as I realize the button was "exit campaign" and not "exit battle" and I am now at the title menu and I have to do the whole damned thing all over again THANK YOU SIR.

Sir, I want my money back.  And my time.  And my victory.  And I want to speak to the manager.

Enhancement Uplinks should not count when measuring whether or not the enemy is retreating or not.

(e: emplacement Uplink?  Something starting with E.  The thing that makes turrets.  Turrets shouldn't invalidate a retreat.)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Inventor Raccoon on October 11, 2022, 11:35:39 AM
Omicron vanishing if you leave isn't intended behavior, I'll take a look into it but I'm not sure what's up with that.

As for emplacements, added a check to halt repairs if their capturing fleet is in full retreat (there's, uh, no "does not count for retreat calculation" flag, unfortunately)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Siffrin on October 15, 2022, 12:37:08 AM
Sierra will repeatedly talk to you about the
Spoiler
Ziggurat
[close]
and I don't think this is intended.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: MrMech on October 15, 2022, 05:06:18 PM
Sierra not only will talk constantly about the
Spoiler
Ziggy
[close]
, also
Spoiler
omega
[close]
, and I assume any other such encounter, so there is some common bug here
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Allius on October 24, 2022, 10:25:16 AM
Would it be possible to add the Hyperwarp Jump ability to Omicron when they're supporting? When the mod is installed of course. When using it to travel around, Omicron takes a loooong time to catch up.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: memeextremist on October 24, 2022, 10:28:15 AM
oooh just saw this pop up on page 1. looks fun. time to test! :DDD

[update after playing with it]: LEGIT MOD WELL-DONE
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Wyvern on November 09, 2022, 04:39:02 PM
Excellent mod overall, though:

This mod makes pursuit maps really tiny. Great if you're the player trying to run away, I guess? But very annoying if you as the player are trying to pursue someone else.

Also, I have (once, non-replicable) had the game stall out on heading to a dockside bar: just totally locked up, no error messages, nothing to do but force-quit the game and try again. This was (some time) after adding the mod mid-save, and I've never seen that sort of error before (or since.)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: SpaceDrake on November 09, 2022, 10:16:30 PM
I did notice that if you try to quit out of the initial "A Promise" bar dialogue, the game is rather unhappy about actually letting you do so and will kind of force you to do the event.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: OrariusTempus on November 12, 2022, 03:02:31 PM
The Omicron reinforcement doesn't seem to be working correctly. I call in omicron, he arrives and follows me just fine. Problem is, he doesn't actually act as reinforcement, even when all three fleets (me, him, enemy) are making a venn diagram. Additionally, interacting with the fleet acts as if it's a neutral fleet (comms does nothing, and im given the option to "move in to engage").

Otherwise, lovely mod.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: OrariusTempus on December 11, 2022, 05:45:12 PM
Issue with the reinforcements objective that I just stumbled across:
Fought an ordo, couldn't tell which ones were actually part of the initial fleet and which were respawns, so after I killed the final radiant I retreated, rather than fight my way through everything to try and capture the objectives back from the respawns, which kept tug-of-war-ing me over them (multiple reinforcement objectives). Anyways, it turned out I killed the entire original fleet. Because I "escaped", it punted me out of the fleet combat dialogue screen... And the ordo was gone. I couldn't loot anything, recover any ships (theirs or my own), etc. Forced me to load last save. Couldn't "claim victory" because the respawns are drones and refuse to give up or whatever. Don't know how difficult it would be to fix this, but perhaps something to look into hen you have a chance?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13) - indev campaign mod
Post by: Inventor Raccoon on December 18, 2022, 06:36:56 PM
New version is finally out. Whew, it's been half a year. I've been working on an extremely hefty update, but... well, I cut an entire quest so that I could get something out for the first anniversary of Watcher Beyond the Wall's public release. It will arrive alongside Prerelease 14. In the meantime, enjoy a passover of much of the existing content, and a solid few new goodies to find! Personally, I recommend you play through the new main-menu missions and then try the new Nexerelin "Banshee's Lost Thread" start.

Please note that this new release is not compatible with old versions of Secrets of the Frontier. It needs to be installed either on a fresh save, or one that doesn't already have Secrets of the Frontier installed.

The new prerelease includes:
- Two new main menu missions, "Dawn and Dust" and "Good Hunting", preludes to future quests (give them a try)
- New Nexerelin starts, "The Haunted" (1 free skill point, and a persistent and malevolent stalker) and "Banshee's Lost Thread" (you and your best friend, both with unusual technological expertise)
- Many refinements and "adjustments" across the Watcher Beyond the Walls quest module, give it a shot, you might be surprised
- More AI friendship
- A new secret in the frontier
- Betrayal (see: Culann)
- An adaptive nanite swarm (?)

A full changelog can be found below:
Spoiler
- Shattered your saves into a fine dust (incompatible with old versions of SotF, but you can still add the mod midsave if you didn't have it before)
- Changed all internal IDs (prefix from fronsec_/fs_ > sotf_) - will break mod interactions until fixed, changed mod's ID to "secretsofthefrontier"

---
WATCHER BEYOND THE WALLS
- The Contingency slumbers... for now...
- Added two main-menu missions, "Dawn and Dust" and "Good Hunting" as preludes to planned quests "Plausible Deniability" and "The Legacy of Walter Feros"

- Added betrayal. See: Culann (if random sector: random large TT world)
- Added consequences

- Added an adaptive nanite swarm

- Added "Hypnos"

- Added 2 new special officers
- Added special skills used by them and other NPCs
- Added ability for special officers (including Sierra) to occasionally converse with each other at the start of combat akin to Combat Chatter

- Added two new Nexerelin starts: "The Haunted" and "Banshee's Lost Thread" (latter unlocked by getting 80% at Dawn and Dust)
- The Haunted - gain a bonus skill point, and a relentless nemesis
- Banshee's Lost Thread - you and your best friend, both with unusual technological expertise

- Added Explorarium ships/fighters ported from Arsenal Expansion, with an ini toggle (has anti-overlap code to remove AE versions from Derelict known ships list)
- Includes Cavalier cruiser, Keeper carrier, Brattice interceptor, Parapet escort fighter, Peon bomber
- Cavalier - has Rugged Construction, system changed to Burn Drive, supply costs reduced 18 to 15
- Keeper - has Rugged Construction, system changed to Fast Missile Racks, supply costs increased 6 to 8

- Added the Proxies

- Mayfly: Added friendship by proxy

Request Assistance:
- Renamed to Courser Protocol
- "Adjustments"
- Now follows player through hyperspace
- Reduced escort time to 45 days
- Now joins when fighting SWP's IBB bounty fleets

A Promise:
- "Adjustments"
- Lowered level requirement from 7 to 5
- Quest objects now have high neutrino output, spawn in more obvious places

A Memory:
- Sierra's ship always phase dives to retreat if it would be destroyed during A.M., even without Fervor installed or already lost too much CR
- Friendly Tempest captain always has Combat Endurance
- Phase stress penalty no longer affects CR but independently cripples ships and their fighters
- Added an audio and message warning when first selecting a disallowed ship in deployment screen, followed by an extra warning upon actually deploying it
- Fixed harmonic coil tuning working without actually using the SP option (oops)

Wayward Star:
- Improved Eidolon's ability to break the dialogue system
- Removed her fear
- Improved her ability to playfully turn you into mincemeat
- "Adjusted" her retinue
- Improved music playback
- Star system is now considered "hidden"

Sierra:
- Has a player-relationship bar with a minor time mult boost while piloting if Cooperative
- Considered an AI officer under-the-hood (largely cosmetic - ship is still not considered automated and she doesn't affect Automated Ships skill)
- Sierra: Reckless renamed to Fearless (however, Sierra is still only as aggressive as a Reckless officer, not Reckless+ like an AI core)
- Now randomly acquires new conversation topics over time (only 3 so far)
- New set conversations: player-has-ship, player-fought-vanilla-faction
- Dialogue tuning, added altered "dramatic" battlecry set and Combat Chatter config, used during fights against bosses (Guardian, Zig, Omega, Eidolon, plus any Combat Chatter boss if that mod is installed), overall slightly reduced average excitement level
- Added minor fluff text when visiting Galatia Academy after a certain interaction
- Has a 50 credits per month "maintenance fee"

Concord ships:
- Can now swap Sierra between Concord ships by speaking to her
- Concord ships that Sierra isn't piloting are rendered largely unusable in combat
- Pledge is no longer scuttled when receiving the Vow

- Serenity: now increases threshold at which speed bottoms out by 100%, to 150% (hard flux stress never reaches max level), increased OP cost to 10/15 for Pledge/Vow
- Wispersong: 1/2/3/4 wisps to 1/2/4/6, fixed ship-detection issue when multiple ships use it simultaneously (i.e. during Wayward Star)
- Wisps ignore anti-PD flares
- Renamed Anomalous Shift to "Concord Shift"
- Reduced slow-motion effects of Sierra's Concord and Concord Shift applied to the outside world (91% and 33% speed changed to 100% and 42.5%)
- i.e Sierra's ships, when piloted by player, are played closer to real-time than previously (should be smoother, faster)
- Vow: increased OP (150 > 165), slight buffs to acceleration stats
- "Adjusted" visuals

- Rewrote Sierra chatter code to avoid multi-chatter bug
- Edict Stormblaster: increased damage (350 > 400), is now known by the Luddic Church
- Added GraphicsLib requirement
- Added some console commands, mostly for dev usage and they contain spoilers - but you may find sotf_addAbility [ability id] and sotf_printGuilt useful enough

- Can no longer load the game with WBTW and Starpocalypse's "Stingy Recovery" because the latter breaks the Sierra questline

---
TACTICAL EXPANSION

- Added objective: Siegeworks Uplink, replaces Emplacement Uplink in larger battles, spawns stronger emplacements
- Added siegeworks emplacements: Gunnery Bastion, Hangar Bastion   
- Renamed emplacements: Gun Turret, Autohangar, Lidar Node
- Updated icon for emplacement objectives
- Emplacements no longer repair if their owner is in full retreat
- Gun Turret: halved rotation speed

- Added special objective: Fractal Beacon
- Reinforcement droneships now receive autofits and some dmods
- Arma Armatura's strikecraft are no longer spawned as reinforcement ships

- Replaced remote_ai_factions.csv with new remote_ai_factions.json - allows for the number of cores each faction uses to be defined
- Used said new json to adjust presets - Derelicts no longer use betas but have more gammas, Remnants get an extra beta, etc. Default is now 1 beta, 3 gammas.
- Now calculates max remote AI captains at start of battle only, not on every ship spawn
- Automated Ships skill no longer displays "can use remote AI" line if Tactical Expansion is turned off
- Fixed tech-illiterate enemies gaining player's remote AI captains when player has Automated Ships

MISCELLANEOUS
- Frontier Development: orbital habitat hazard reduction is now -8% (0.92x multiplier), not flat -10 - equal for 125% hazard worlds, worse for lower, better for higher
- Fixed a tip being too long
[close]

As always, bug reports and feedback is appreciated! It's the first real content drop in a while, so some might've slipped the cracks (hopefully nothing embarrassingly obvious).
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13) - indev campaign mod
Post by: Wyvern on December 18, 2022, 08:49:15 PM
Ooh, I can keep the Pledge? Excellent! (I mean, yeah, the Vow is great too, but sometimes you just want an extra fast destroyer around.)

Yup, time to start a new game then.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0a) - indev campaign mod
Post by: Inventor Raccoon on December 19, 2022, 10:41:04 AM
Hi everyone, few issues cropped up after release so there's now a hotfix out to resolve the ones already caught. Changelog below, enjoy!

Spoiler
PRERELEASE 0.13.0a
- Banshee's Lost Thread: now start with some heavy machinery
- Added missing notes to Cyberwarfare Protocols tooltip
- Added an autofit variant for the Repose
- Good Hunting: increased size of cryoharpoon
- Pursuer appearance chance per point of guilt 7% > 9%
- Fixed dialogue steps in post-Wayward Star conversation bleeding into each other and causing issues
- Fixed crash due to A Memory hint script
- Fixed secret hullmod having null stats in description
- Fixed a couple ships having off-center centers
- Fixed reinforcement droneships not having owner and ally status assigned correctly
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0a) - indev campaign mod
Post by: Algoul on December 19, 2022, 07:46:29 PM
289143 [Thread-3] ERROR data.scripts.SotfModPlugin  - Failed to load sotf_settings.ini!DIRECTORY: E:\Starsector\starsector-core\..\mods\Secrets of the Frontier Prerelease 13.0a (data/config/sotf/remote_ai_factions.json)
Expected a ',' or '}' at 63 [character 2 line 14]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Inventor Raccoon on December 20, 2022, 11:48:34 AM
New hotfix out again with more fixes and tweaks and whatnot! Changelog below.

Spoiler
PRERELEASE 0.13.0b
- Cyberwarfare terminator sequence damage: 150% of fighter's hull > 125% of fighter's hull
- Fighting factions hostile to the Dustkeepers alongside Courser now gives reputation with them and the Contingency
- Adaptive nanite swarm now scales up its strength during the earlygame
- "Hellhide" recharge can now be briefly interrupted by damage even during reboot sequence
- Added missing notes to Derelict Contingent tooltip
- Adjust mod compat for "Siren"
- Wayward Star: "no" does That if pressed, in addition to if hovered over
- Fixed mixed-up naming/pronouns during Sierra betrayal
- Fixed issues with nanite swarm trait picker
- Fixed crash from guilt whisper ghost
- Fixed "Grovetender" semi-recursively raising wisps
- Fixed some AI core droprates and drop tags
- Fixed missing years-of-amnesia token when meeting Sierra
- Fixed some non-purple Sierra dialogue
- Fixed Vow floating pixels
- Fixed Fractal Beacon crash
- Fixed improper formatting in remote_ai_factions.json
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: FrackaMir on December 22, 2022, 07:41:41 PM
Heyo, getting an issue with trying to turn a Makeshift habitat into a Habitable Space Station, the choice to turn the habitat into a space station does nothing when chosen with the resources, instead repeatedly gives the same message on the habitat being colonized.

Issue didn't exist prior to updating.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Algoul on December 22, 2022, 11:49:27 PM
Find reason why Secrets crush Starsector - it incompatible with Starpocalypse
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 12a) - indev campaign mod
Post by: Siffrin on December 23, 2022, 03:15:57 AM
I did notice that if you try to quit out of the initial "A Promise" bar dialogue, the game is rather unhappy about actually letting you do so and will kind of force you to do the event.
You just have to continue and choose the dramatic exit option. Though it is pretty funny with how aggressive it feels trying to make you stay.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Snake on December 24, 2022, 09:41:50 PM
Welp the "Hypnos" broke the script I use to find good hypershunt/cryosleeper seeds. Excited to see what this instance chip does.

Btw in the last update with the tactical expansion, you can't claim victory unless all of the enemies have been destroyed/retreated due to the uplinks. Is this still a thing?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: darkwarrior1000 on December 25, 2022, 06:34:56 PM
This is a minor thing, but sometimes I end up escorted by the ardent swarm for much longer than 10 days. I dunno whether or not they're liable to get into trouble with other factions, modded or vanilla. Would be nice if, when I open up a comm link with them, I can tell them to stop escorting me and go home.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Siffrin on December 25, 2022, 10:40:51 PM
There is a bug where you can get Sierra cores by putting the Voidwitch in storage and taking it out.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Snake on December 28, 2022, 04:53:05 PM
Mod interaction bug:

If you capture Hypnos with TakeNoPrisoners and assign them to one of your ships, the game crashes if you hover over the officer icon in the fleet screen or the refit screen. Probably due to their unique officer skill. If you want, there's an option to exclude the dustkeeper faction from captures like the derelicts. Here's the crash log:

Spoiler
152953 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.M$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.coreui.G.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.publicsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.X.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Omega_DarkPotato on December 28, 2022, 05:24:32 PM
Right clicking to unassign sierra from her ship from the fleet menu just drops sierra cores in my inventory that I can't seem to remove, while keeping her in control of the ship.
I have three sierra cores, apparently they're free and I can just take them home.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Snake on December 29, 2022, 12:35:25 PM
Small bug after getting the Vow and leaving the Pledge inert. If you hover over the Pledge's Combat Readiness or Hull Integrity bars, the popup won't disappear and will stay on your screen in the campaign map. Reopening the fleet screen fixes this temporarily.

Edit: scratch that it's still there
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Wyvern on December 31, 2022, 11:46:36 AM
Not sure on replication steps, but I had an issue with a siegeworks where the spawned-in bastion was active (and shooting at me), targetable, auto-fire weaponry was firing at it... and shots just went over it without impacting. It did swap over to my control on node capture, at which point I kindof ignored it so I'm not sure if it remained in its ghost state.

Also, pursuit maps remain really small with this mod installed. They seem to be square, rather than vanilla's standard stretched-out-lengthwise you-actually-have-some-time-to-catch-up map sizing.

However, the mod as a whole remains very good, and I want to particularly note that the phase overlays for Sierra's ships are much improved in this version.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: 603bill on December 31, 2022, 02:00:32 PM
I'm also having the issue where the gunnery bastion is intangible, and its large turret can't turn for some reason.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: avallanch on January 01, 2023, 06:42:06 AM
+1 to above, they seem to be missing their hitboxes
also:
https://imgur.com/a/ngwuRS5
establishing a colony on a orbital habitat dies not work it just loops back

Other than that great work!
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Cyber Von Cyberus on January 02, 2023, 05:07:48 AM
spoilers on the haunted start option:
Spoiler
Felcesis is a lot of fun, but I noticed he never takes possession of capital ships, I'm guessing it's intentional. Although having a hardmode toggle in the settings file that allows him to do that would be funny.

Additionally is there perhaps a way to enable Felcesis' haunting in an already active save ? I'd love to have him keep haunting me, but I wish to try out some other starts too.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: 603bill on January 03, 2023, 09:30:12 AM
The reason why the gunnery bastion doesn't have a hitbox is because its collision radius is set to zero, so it's a simple enough fix.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Wyvern on January 03, 2023, 09:37:51 AM
The reason why the gunnery bastion doesn't have a hitbox is because its collision radius is set to zero, so it's a simple enough fix.
Ah, hm. Also shield radius zero, and the large slot has an arc of zero instead of 360. Yep, those are all good things to fix.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Bangle on January 05, 2023, 03:48:25 AM
Possible Crash on Sotf:
The crash happens when opening the officer tab with Nightingale and Barrow being present.
Spoiler
4382492 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: o != java.lang.String
java.util.IllegalFormatConversionException: o != java.lang.String
   at java.util.Formatter$FormatSpecifier.failConversion(Unknown Source)
   at java.util.Formatter$FormatSpecifier.printInteger(Unknown Source)
   at java.util.Formatter$FormatSpecifier.print(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at data.scripts.campaign.skills.SotfDerelictContingentPersonal$Level1.createCustomDescription(SotfDerelictContingentPersonal.java:108)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$3.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.CaptainPickerDialog.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: taerkar on January 07, 2023, 05:53:21 PM
establishing a colony on a orbital habitat dies not work it just loops back

Having this issue as well.

Dunno if it's relevant but I also have TASC installed.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Dadada on January 07, 2023, 06:54:14 PM
Pics (https://imgur.com/a/0tYQKX9) related Unknown Skies (https://fractalsoftworks.com/forum/index.php?topic=12041.0) condition: Underground Network (US_tunnels according to the console) fixes the hazard rating to 100% and subtracts everything above it, the multiplier from the habitat seems to börk it :D

Magiclib 0451 also börked
Spoiler
the Aurora spawn or the related log notifaction in random sector,
[close]
0452 wörks fine. :D
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: xsiah on January 07, 2023, 10:31:04 PM
Not sure if its a bug but it was pretty funny. I've seen Nightingale's terminator thingy fly into her and blow her up.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Siffrin on January 08, 2023, 12:05:36 PM
Run in an issue where if you retreat but there are voidwisps left the battle won't end until they are destroyed similar to [REDACTED] ships but for the player.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: paulogabbi on January 09, 2023, 05:43:02 AM
so i found hipnos while exploring, my only option is to fight it ?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: Crazy Rope on January 10, 2023, 11:33:57 AM
Bug report and potential spoilers for new Hypnos mission (I made it very vague though)
Spoiler
I wasn't able to get the chip from fighting the new hypnos fight, however after reloading to beforehand and respeccing my character to lose the AI Control skill it dropped. I wasn't able to recover his unique ship though as a result.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Inventor Raccoon on January 10, 2023, 12:13:22 PM
Hi all! New prerelease minor version out with adjustments and fixes and whatnot.

Changelog below.

Spoiler
PRERELEASE 0.13.1
- Dustkeeper contact bounty: now properly appears only when hostile to Dustkeepers
- Added an alternative, "burnout" variant of DK bounty that appears when non-hostile, which doesn't penalize Dustkeeper relations
- Nightingale AS point mult: 2.5x > 2.75x
- Cyberwarfare (& nanite equivalent) now fires orange beams on a failed intrusion (was: only a text popup)
- Cyberwarfare: Ill-Advised Modifications now reduces ECM score by 1, ECM resistance now caps at 65% effectiveness against cyberwarfare intrusions
- Hypnos: slightly increased Rust Crow ship quality (1 less dmod, at cap for Derelict Contingent effect)
- Hypnos: removed guaranteed recovery from all ships except for the Repose
- Dustkeeper regular forces: reduced hullmod spam slightly
- Dustkeeper proxy forces: no longer randomize their variants, now have the same small-weapon availablility boost as the regulars
- Added a new Courser dialogue option re: "Banshee"
- Fixed new Mayfly convo option having incorrect Dustkeeper reputation requirement
- Fixed Dustkeeper Nexerelin profile not being properly set up (primarily fixes issue of Dustkeepers caring who the player commissions with)
- Fixed degraded instance chip not dropping if the Repose is recovered
- Fixed Derelict Contingent tooltip crashing
- Fixed Dustkeeper warminds (i.e Nightingale & Barrow) keeping their integrated status after their ship is scuttled

- Pledge: Renamed "Sierra's" autofit to "Balanced", added "Tempo" & "Serene" variants using Fervor & Serenity
- Sierra is now considered to be integrated into her ship
- Sierra's internal officer core now vanishes in player cargo, rather than being converted into the quest item
- Concord - Fervor no longer triggers its phase dive when used by ships that don't have Sierra's Concord (i.e non-player Concord ships) as to not spoil the moment
- Fixed Project SIREN having portrait reassigned

- Nanite trait Wispering Grovetender: Nerfed wisps spawned from ally ships
- Dear Dotty: Dotty doesn't manifest to help modules or fighters, Fel manifests a slightly weaker Dotty if invading at below max strength
- Elegy of Opis: Hull restore on first trigger from 35% to 45%
- Fixed NPE with adaptive nanite trait picker

- Increased extra FP threshold where Emplacement Uplinks begin getting replaced by Siegeworks Uplinks (120 > 150)
- Fractal Beacon: increased spawn weight in Remnant systems (0.05 > 0.1)

- Fixed objectives with a max FP value treating it as a minimum FP value for spawning
- Fixed objectives that require specific system themes (i.e all of the special ones) being able to spawn in hyperspace if they have no hyperspace setting
- Fixed emplacement gamma core not having a AI core ID
- Fixed T2 gunnery emplacement not having collision and a 0-degree turret arc
- Fixed typo causing habitat to outpost upgrade not working
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Dazs on January 10, 2023, 12:29:31 PM
I see a Secrets of the Frontier update that requires a new game I start a new game, simple as that. Hands down of my my favorite mods keep up the great work.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 10, 2023, 02:18:52 PM
Is anyone else crashing while fighting the Anomalous Station?

Nevermind it was an issue related to Exotica
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: taerkar on January 11, 2023, 08:51:47 AM
Just completed Dawn and Dusk with a 91% rating and the Nex start associated with it has completely disappeared from the list whereas before doing the mission it showed up but said I needed to complete the mission to be able to play it.

Edit: Finally showed up again after a restart.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: frnko on January 11, 2023, 10:55:00 AM
Can I update from PRERELEASE 0.13.0b to PRERELEASE 0.13.1 with an existing save or does it require a fresh save?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 11, 2023, 11:07:08 AM
Can I update from PRERELEASE 0.13.0b to PRERELEASE 0.13.1 with an existing save or does it require a fresh save?

Yes you can 0.13 is just incompatible with 0.12 and below. Racoon will specify if a new release is incompatible with the older one.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: alaricdragon on January 11, 2023, 03:45:57 PM
hello. i have been enjoying this mod so far, but i found a few bugs in version PR 12.
(this was added mid game,  because i forgot to install it when I started to play.)
spoiler for spoilers
Spoiler
first of all, the ability you get 'corsair protocol'? the one that gives you a fleet. i love this ability. sometimes they will not help you in fights. i think it has something to do with there relation to the factions I'm fighting, maybe? they refuse to help VS most bounties from the bounty bored, like 'the dragon reborn' for example.

secondly, the officer you get from the quest you also get 'corsair protocol' talked about omega helping me out and that has not happened? maybe im misremembering? also one time i put her big ship (that she was in) into storage and now i have an unmovable item in my inventory. she is still flying the other ship though. and now that I lost that one I cant put her into the old ship, even though she is in my cargo bay
[close]
and that's all. i love this mod btw. its super cool.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SpiceyT on January 11, 2023, 07:34:37 PM
Hello, this might come across as a silly question but how do I start the quests? Are they random/bar encounters or are there specific triggers. Best regards
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Snake on January 11, 2023, 09:11:25 PM
Hello, this might come across as a silly question but how do I start the quests? Are they random/bar encounters or are there specific triggers. Best regards

The first one is a bar quest. You get pointed to a system and it starts from there. The second can be found at the Tia system northeast of the core worlds. The third pops up after a while, mentioning a "wayward star system" which you can find on the intel tab Story section.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 12, 2023, 07:57:27 AM
So there is an exploit in the game where Barrow and Nightingale will remember the extra skill they when fully integrated. So you can put Barrow in a Gremlin, integrate and scuttle it before integrating him into the Repose raising his level to 10.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: CadenceLikesVGs on January 14, 2023, 03:49:52 AM
Hey, I ran into something on my first dive into this mod. For some reason, after
Spoiler
grabbing the Sierra core from the anomalous station, despite having it in my inventory, I can't seem to return it to Courser. The quest log has updated to say that "You have met Courser in the Beta Golgotha system and rescued a strange AI by the name of Sierra by their request. Return Sierra to them.", but the quest won't progress. The exclamation mark is there over the derelict ODS Dusklight XI, but interacting with it does nothing. There's no new dialogue option.
[close]

I tried reloading an earlier save from before the smash and grab, I tried restarting the game entirely, just in case, but nada.

So yeah, I'm kinda stuck. Is there anything I can do on my end to advance it via console or something?

EDIT: Figured it out. Because the mod ID changed between 0.12.x and 0.13.x, neither SMOL nor the game launcher noticed that there's multiple versions running. If you're having the same problem I am, double-check your mod list, don't be a dummy like me.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Wyvern on January 14, 2023, 10:06:43 AM
So yeah, I'm kinda stuck. Is there anything I can do on my end to advance it via console or something?
There should be another derelict nearby, try interacting with that instead of what the quest is telling you to do? If that doesn't work, though, I've got nothing.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: CadenceLikesVGs on January 15, 2023, 01:09:49 AM
So yeah, I'm kinda stuck. Is there anything I can do on my end to advance it via console or something?
There should be another derelict nearby, try interacting with that instead of what the quest is telling you to do? If that doesn't work, though, I've got nothing.

Tried that one too, nada. But thanks.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SpiceyT on January 15, 2023, 02:14:55 PM
Hello, I am having a lot of difficulty completing the "a memory" quest. Using the woidwretch and an afflictor I am struggling in a few regards, first I run out of CR well before the end of the battle, and in addition the ships available in the battle are easily killed by the onslaught after avoiding it for the fight to clear out the other ships.

Is this mission designed to be so difficult, or is there something I'm missing.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Wyvern on January 15, 2023, 06:27:20 PM
I didn't have any difficulty with that mission... but I also installed Hardened Subsystems on the Voidwretch; if you can get the rest of the fleet down before you run out of CR, the Onslaught isn't much of a threat to a nimble high-tech destroyer.

Having the Wolfpack Tactics skill might help, too.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: NoCleverness on January 15, 2023, 08:02:57 PM
So, I completed the
Spoiler
Wayward Star mission, but the marker hasn't cleared, and I can't figure out how to progress any further.
[close]
Can someone help me?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 15, 2023, 08:08:27 PM
So, I completed the
Spoiler
Wayward Star mission, but the marker hasn't cleared, and I can't figure out how to progress any further.
[close]
Can someone help me?
That's all the main questline content in the mod right now if you want to know about Hypnos then
Spoiler
You will have to go looking for Cryosleepers.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: NoCleverness on January 16, 2023, 09:15:58 AM
So, I completed the
Spoiler
Wayward Star mission, but the marker hasn't cleared, and I can't figure out how to progress any further.
[close]
Can someone help me?
That's all the main questline content in the mod right now if you want to know about Hypnos then
Spoiler
You will have to go looking for Cryosleepers.
[close]
Thanks!
Spoiler
The weirdest thing is how the Wayward Star hasn't cleared out of my quest log. From what I was able to find, Hypnos is just an encounter, and I can't seem to trigger the quest.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SpiceyT on January 16, 2023, 06:51:23 PM
Hello, I defeated the cryosleeper guarded by the large fleet of AI ships, rust crows I think they were called. Which awarded me a "Degraded instance chip" How do I repair this item?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 17, 2023, 12:20:13 PM
Hello, I defeated the cryosleeper guarded by the large fleet of AI ships, rust crows I think they were called. Which awarded me a "Degraded instance chip" How do I repair this item?
Spoiler
Call Courser and talk to his fleet.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: daringduck on January 19, 2023, 04:00:24 AM
After completing the A Memory fight, during the dialogue with sierra, this happened. Any idea as to what happened?
This is from the log, showed a "fatal error" about not finding the sierra 9. I checked the mod folder, there was sierra 6 7 8 and a "voice of the void." No sierra 9 though.

11543145 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [sierra_9] from category [sotf_characters] not found
java.lang.RuntimeException: Texture [sierra_9] from category [sotf_characters] not found
   at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
   at data.scripts.utils.SotfMisc.levelUpSierra(SotfMisc.java:214)
   at data.scripts.dialog.SotfAMemoryWinPlugin.optionSelected(SotfAMemoryWinPlugin.java:107)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SpiceyT on January 20, 2023, 08:10:57 PM
Hello, I'm curious as to what other mods have interactions with sotf. I know iron shell is one but are there others? additionally is there anything else to the ai at the post near sindria or is it just a little easter egg.
best regards
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 21, 2023, 12:03:21 AM
Hello, I'm curious as to what other mods have interactions with sotf. I know iron shell is one but are there others? additionally is there anything else to the ai at the post near sindria or is it just a little easter egg.
best regards
Spoiler
I know PAGSM has a quite a bit of content related to SOTF and try talking to Mayfly while having Courser nearby.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: NoCleverness on January 21, 2023, 08:58:40 AM
Hello, I defeated the cryosleeper guarded by the large fleet of AI ships, rust crows I think they were called. Which awarded me a "Degraded instance chip" How do I repair this item?
How do you get the chip? I've reloaded and defeated them several times, and never got it.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Sheodoq on January 23, 2023, 08:17:58 PM
I killed the cryosleeper guardians but I did not receive the degraded chip. I looted everything during that fight and so I am confident I didn't miss it on accident.

I am running the version listed on the Unofficial Starsector Discord (Prerelease 13.1).
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on January 24, 2023, 01:46:03 AM
I killed the cryosleeper guardians but I did not receive the degraded chip. I looted everything during that fight and so I am confident I didn't miss it on accident.

I am running the version listed on the Unofficial Starsector Discord (Prerelease 13.1).
Do you have the Automated Ship skill? It might not drop because of that. Worst case scenario you can just console command in with "sotf_ichip_barrow_d"
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: blueberry on January 28, 2023, 08:01:27 AM
is there anyway to get sierra back after you lose you're entire fleet?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: nueschen on January 28, 2023, 02:23:07 PM
Hey wanted to ask if it is possible to do the sierra quest line without the special start.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: blueberry on January 28, 2023, 02:29:28 PM
Hey wanted to ask if it is possible to do the sierra quest line without the special start.
yeah you can you can start the quest without it, don't remember how but its either bar or level, but you will get it don't worry
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Bulletkin on January 30, 2023, 08:47:12 AM
Hey wanted to ask if it is possible to do the sierra quest line without the special start.
yeah you can you can start the quest without it, don't remember how but its either bar or level, but you will get it don't worry
It's got a good chance of appearing in bars at player level 5 or higher, I'm pretty sure.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: alaricdragon on January 30, 2023, 05:14:32 PM
hello, I am here with a bug report. (when using version 0.13.1, according to the mod file.)
when using random sector (from nexilin) your mod is using a lot of my CPU. running a sampler shows an unusual amount of cup being used on 'com.fs.starfarer.campaign.BaseLocation.getEntitiesWithTag()', but only when your mod is enabled and random sector is turned on.
the amount of CPU used seems to be amplified when using 'adjusted sector', changing it from somewhat laggy, to borderline unplayable (again, only when this mod and random sector are on).
there is no lag when the game is passed, or in battles, but trying to travel on the map is kind of frustrating.
love this mod btw.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Kadzin on February 07, 2023, 02:46:50 PM
I killed the cryosleeper guardians but I did not receive the degraded chip. I looted everything during that fight and so I am confident I didn't miss it on accident.

I am running the version listed on the Unofficial Starsector Discord (Prerelease 13.1).
Do you have the Automated Ship skill? It might not drop because of that. Worst case scenario you can just console command in with "sotf_ichip_barrow_d"
You start with that skill if you do the Sierra custom start. It would be a bit of an oversight if the skill stops you from getting a quest related item.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Fordo on February 07, 2023, 03:54:22 PM
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: JohnVicres on February 07, 2023, 06:35:56 PM
How do I stop Sierra from talking in-battle?

I prefer my adjutants mute.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on February 08, 2023, 01:37:26 AM
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]
That's just what Racoon named it it's a normal Habitat.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Fordo on February 08, 2023, 03:42:05 PM
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]
That's just what Racoon named it it's a normal Habitat.
I'm still confused. Is there BOTH a Hypnos Cryosleeper and a Hypnos Habitat?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on February 08, 2023, 05:50:55 PM
Is the "Hypnos Habitat" as seen in the screenshots section in the mod presently, or has it been replaced with
Spoiler
the cryosleeper?
[close]
That's just what Racoon named it it's a normal Habitat.
I'm still confused. Is there BOTH a Hypnos Cryosleeper and a Hypnos Habitat?
There is a Hypnos Cryosleeper but Habitats are player constructed there are no existing ones in the Sector Racoon just named the one he built Hypnos.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Fordo on February 08, 2023, 07:07:39 PM
There is a Hypnos Cryosleeper but Habitats are player constructed there are no existing ones in the Sector Racoon just named the one he built Hypnos.
Ah! Thank you, I get it now. The screenshot is there as an example of the player's ability to build orbital habitats at stable points, not to represent any sort of quest or exploration objective.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Errors2149 on February 08, 2023, 11:03:22 PM
Stopping by to say that i just found the dustkeepers, and i am in love with this mod.

You have some excellent writing skills, and it really helps flesh out the world of starsector.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: okj on February 13, 2023, 08:21:12 PM
Can someone explain to me how exactly does the Banshee lost thread start works? I don't really understand what's custom about this start apart from the alpha core like AI officer i get.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on February 14, 2023, 09:37:03 PM
Can someone explain to me how exactly does the Banshee lost thread start works? I don't really understand what's custom about this start apart from the alpha core like AI officer i get.
You just start as a small trader but your one skill point goes into automated ships and you have a custom AI core. Nothings different apart from having Nightingale really.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: kadelake on February 16, 2023, 07:24:26 AM
Embarassing question, but I got the event to start the "Promise" questline, and it sent me to the Westernesse system. I went around in a ring scanning out the place but didn't find any derelicts so I decided to travel into the planets and search comms/bars for events or dialogue choices, but nothing came up. Has something gone wrong or?
You got the directions from the bar and are now trying to find the ship to direct you to the system?

Yeah that can be annoying. There's no indication of where in the system the ship is, so if you're lucky it's near a landmark that you can find easily, if not it's floating in the middle of nowhere. The only clue is these blue scan waves that pass the screen when you're getting close. It'd be nice if you got a ballpark search area when you got the quest, which would then be listed in the Quest description (ie near X planet, in an asteroid belt, near/opposite the Gate, etc), so you wouldn't sometimes get stuck combing the entire system.

I have the same problem with the "A promise" questing. I've combed the entire grid of the target system, than combed it again with the neutrino detector on, finally I spent in-game months hunting neutrino ghosts outside the visible grid of the system. What am I even looking for?

I've found a strange purple AI-core which I think is from this mod, but in another part of the sector. Could that have screwed something up?

Is there any console command or save edit I could use to skip to the next step or reset the quest and try again with another spawn?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: okj on February 16, 2023, 08:08:57 AM
Question, I'm new to this mod, can I acquire the AI from banshee start in campaign if I don't use that custom start?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: Wyvern on February 16, 2023, 11:10:54 AM
I've found a strange purple AI-core which I think is from this mod, but in another part of the sector. Could that have screwed something up?
Yes-and-no. The initial part of the quest would have pointed you towards the system where you found said AI core. You need to go back to that system and look around further; there should be more things there to interact with. Having acquired said core already, the mission really should update to mention that instead of the initial anomalous ship (which is likely no longer there), but it (apparently?) doesn't.

The mission is still completable, mind you - this actually happened to me the first time I found it, where by pure luck I happened across the target system before I explored the initial system.

Question, I'm new to this mod, can I acquire the AI from banshee start in campaign if I don't use that custom start?
I'd tend to assume no, but I don't actually know that for certain.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 11) - indev campaign mod
Post by: kadelake on February 17, 2023, 12:22:01 PM
Yes-and-no. The initial part of the quest would have pointed you towards the system where you found said AI core. You need to go back to that system and look around further; there should be more things there to interact with.

The mission is still completable, mind you - this actually happened to me the first time I found it, where by pure luck I happened across the target system before I explored the initial system.
Thanks! I finally found how to complete the quest :)
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: darkwarrior1000 on February 21, 2023, 12:49:36 AM
Saw this in the log. might be relevant.
Code
2143257 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_nav
2143257 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_nav
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_sensor
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_sensor
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_comm
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_comm
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_systems_empl
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_systems_empl_t2
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_ruins_empl
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_ruins_empl_t2
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_derelict_reinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_derelict_reinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remturret
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remturret
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remreinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remreinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_omegareinf
2143261 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_hypershunt_omegareinf
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.0b) - indev campaign mod
Post by: memeextremist on March 03, 2023, 07:29:09 AM
spoilers on the haunted start option:
Spoiler
Felcesis is a lot of fun, but I noticed he never takes possession of capital ships, I'm guessing it's intentional. Although having a hardmode toggle in the settings file that allows him to do that would be funny.

Additionally is there perhaps a way to enable Felcesis' haunting in an already active save ? I'd love to have him keep haunting me, but I wish to try out some other starts too.
[close]
yeah I don't know what's up with my last game, but I did the player faction start the other day, and he shows up anyway. took an odyssey too
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Kiith on March 03, 2023, 08:10:26 AM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: mllhild on March 05, 2023, 07:17:22 AM
Is there a way to swap Sierra to another ship? A phase destroyer is nice and all, but I really would like her on a Radiant or the Timeless Mothership.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Solarshade on March 05, 2023, 11:00:38 PM
Is there a way to swap Sierra to another ship? A phase destroyer is nice and all, but I really would like her on a Radiant or the Timeless Mothership.
There isn't a way to swap her to a normal AI ship. However, if you do Sierra related quests you do get access to a unique cruiser hull for her that's pretty good.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Siffrin on March 07, 2023, 11:37:41 AM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: mrpras on March 08, 2023, 06:34:04 AM
Is there a way to swap Sierra to another ship? A phase destroyer is nice and all, but I really would like her on a Radiant or the Timeless Mothership.
There isn't a way to swap her to a normal AI ship. However, if you do Sierra related quests you do get access to a unique cruiser hull for her that's pretty good.

Firstly, love the mod: Thank you for making it, it really gives the game another layer and is firmly the direction that I would love it to go. Great job and good writing (so rare)..

Regarding the idea of Sierra being allocated to an AI mothership, a couple of thoughts.

I could imagine that there´s an evil twin out there that could be applied to a mothership or a colony and would bring great benefits but with grave concerns. Using it would negatively impact sierra for example and she (it?) might go sabotaging your ships or something meaningful and surprising. An evil twin of Sierra (Data and Lore) could also potentially only be accessible if you are friendly with the remnant which isn´t so easy to achieve. I like the idea of an optional "dark side" storyline involving the sabotage and spying on other factions, siphoning their funds, inciting in-fighting or sabotaging relations between other factions.

Anyway,  just wanted to throw in some ideas in case any of them reinforce or trigger new ideas you might be having for this mod.

Alongside Nex, this is a major mod that there´s no playing this game without. Thank you again.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Spud_Johnson on March 08, 2023, 02:10:20 PM
I will never not play with this mod installed again. Praise be to the queen of lobster plushies.

That being said, there's something I would like to address: you can do some funny (broken) shenanigans with the neural link skill. details below:
Spoiler
If you captain the ship that currently has sierra installed along with having the neural link skill, said skill will also apply to Sierra.

This means that you can actaully have Sierra technically pilot 2 ships at a time. Although having Sierra linked to the other, unoccupied, concord ship won't enable the concord shift for that ship (I tested and found no evidence that it's possible), witnessing Sierra pilot a *** Paragon is both exhilerating and terrifying at the same time.

While i do acknowledge that this is in all likelyhood broken as ***, the prospect of having 2 concord shift ships active at a time is tantalizing.
[close]

Unrelated to the above, but does anyone have a list of how to trigger each unique sierra conversation(not nessecerily misson related)? I think i've go them all but I want to be sure.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: NAZGULCN on March 09, 2023, 11:33:36 AM
The prerelease is savegame-compatible.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Twistolation on March 16, 2023, 04:03:43 PM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]

I've been trying to find out who this "mayfly" is, what have i missed?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Crowley_black on March 16, 2023, 07:47:02 PM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]

I've been trying to find out who this "mayfly" is, what have i missed?
All I can say is go to Askonia, the sindrian diktat system
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Twistolation on March 17, 2023, 06:42:03 AM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]

I've been trying to find out who this "mayfly" is, what have i missed?
All I can say is go to Askonia, the sindrian diktat system

been flying around for a while and nothing has happened, I do have the Sindrian Fuel mod installed (al praise the legendary gas station) So that might've interfered?

I do have both the
Spoiler
Voidwitch with her cruiser AND the repaired AI pilot in my fleet too
[close]
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Crowley_black on March 17, 2023, 08:22:22 AM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]

I've been trying to find out who this "mayfly" is, what have i missed?
All I can say is go to Askonia, the sindrian diktat system

been flying around for a while and nothing has happened, I do have the Sindrian Fuel mod installed (al praise the legendary gas station) So that might've interfered?

I do have both the
Spoiler
Voidwitch with her cruiser AND the repaired AI pilot in my fleet too
[close]
Could be, I haven't look for mayfly with PAGSM on but in the case you still want to look for them, they are an asteroid in askonia
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Twistolation on March 17, 2023, 08:28:35 AM
Mayfly question...

Spoiler
So i found it, talked and then pulled back my drone. No further conversation options...have i ended it already, or do i come back later (possibly with Sierra)?
[close]
Spoiler
If you call in Courser and talk to Mayfly with his fleet nearby he will trust you by association and give you access to all of Askonia's relay/bouy effects.
[close]

I've been trying to find out who this "mayfly" is, what have i missed?
All I can say is go to Askonia, the sindrian diktat system

been flying around for a while and nothing has happened, I do have the Sindrian Fuel mod installed (al praise the legendary gas station) So that might've interfered?

I do have both the
Spoiler
Voidwitch with her cruiser AND the repaired AI pilot in my fleet too
[close]
Could be, I haven't look for mayfly with PAGSM on but in the case you still want to look for them, they are an asteroid in askonia

AHA~~ that was all i needed, patrolling the asteroid belts. as soon as i was ON TOP of something. i finally got a sensor hit.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: hidefreek on March 21, 2023, 07:12:46 AM
Is Sierra Vow-class a the final reward from this mod?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Heartbreak117 on March 23, 2023, 09:41:56 PM
I've encountered a weird crash after me and Sierra fought alongside the Aurora. When she asked 'Was that the past?' and I had to answer, the game just offed itself

Showing this: Fatal: Texture [sierra_9] from category [sotf_character] not found
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: organicmeme on March 25, 2023, 08:33:25 PM
Playing with Arsenal Expansion makes it so that the game has two versions of the "Edict" weapon.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Ledah on March 30, 2023, 08:56:07 PM
Hello, I've a bug to report.
After Sierra switches ships, the now "inert" ship causes the tooltips for Combat Readiness and / or Hull Integrity & Repairs to stay on the screen (Just for that ship).
It does get cleared by loading a save but... It's quite bad for me because reloading usually creates a memory leak on my game.

Also, Neuko Sierra when?!  :P
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SCMDR_Aramantha on March 31, 2023, 04:13:20 AM
Noticed a bug
I have noticed that in the custom production page there is 2 identical Edict Stormblasters.
I have WhichMod on and it said that 1 is from Arsenal Expansion and the other is from SOTF.
So maybe remove the Edict Stormblaster from your mod?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Insolent Peon on March 31, 2023, 04:55:55 AM
So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Texas Redhawk on April 04, 2023, 10:04:05 AM
Question: is it possible to acquire Nightingale in a non-Banshee's Lost Thread run? Maybe from one of the derelict Dustkeeper ships you sometimes find floating around?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Ledah on April 04, 2023, 03:24:08 PM
Question: is it possible to acquire Nightingale in a non-Banshee's Lost Thread run? Maybe from one of the derelict Dustkeeper ships you sometimes find floating around?

You can get her core through console commands.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SCMDR_Aramantha on April 04, 2023, 06:44:21 PM
So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Huh, yeah I ddin't know Arsenal Expansion was made by Racoon, damn, well the more you know

Still Racoon should at least disable SOTF or AE's Edict Stormblaster from appearing in the custom production, or not, its up to Racoon.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: StrikeEcho on April 05, 2023, 01:21:02 AM
So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Huh, yeah I ddin't know Arsenal Expansion was made by Racoon, damn, well the more you know

Still Racoon should at least disable SOTF or AE's Edict Stormblaster from appearing in the custom production, or not, its up to Racoon.
From the changelog of the latest Arsenal Expansion version
"On game load, converts AE's Edict Stormblaster to its SoTF version in cargo, on fleet's ships, and any learned blueprint, and adds the SYSTEM tag so it doesn't appear again"
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Texas Redhawk on April 05, 2023, 09:01:39 AM
Question: is it possible to acquire Nightingale in a non-Banshee's Lost Thread run? Maybe from one of the derelict Dustkeeper ships you sometimes find floating around?

You can get her core through console commands.

But aside from console commands there's no other method, I take?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Ledah on April 05, 2023, 10:09:18 AM
Question: is it possible to acquire Nightingale in a non-Banshee's Lost Thread run? Maybe from one of the derelict Dustkeeper ships you sometimes find floating around?

You can get her core through console commands.

But aside from console commands there's no other method, I take?

None that I currently know of  :P
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: SCMDR_Aramantha on April 05, 2023, 10:57:42 PM
So maybe remove the Edict Stormblaster from your mod?

Gonna have to be a little more specific, seeing as they're both from Inventor Raccoon.  :D

Just a case of reusing assets and forgetting to have one disable the other.
Huh, yeah I ddin't know Arsenal Expansion was made by Racoon, damn, well the more you know

Still Racoon should at least disable SOTF or AE's Edict Stormblaster from appearing in the custom production, or not, its up to Racoon.
From the changelog of the latest Arsenal Expansion version
"On game load, converts AE's Edict Stormblaster to its SoTF version in cargo, on fleet's ships, and any learned blueprint, and adds the SYSTEM tag so it doesn't appear again"
I have the most recent AE 1.5.5 and it still has 2 Stormblasters in custom production.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Datboikingboi on April 14, 2023, 03:56:34 PM
So, I Have Something Call a Degraded Instance Chip for the whole Calypso Cryosleeper Secret Boss fight, is there any way to restore the Chip to Working Order?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Ledah on April 14, 2023, 04:16:49 PM
So, I Have Something Call a Degraded Instance Chip for the whole Calypso Cryosleeper Secret Boss fight, is there any way to restore the Chip to Working Order?

Talk to Courser.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: MrTwister on April 14, 2023, 04:44:53 PM
Very interesting, is there going to be a version with just the storyline quests but no modifications to gameplay?

Slim hope, but maybe?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: 603bill on April 14, 2023, 05:28:13 PM
Very interesting, is there going to be a version with just the storyline quests but no modifications to gameplay?

Slim hope, but maybe?

There is a settings file in the mods main folder that you can use to turn off some of the mods features.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: DanzyDanz on April 23, 2023, 11:43:06 PM
How do you use the sotf_revealskill command? Tried it with a bunch of skills it added but it doesn't show on the UI, only the Secret category one
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: CaptainPhoenix on April 24, 2023, 11:00:04 AM
Getting a Null error crash when looting the anomalous station I posted a error log in the Discord under the name Fallout Phoenix I would post it here except idk how
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Darrow on April 25, 2023, 11:04:52 AM
Hey got the degraded instance chip, not sure what to do with it?

Saw someone say Call Courser, but I'm not sure who that is or how/where to contact that person.

Thanks
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Spud_Johnson on April 25, 2023, 12:29:09 PM
Hey got the degraded instance chip, not sure what to do with it?

Saw someone say Call Courser, but I'm not sure who that is or how/where to contact that person.

Thanks

do you have seirra yet?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Darrow on April 25, 2023, 01:01:22 PM
Just got her, still nothing about being able to contact Courser though
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Spud_Johnson on April 25, 2023, 01:02:55 PM
Just got her, still nothing about being able to contact Courser though

did you speak with the green guy after rescuing Sierra?
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Darrow on April 25, 2023, 01:21:14 PM
Yep, said I unlocked a special contact but I don't see it anywhere.

The only one under my contacts in INTEL is Sierra
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Spud_Johnson on April 25, 2023, 01:39:52 PM
Yep, said I unlocked a special contact but I don't see it anywhere.

The only one under my contacts in INTEL is Sierra

it's not a contact, its a hotbar ability. it calls in a friendly fleet led by Courser that escorts you and fights with you. really useful for when you got a level 5 pirate vengence fleet trailing you
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: Challtdow on April 25, 2023, 04:36:44 PM
I just had the problem where the ship for "A Promise" spawned in the middle of nowhere.  I got Magec system this time and searched for like 20 min around the system before I finally turned on the reveal command and started a grid search.  I eventually found it as shown in the screenshot.  I get that it's not supposed to spawn in the system core, but this seems a bit excessive.  Liking the mod so far though other than this search.
Title: Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
Post by: DanzyDanz on May 01, 2023, 08:46:11 AM
How exactly do you unlock the "Secret" skills after using the console command? It's been almost 10 cycles and I've looked around the outer fringes of the galaxy, but no dice
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Inventor Raccoon on May 07, 2023, 10:06:51 AM
Hi, all. New version out. It's mostly a compatibility update for Starsector 0.96a, and assorted bugfixes and tweaks built up over the last while.

Changelog below.
Spoiler
PRERELEASE 0.13.2
- Updated for Starsector 0.96a
- Temporarily disabled GraphicsLib integration while GLib updates

- Dawn and Dust: CGR Apocalypse Waning is now a Retribution, rather than a Prometheus MKII
- Good Hunting: Changed flagship s-mod from EMR to Missile Autoloader

- Cyberwarfare (& Jubilant Tech-Siren): added an aura visual that indicates hacking range and rough cooldown
- Omega are now invulnerable to cyberwarfare (once learned by a cyberwarfare user, they will conserve it for other targets)

- Repose: Integrated Targeting Unit removed as built-in, OP increased to compensate (450 > 475) (this isn't a nerf, it's expanded options)
- Barrow's captained ship is now temporarily unrestorable by standard restoration and Hull Restoration
- Repose & Rampart (PROX) now use vanilla Canister Flak, not a custom version
- Berserker (PROX): added Canister Flak to right-click
- Sentry (PROX): added built-in Missile Autoloader
- Dustkeeper NPC warminds now always pick Gunnery Implants as their first skill

- Reverted Sierra to not be considered integrated into her ship
- Inert Concord ships can now be captained by regular officers (not a good idea, but hey)
- A Memory: changed ISS Athena variant to keep consistency with Nothing Personal (now "Assault" variant)

- Changed NPC-only skills: no longer "deprecated", now "player-only" as well as "npc-only"
- However, it appears there was a vanilla change that prevents skills from being unhidden midgame
- Changed most skill IDs to remove the "_npc" suffix

- Nanite swarm ("Felcesis"): increased maximum FP cap for infested frigates, superfrigates (stronger than Afflictor) are now treated as being 10 FP stronger when picking a ship to infest
- Leviathan's Bane: Hidecracker cryoharpoon now blows straight through fighters

- Fixed Courser's variant showing up in the Brilliant's autofit choices, adjusted variant for new fighterless Brilliant
- Fixed Nightingale/Barrow not losing their extra level and skill if integrated and scuttled
- Fixed Barrow's degraded instance chip not being removed after having him regenerated
- Fixed Barrow's custom chatter personality not being assigned
- Fixed Sierra's "killed Barrow" conversation not triggering
- Fixed inert Concord ships having their CR tooltip become stuck
- Fixed Hypnos causing a crash if it generated with no orbit
- Fixed Cyberwarfare (& Jubilant Tech-Siren) working on ship-system drones (e.g those used by stations)
- Fixed some non-purple text
- Fixed Dustkeeper Proxy packages showing placeholder text instead of nothing
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Draconis13 on May 07, 2023, 11:47:43 PM
Tried it out got a few combats no problem but now whenever I get into combat including shortly into a new save it crashes, not sure exactly when it breaks but you can start fights right at start or a system over but after a short time this happens every fight and you crash.

112106 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: memeextremist on May 08, 2023, 01:55:00 AM
yep. gotten this crash twice.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Histidine on May 08, 2023, 07:28:35 AM
Here (https://cdn.discordapp.com/attachments/619635013201428481/1105018837843329085/secretsofthefrontier.jar)'s a third-party workaround .jar by Himemi (place in SotF's jars/ subfolder).
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Icchan on May 08, 2023, 07:34:34 AM
Not sure if this helps, but I've narrowed it down to the Tactical Expansion module and when fighting against Pirates. Fights against other factions haven't crashed, or with the Tactical Expansion disabled.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: memeextremist on May 08, 2023, 07:36:57 AM
thanks Histidine! real mvp
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Argonaut on May 11, 2023, 07:51:48 AM
Got this crash on trying to fight a pirate bounty too, the new jar file fixed it!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Egren on May 11, 2023, 03:03:04 PM
I'm having issues with displaying imgur images on this forum at the moment, and it seems the only link is tied to an image, which for me doesn't load. Do you mind adding a link in text format as well?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: RAMEN_NOODLES on May 11, 2023, 05:09:08 PM
How do i download the 0.95 version?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: MoyaOto on May 13, 2023, 05:34:52 AM
The "enableTacticalExpansion - true" option causes a crash when I enter combat with the luddic path.
fatal null error

When I changed "enableTacticalExpansion" to false the error went away.

Code
48107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.classnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
48198 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
48200 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Histidine on May 13, 2023, 06:19:47 AM
I'm having issues with displaying imgur images on this forum at the moment, and it seems the only link is tied to an image, which for me doesn't load. Do you mind adding a link in text format as well?
For now, fished the link out by quoting the OP: Download (https://github.com/InventRaccoon/secrets-of-the-frontier/raw/f63c54855bfdc131bd2e2452846dfe51abc44b7d/Secrets%20of%20the%20Frontier%20Prerelease%2013.2.zip)
(though I don't actually have the imgur issue so I could've just copied from the main page)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Wuorg on May 14, 2023, 04:54:38 AM
The "enableTacticalExpansion - true" option causes a crash when I enter combat with the luddic path.
fatal null error

When I changed "enableTacticalExpansion" to false the error went away.

Code
48107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.classnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
48198 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
48200 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]

I was having the same issue and fixed it in the same way, only I was encountering it against more factions than just the LP.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Kyo21943 on May 15, 2023, 09:02:31 AM
I was having the same issue and fixed it in the same way, only I was encountering it against more factions than just the LP.

Because its not caused by the Luddic Path, it's caused by this mod trying to spawn the new "Combat Objectives/Emplacements" around systems with Ruins and getting a fatal error when loading the battle map, which means it will very likely happen when fighting the LP in unexplored systems.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: AzraelWalker on May 18, 2023, 10:21:48 PM
I am apparently really bad a phase combat, does anyone have any tips for the "A Memory" Quest?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Insolent Peon on May 18, 2023, 11:03:52 PM
I am apparently really bad a phase combat, does anyone have any tips for the "A Memory" Quest?

Spoiler
I tend to play Starsector as an Admiral rather than a Captain, so my strategy works on autopilot. What I do is primarily give eliminate orders to Sierra, starting with whichever Condor is most isolated and working through them. The Pledge destroyer is, by its nature, good at bursting down vulnerable targets behind the enemy line. Once the Condors are down and the enemy lacks fighter cover, I work my way up the ship sizes, saving the Onslaught for last.
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Errors2149 on May 19, 2023, 11:22:25 AM
The "enableTacticalExpansion - true" option causes a crash when I enter combat with the luddic path.
fatal null error

When I changed "enableTacticalExpansion" to false the error went away.

Code
48107 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.classnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.R.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
48198 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [faction_luddite_encounter_02_hostile.ogg]
48200 [Thread-9] INFO  sound.OooO  - Playing music with id [faction_luddite_encounter_02_hostile.ogg]

Same issue, dissapeared after turning off the tactical expansion.
Crashed on basically any larger battle. smaller battles did not.
makes sense considering map objectives only spawn in on larger battles.

not anything to do with luddic path for me. happened with tritach, hedg, pirates, before i just disabled it and was fine after.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Soviet Tom Bombadil on May 21, 2023, 05:20:29 PM
Had a similar crash getting jumped by a combined pirate / Bunri force.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Argonaut on May 22, 2023, 01:40:33 PM
I would like to request lowering the sound of Sierra's phase transition a tad, because it's quite dramatic and loud for how often she uses it. Just a personal request, enjoying the mod, albeit it's a bit worrisome to have a trigger-happy AI blasting away at human crews! I guess it really renders how scary the AIs are in-lore.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: ThirdDawn on May 24, 2023, 04:58:31 PM
Is there anyway to turn off the cramped condition?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: FreonRu on May 25, 2023, 11:34:59 AM
Hello, the probable cause of crashes in this is Secret of Frontier (not sure, but possible).
Here is a list of modifications used:
Spoiler
Amazigh's Ship Foundry
Ashes of The Domain
Autosave
Combat-Activators
Combat Chatter
Exotica-Technologies-v1.5.3
High Tech Expansion
LazyLib
LunaLib
MagicLib
Mayasuran Navy
Neutrino-Detector-MkII
Nexerelin
Officer Extension
Random-Assortment-of-Things
Secrets of the Frontier Prerelease
SpeedUp
Starship Legends
Stellar Networks
Substance.Abuse
Tahlan Shipworks
Terraforming and Station Construction
Unofficial New Game Plus
WhichMod
GraphicsLib
[close]
I noticed that the game crashes if I start a battle with a large enough fleet (when there are points to capture).
Here are the last lines in the star sector log
Spoiler
50450 [Thread-3] WARN  starship_legends.FactionConfig  - Hull ID tahlan_Castigator_knight not found.
50450 [Thread-3] WARN  starship_legends.FactionConfig  - Hull ID tahlan_Castigator_knight not found.
50450 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: persean
50450 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: sotf_dustkeepers
50450 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: sindrian_diktat
50450 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: luddic_path
50450 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: tahlan_legiodaemons
50451 [Thread-3] INFO  starship_legends.FactionConfig  - No integration data found for faction: sotf_dustkeepers_proxies
50451 [Thread-3] INFO  starship_legends.FactionConfig  - Reading custom section for faction: tritachyon
50451 [Thread-3] INFO  starship_legends.FactionConfig  - Reading config file for faction: tritachyon
50452 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends (STARSHIP_LEGENDS_OPTIONS.ini)]
50465 [Thread-3] INFO  stelnet.util.Configurator  - Enabled Commodity plugin
50465 [Thread-3] INFO  stelnet.util.Configurator  - Enabled Contact plugin
50465 [Thread-3] INFO  stelnet.util.Configurator  - Enabled Market plugin
50465 [Thread-3] INFO  stelnet.util.Configurator  - Enabled Market updater script
50468 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
50469 [Thread-3] INFO  stelnet.util.Configurator  - Enabled Storage plugin
50469 [Thread-3] INFO  stelnet.util.Configurator  - Stelnet activated
50477 [Thread-3] INFO  ungp.scripts.campaign.specialist.rules.UNGP_RulesManager  - Start updating rule caches...
50481 [Thread-3] WARN  org.magiclib.util.MagicSettings  - unable to find CAPITAL_MIN_FACTION_SIZE within Cryo_but_better in modSettings.json
50498 [Thread-3] INFO  ungp.scripts.campaign.specialist.rules.UNGP_RulesManager  - Rule caches update completed.
50699 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 34
50699 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 35
50748 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
50748 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
50749 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
50749 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
113323 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Tartessus to Nortia
115436 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Baetis to Cruor
116839 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Beta Shedim III, faction: Hegemony
116983 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/factionTraits.json)]
117078 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
117081 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
117081 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
117082 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0]
117083 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
117084 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks-1.0]
117085 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
117226 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 0 notable members
117244 [Thread-3] INFO  exoticatechnologies.campaign.ScanUtils  - Fleet has 13 notable members
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at tibicena
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.5
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.5
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.15
117959 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
117960 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Added officer at tibicena
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  - Spawning officers/admins at donn
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     officerProb: 0.25
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     additionalProb: 0.1
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     mercProb: 0.5
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -     adminProb: 0.1
118138 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent  -
118766 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Thanks in advance for your reply
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Arenji on May 27, 2023, 07:34:51 AM
Nightingale disappeared from my playthrough for some reason. Does she die or something cause I might've skipped the dialogue when her Lumen blew up at one point. Never integrated her or anything
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: AnXel LG on May 28, 2023, 12:49:11 AM
Is the crash related to the tactical expansion module still a thing? Was the workaround .jar provided by Himemi able to fix it? Man... I loved the new battlescape emplacements and, NGL, I sure will miss them if needed to turn off in settings.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Tigasboss on May 30, 2023, 05:54:12 PM
Hi, i got a crash which apparently is from this mod.
I was about to enter a battle with some pirates and when i clicked engage the game crashed.

The error is as follows:
Spoiler
[faction_pirate_encounter_02_hostile.ogg]
1545940 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
The fight was in hyperspace if it helps.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Bastion.Systems on May 31, 2023, 04:25:46 AM
Excellent update, the tactical expansion is really intriguing.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: ZeroGhost on May 31, 2023, 10:20:41 AM
Fairly sure this is from this mod, going off some of the other errors I see in here, I crash to desktop with a simple dialog box about a null pointer exception, it happens reliably (every single time) i click to give chase to a fleet that is trying to get away. As soon as I hit the button to chase them, it crashes to desktop:

Code
4037324 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:213)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit:
setting:
   "enableTacticalExpansion":false,
   "enableFrontierDevelopment":false,
has fixed the issue, not sure what one is causing it yet.(maybe its conflicting with some other mods? if needed I can provide the list of other mods I am using).
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: KnighaWiiMaydIt on June 01, 2023, 07:55:38 AM
Fairly sure this is from this mod, going off some of the other errors I see in here, I crash to desktop with a simple dialog box about a null pointer exception, it happens reliably (every single time) i click to give chase to a fleet that is trying to get away. As soon as I hit the button to chase them, it crashes to desktop:

Code
4037324 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:213)
at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelected(FleetInteractionDialogPluginImpl.java:1204)
at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.o0O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Edit:
setting:
   "enableTacticalExpansion":false,
   "enableFrontierDevelopment":false,
has fixed the issue, not sure what one is causing it yet.(maybe its conflicting with some other mods? if needed I can provide the list of other mods I am using).

Where are you inputting?
"enableTacticalExpansion":false,
   "enableFrontierDevelopment":false,
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: b_c01 on June 01, 2023, 09:32:21 AM
Hello, i've been receiving this error message constantly which was  Weapon spec [sotf_realitybreaker] not found! Anytime i attempt to combat any high spec ships such as phase ships.
Any solutions I'll read with my limited tech knowledge.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: ZeroGhost on June 01, 2023, 10:27:36 AM
..
Edit:
setting:
   "enableTacticalExpansion":false,
   "enableFrontierDevelopment":false,
has fixed the issue, not sure what one is causing it yet.(maybe its conflicting with some other mods? if needed I can provide the list of other mods I am using).

Where are you inputting?
"enableTacticalExpansion":false,
   "enableFrontierDevelopment":false,

In: starsector/mods/Secrets of the Frontier Prerelease 13.2/sotf_settings.ini
I expect its the enableTacticalExpansion causing my crash at least, since that one is related to combat, so Im going to try to re-enable frontier development and see if it still is crash free.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: SolowingWitch on June 01, 2023, 01:17:21 PM
4804232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Having a crash upon entering combat, with this as the last thing in starsector.log
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: YourLocalMairaaboo on June 01, 2023, 02:10:59 PM
Could we have some TASC integration where, if running both mods, orbital habitats get TASC's "cramped quarters" instead of SoTF's "Cramped"?
Or just a way to disable the "cramped" condition and customize the hazard reduction?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: TauCetiRedGuard on June 01, 2023, 07:12:15 PM
4804232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ã’00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Having a crash upon entering combat, with this as the last thing in starsector.log
Go to the mod settings andset tactical expansion to false. This will fix the issue.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: caekdaemon on June 02, 2023, 03:37:15 AM
Go to the mod settings andset tactical expansion to false. This will fix the issue.
This has got to be the source of it or very closely related, I think. I was getting random crashes every once in a while (strange, non-recurring crashes - I managed to save right before a battle crashed me, but when I loaded that save out again, it just loaded fine, and sometimes the reverse happens), but the moment I set that to false, they completely stopped.

If someone is coming in with a crash to report, try doing that first and see if it solves the issue.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: n0us on June 02, 2023, 07:26:41 PM
Nightingale disappeared from my playthrough for some reason. Does she die or something cause I might've skipped the dialogue when her Lumen blew up at one point. Never integrated her or anything

Happened to me, too. I teleported into the Radiant that I had her integrated into; fun, but I miss my dear.

I will say that it did seem to happen around when I disabled the combat terrain to deal with crashing. Dunno if that adjusted things. Does anyone know the console command to put Inky back in the party? I've been looking at the mod files but I'm not much of a code-knower. The code for her AI core is there somewhere but...

Also, now that I've made my forum account, does anyone have the sound asset for the 'dance' scene? It's very calming and I'd like to have it.

edit: might have found it -- sotf_ichip_nightingale

Edit2: that was indeed it! Just install the console command mod, open it with ctrl+backspace, type " AddItem sotf_ichip_nightingale " and that will put an instance of her in your inventory so that you can put her back in her ship. Good luck to fixing whatever wierd bug caused this!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Arenji on June 05, 2023, 02:39:32 AM
Nightingale disappeared from my playthrough for some reason. Does she die or something cause I might've skipped the dialogue when her Lumen blew up at one point. Never integrated her or anything

Happened to me, too. I teleported into the Radiant that I had her integrated into; fun, but I miss my dear.

I will say that it did seem to happen around when I disabled the combat terrain to deal with crashing. Dunno if that adjusted things. Does anyone know the console command to put Inky back in the party? I've been looking at the mod files but I'm not much of a code-knower. The code for her AI core is there somewhere but...

Also, now that I've made my forum account, does anyone have the sound asset for the 'dance' scene? It's very calming and I'd like to have it.

edit: might have found it -- sotf_ichip_nightingale

Edit2: that was indeed it! Just install the console command mod, open it with ctrl+backspace, type " AddItem sotf_ichip_nightingale " and that will put an instance of her in your inventory so that you can put her back in her ship. Good luck to fixing whatever wierd bug caused this!

To find the music snoop around the SOTF mod folder. Check sounds > music. It should be there titled "Weightless Thoughts"
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on June 06, 2023, 09:47:40 AM
Hi all, just released v0.13.2a, which fixes a nasty issue that was causing crashes with Tactical Expansion. Otherwise, just a few fun conversations if you use certain AI officers in certain special AI ships, and the re-enabling of GraphicsLib integration (and requirement).

Changelog below:
Spoiler
PRERELEASE 0.13.2a
- Re-enabled GraphicsLib support and requirement

- Officer convo system: added "requires X officer has Y hullmod" requirement
- Added convos: "Barrow XIV", "Barrow Omega", "Inky Omega" (and variants)

- Adjusted Vow sprite
- Reduced volume of Concord Shift by about 20%

- Fixed Leviathan's Bane lock sequence progressing while game is paused
- Fixed Hellhide of Hades missing some sanity checks re: skinshield status
- Fixed NPE errors with data loading
- Fixed some officer conversations
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Brainwright on June 06, 2023, 10:14:19 AM
Thanks!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Lappers on June 06, 2023, 10:19:35 AM
Hi all, just released v0.13.2a, which fixes a nasty issue that was causing crashes with Tactical Expansion. Otherwise, just a few fun conversations if you use certain AI officers in certain special AI ships, and the re-enabling of GraphicsLib integration (and requirement).

Changelog below:
Spoiler
PRERELEASE 0.13.2a
- Re-enabled GraphicsLib support and requirement

- Officer convo system: added "requires X officer has Y hullmod" requirement
- Added convos: "Barrow XIV", "Barrow Omega", "Inky Omega" (and variants)

- Adjusted Vow sprite
- Reduced volume of Concord Shift by about 20%

- Fixed Leviathan's Bane lock sequence progressing while game is paused
- Fixed Hellhide of Hades missing some sanity checks re: skinshield status
- Fixed NPE errors with data loading
- Fixed some officer conversations
[close]

Ah, I'd been wondering if that was fixed. Thanks a ton for the work!

Now if I could manage to find anything past the secret star system mission...
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AnXel LG on June 06, 2023, 11:22:46 PM
Awesome! Now, to find our anthem in the fray!! ;D
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: n0us on June 09, 2023, 10:52:25 PM
Nightingale disappeared from my playthrough for some reason. Does she die or something cause I might've skipped the dialogue when her Lumen blew up at one point. Never integrated her or anything

Happened to me, too. I teleported into the Radiant that I had her integrated into; fun, but I miss my dear.

I will say that it did seem to happen around when I disabled the combat terrain to deal with crashing. Dunno if that adjusted things. Does anyone know the console command to put Inky back in the party? I've been looking at the mod files but I'm not much of a code-knower. The code for her AI core is there somewhere but...

Also, now that I've made my forum account, does anyone have the sound asset for the 'dance' scene? It's very calming and I'd like to have it.

edit: might have found it -- sotf_ichip_nightingale

Edit2: that was indeed it! Just install the console command mod, open it with ctrl+backspace, type " AddItem sotf_ichip_nightingale " and that will put an instance of her in your inventory so that you can put her back in her ship. Good luck to fixing whatever wierd bug caused this!

To find the music snoop around the SOTF mod folder. Check sounds > music. It should be there titled "Weightless Thoughts"

Thank you, friend!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: unsc-reach on July 04, 2023, 08:13:42 PM
I don't know what's going on, but several of my saves did not show the next mission after I have finished the quest "A Memory". So is there something I need to complete to continue the quest line? I am playing with nex but not with random sector.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AnXel LG on July 04, 2023, 11:29:07 PM
I don't know what's going on, but several of my saves did not show the next mission after I have finished the quest "A Memory". So is there something I need to complete to continue the quest line? I am playing with nex but not with random sector.

   Have you checked your exploration, important and/or fleet log tabs in search of something like "Rumours of a new Star System"? It is a blue giant labeled with three question marks in the Persean Sector campaign map.

EDIT: Before doing what I've posted above, you should "casually" fly through hyperspace in the eastern portion of the Core Worlds, near the Yma Star System and Tia'Taxet.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Talkie Toaster on July 10, 2023, 10:44:12 PM
Small question - I've found a cryosleeper, and
Spoiler
after defeating the boss got told there was a weak signal from it.
[close]
However, I'm using Ashes of the Domain so when approaching it I just get a prompt to repair it and add it to my fleet. Is there some content I'm missing because of this mod clash and I need to figure out a way to get this mod's options somehow, or can I safely just treat it like a regular cryosleeper?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: galakc on July 12, 2023, 06:56:22 PM
I don't know what's going on, but several of my saves did not show the next mission after I have finished the quest "A Memory". So is there something I need to complete to continue the quest line? I am playing with nex but not with random sector.

I'm having a very similar issue, potentially the same bug. I saw the alert message from Sierra to check out Ta'Xet, but I went off to do other missions. By the time I came back the quest event was gone, and when I went inside Ta'Xet there was nothing there. Can I do something to fix this with console commands?


EDIT: The only issue was that the mission notification for "A Memory" had dissapeared from my log. Upon revisiting Ta'Xet a second time I found what I missed :)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Killsode on July 18, 2023, 10:59:36 AM
I found the ? ? ? system and i must say, you are the first person to have given me an experience in starsector, your mod is absolutely incredible!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Yawb on July 20, 2023, 06:34:55 AM
I started with the "Banshees Lost Thread" and got to max level. I wanted to respec, but when i do it removes the skill point from the "Automated Ships" Skill.

Is there anyway to fix this? Or am i doomed to now spend points in the blue skill tree.

Thanks

Yawb
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Histidine on July 29, 2023, 08:12:50 PM
Hey Raccoon:
SotfAMemoryHintScript searches for the ISS Athena every frame using Global.getSector().getEntitiesWithTag if it can't find the Tia-Ta'xet star system. This seems to cause serious framerate drop in Nex's random sector (https://fractalsoftworks.com/forum/index.php?topic=9175.msg408297#msg408297).

I think you should instead store the Athena entity in sector memory when it's created, and get it back from memory instead of checking every entity.

I started with the "Banshees Lost Thread" and got to max level. I wanted to respec, but when i do it removes the skill point from the "Automated Ships" Skill.

Is there anyway to fix this? Or am i doomed to now spend points in the blue skill tree.
Copy+paste into Console Commands mod console:
runcode Global.getSector().getPlayerPerson().getStats().setSkillLevel("automated_ships", 1);
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Jack Ardan on July 31, 2023, 07:11:26 AM
I want to ask if mission :
Buried treasure with Jack Tannen and captain Lee is from this mod ?

Do you know from what mod it is  ?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: TheSAguy on August 14, 2023, 03:52:00 PM
FYI,
I'm playing with about 80 mods and my game runs at 60FPS.
When I add this mod, it drops to about 45FPS, no matter what I do to try and optimize performance.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: TheLord999 on August 16, 2023, 11:15:48 AM
just finished the ??? fight and good damn what a fight though I wonder is there a follow-up for that quest yet or not? Like a ship for sierra or something?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Wyvern on August 16, 2023, 11:20:51 AM
just finished the ??? fight and good damn what a fight though I wonder is there a follow-up for that quest yet or not? Like a ship for sierra or something?
After the dance, there should be a couple of derelicts nearby...
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: TheLord999 on August 16, 2023, 12:26:58 PM
yeah I found those ... I guess the rest is a work in progress. Then is there quest(s) other the sierra quest? Just wondering.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: JenkoRun on August 16, 2023, 01:07:03 PM
Is it intended that you can't call in those helpful allies in the Alpha Site system?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: TheLord999 on August 17, 2023, 01:01:23 AM
it is supposed to be a hard boss fight
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Cellular on August 25, 2023, 03:41:38 PM
I think this mod somehow conflicts Domain Explorarium Expansion: A Derelict Droneship Pack, cuz after i added it the ships from this mod stopped showing up in derelict fleets of any kind  :(
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: KinoTP on August 28, 2023, 03:37:20 PM
just finished the ??? fight and good damn what a fight though I wonder is there a follow-up for that quest yet or not? Like a ship for sierra or something?
After the dance, there should be a couple of derelicts nearby...
About these derelicts, I'm only able to recover one and the other only gives the option to salvage, is it intended that way? Did i mess up somewhere or is there a bug? After making a second save and scrapping the second derelitct I flew around for a while seeing if something would happen but the quest still doesn't say completed and sierra also says nothing on the matter.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Jimminy Crimbles on August 28, 2023, 06:41:50 PM
just finished the ??? fight and good damn what a fight though I wonder is there a follow-up for that quest yet or not? Like a ship for sierra or something?
After the dance, there should be a couple of derelicts nearby...
About these derelicts, I'm only able to recover one and the other only gives the option to salvage, is it intended that way? Did i mess up somewhere or is there a bug? After making a second save and scrapping the second derelitct I flew around for a while seeing if something would happen but the quest still doesn't say completed and sierra also says nothing on the matter.

that's intended.
Spoiler
salvaging the wispmother gives you the wispersong hullmod, and recovering the eidolon gains you the voidwitch for sierra
[close]
i don't know why it didn't complete the quest, though. did you only salvage the
Spoiler
wispmother? or, wait, did you salvage the eidolon? is that possible?
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: KinoTP on August 29, 2023, 12:54:48 AM
Did both the right way then, but for some reason the quest doesn't show completed on the log like with memories. Makes me wonder if I'm missing something.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: SpaceDrake on September 10, 2023, 02:04:55 AM
Did both the right way then, but for some reason the quest doesn't show completed on the log like with memories. Makes me wonder if I'm missing something.

Actually wanted to ask about this myself. I finished the content in That System, but unlike A Memory or A Promise, there doesn't seem to be a way to get the info thing to flag as "complete".

However, since it's an info ping, rather than a true quest-as-such, I'm wondering if that's intended.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: lustfull on September 10, 2023, 09:46:16 AM
Bug report. When you transfer yourself to Sierra's ship and put neural link to Her ship , the skills don't apply to the linked ship.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Jimminy Crimbles on September 10, 2023, 04:54:05 PM
Bug report. When you transfer yourself to Sierra's ship and put neural link to Her ship , the skills don't apply to the linked ship.

that's intended. transferring to sierra uses her skills, not yours.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: SpaceDrake on September 10, 2023, 05:29:37 PM
Yeah, when you control Sierra's ship directly, you're mostly giving her maneuvering and targeting advice. She's the one "in control", still.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Texas Redhawk on September 10, 2023, 06:39:37 PM
A note: be wary doing the Banshee's Lost Thread custom start if you've got Quality Captains installed, as with default QC settings a level 1 character with Automated Ships will have such a low modifier that Inky's starting drone ship can't actually function due to extremely low CR.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: lustfull on September 11, 2023, 03:56:26 PM
Sorry I don't made it clear , I know that her skills  take over yours , but when I talk about linked ship , I mean that when you are in Sierra's ship and transfer to the linked(empty ship) despite that Sierra's portrait appear to the second ship , none skills are shared.

other bug report: at the end of the fight to get the wow , if you clic on "claim victory" and don't let the game take you out , the music don't stop playing at all , even if you return to the main menu.
Thanks for that wonderful mod  of your by the way.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on September 12, 2023, 10:47:09 AM
Sierra being able to be neural-linked is unintended and I expect to patch it out at some point in leu of a more "proper" neural link mechanic for her.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: ChesedPearl on September 18, 2023, 11:16:26 PM
Fatal: Texture [sierra_9] from category [sotf_characters] not found

It didnt occur as a problem until I encountered the Memory Quest I even redownloaded the mod just in case but nothing changed, please look into it thank you
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Kingofchebureki on September 19, 2023, 10:25:27 PM
Added this mod mid-game and I can't seem to find the cryosleeper. The ??? system spawned in tho... any ideas why it went wrong? I have been using devmode to go through all the game quests as I can't be bothered trying to get a commission for some. Any help would be great thanks!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Morbo513 on September 22, 2023, 11:21:13 PM
I can't put Sierra's ship into storage - tells me "Can't put last ship into storage". Is this intended? Is there a way around it? I'm on 0.95 version for what it's worth.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: ShogunTrooper on September 23, 2023, 11:59:07 AM
Is the new version not savegame compatible? I updated the mod, but now it won't load my game, and all I get is the "Failed Calling Method" error.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: F3nn3L on October 10, 2023, 04:16:30 AM
Is there a way to get Inky-Echo-Nightingale without using the Nexarelin Start?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Jimminy Crimbles on October 10, 2023, 05:47:11 PM
not without console commands. i use a custom command for it. copy this into the console:
Code
alias getinky additem sotf_ichip_nightingale 1; additem supplies 20; additem fuel 20; additem heavy_machinery 5; addship sotf_lumen_Nightingale; runcode Global.getSector().getPlayerPerson().getStats().setSkillLevel("automated_ships", 1); repair; addskillpoints -1;
just leave a skill point unused before you run the command, so you don't end up with an extra point.
Title: Can't play due to integrated GPU
Post by: overdramaticpan on October 11, 2023, 12:48:50 PM
Hi!

I think this mod looks really cool so far. But, I'm not able to play it, due to it requiring GraphicsLib, which doesn't quite work on devices with integrated GPUs, such as M1 Macs - of which I play on. Is there a version of this mod that forgoes some things that require GraphicsLib, such as removing some visual effects?

Thanks in advance.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Wyvern on October 11, 2023, 01:49:37 PM
Doesn't graphicslib specifically have options for turning itself off, for in fact this exact case of "computer can't run graphicslib, but mods depend on it"?

Try opening up GraphicsLib/GRAPHICS_OPTIONS.ini and start turning things off. Probably starting with 'enableShaders' right up at the top.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: overdramaticpan on October 13, 2023, 03:27:33 PM
Doesn't graphicslib specifically have options for turning itself off, for in fact this exact case of "computer can't run graphicslib, but mods depend on it"?

Try opening up GraphicsLib/GRAPHICS_OPTIONS.ini and start turning things off. Probably starting with 'enableShaders' right up at the top.

That worked! Thanks.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: DF76 on October 16, 2023, 08:32:39 PM
4441135 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
4499073 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.executeHack(SotfCyberwarfare.java:716)
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.advance(SotfCyberwarfare.java:686)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Encountered this error during battle.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: SpaceDrake on October 17, 2023, 02:48:11 PM
4441135 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [MCTE_settings.json]
4499073 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.executeHack(SotfCyberwarfare.java:716)
   at data.scripts.campaign.skills.SotfCyberwarfare$SotfCyberwarfareFighterHackScript.advance(SotfCyberwarfare.java:686)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)

Encountered this error during battle.

Looks like a null pointer crash related to Nightingale's unique skill. Odd, as I haven't seen this behavior. Which fighters were present in the fight, if you know?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: dirtnap on October 28, 2023, 08:56:46 AM
Man I just finished the Dance. Loving the music in the system and during the Dance. So good.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Evil Atlas on November 01, 2023, 09:29:35 AM
Inventor, just so you know, the version checker is currently failing for SotF.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Genericname on November 24, 2023, 09:33:36 PM
Sooooo, how do you talk to sierra? I know you can do it, but I forgot 6 seconds after, and I dont want to start another campaign just to see how to do it (sorry for the dumbness my brain was hit by a reaper or something :P)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AnXel LG on November 25, 2023, 02:40:47 AM
Sooooo, how do you talk to sierra? I know you can do it, but I forgot 6 seconds after, and I dont want to start another campaign just to see how to do it (sorry for the dumbness my brain was hit by a reaper or something :P)

In the intel tab under contacts. You can find her there, interdimensional events aside  ;D
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Genericname on November 26, 2023, 06:18:11 PM
ohhhh neat, thank you  ;D
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Runari on December 05, 2023, 12:30:52 PM
Just downloaded the mod and looks super cool, just had a couple questions. How/where do you start the questline if playing with Nex or do I need to start with vanilla?  Does it matter what faction I pick if Nex start?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: LetTheGalaxyBurn on December 15, 2023, 05:53:10 AM
In the next update will TTX Laplace and El Psi from Ship and Weapon pack mod, drop unique core?

For crossmod content with Ship and Weapon pack
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: paulsmith6193 on December 15, 2023, 07:05:39 AM
yes
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Killsode on December 19, 2023, 10:16:04 AM
just found the unique extra guarded cyrosleeper. The storypoint dialogue completely eating the point and then lightly harming you is a bit of a smack in the face.
Funnily enough i went over to the next system over and found a destroyed cryosleeper which i initially thought was related! Nope, thats from Random Assortment of Things.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on December 20, 2023, 09:49:44 AM
just found the unique extra guarded cyrosleeper. The storypoint dialogue completely eating the point and then lightly harming you is a bit of a smack in the face.
"Convincing" Barrow both spends a story point and immediately earns another one.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Killsode on December 20, 2023, 09:34:09 PM
just found the unique extra guarded cyrosleeper. The storypoint dialogue completely eating the point and then lightly harming you is a bit of a smack in the face.
"Convincing" Barrow both spends a story point and immediately earns another one.

ah thank you, i'll be honest at the time i was in a sour mood and didnt notice if it did or not, and didnt know how to go back and check.
Funnily enough i went to the next system over and found a destroyed cyrosleeper from a different mod but thought it was related.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Nick9 on December 24, 2023, 02:29:24 AM
Excellent mod, honestly. Nuff said.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: SpaceWaifu on December 24, 2023, 04:20:21 PM
As a early christmas present could we get a sneak peak at what you will be adding to this mod perhaps?
Also love this mod thank you
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AtlasMKII on January 15, 2024, 02:20:25 PM
Is it possible to use console commands to complete the Promise quest? I'm in the system the 'mysterious ship' is supposed to be in, but even using the console to set my sensor range to max isn't revealling anything
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on January 15, 2024, 02:22:45 PM
Is it possible to use console commands to complete the Promise quest? I'm in the system the 'mysterious ship' is supposed to be in, but even using the console to set my sensor range to max isn't revealling anything
typing "devmode" and then pressing Control + Z will disable the sensor mechanic entirely (the command for that doesn't work perfectly). Make sure to toggle sensors on again with the same hotkey and then toggle devmode off via the devmode command.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AtlasMKII on January 15, 2024, 02:31:35 PM
Is it possible to use console commands to complete the Promise quest? I'm in the system the 'mysterious ship' is supposed to be in, but even using the console to set my sensor range to max isn't revealling anything
typing "devmode" and then pressing Control + Z will disable the sensor mechanic entirely (the command for that doesn't work perfectly). Make sure to toggle sensors on again with the same hotkey and then toggle devmode off via the devmode command.

That was it! Thanks for the help
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: RocketPowered on January 18, 2024, 04:45:26 AM
I'm using AotD's Sleeper module, does it conflict with
Spoiler
Hypnos?
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Renovator4830 on January 20, 2024, 09:26:06 PM
Spoiler
200779 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: java.lang.Float cannot be cast to java.lang.Integer
java.lang.ClassCastException: java.lang.Float cannot be cast to java.lang.Integer
        at data.scripts.campaign.skills.SotfElegyOfOpis$Spite.createCustomDescription(SotfElegyOfOpis.java:266)
        at com.fs.starfarer.ui.impl.StandardTooltipV2$3.createImpl(Unknown Source)
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
        at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
        at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
        at com.fs.starfarer.ui.V.oÃ’0000(Unknown Source)
        at com.fs.starfarer.ui.V.processInput(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
        at com.fs.starfarer.coreui.CaptainPickerDialog.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.R.processInput(Unknown Source)
        at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
        at com.fs.state.AppDriver.begin(Unknown Source)
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Unknown Source)
[close]

Hi, the Elegy of Opis skill causes CTD when moused over.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Tank Hunter Silas on January 22, 2024, 01:43:20 PM
Hello, I am having an issue with loading the master file; is there something I need to add?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Lethice on February 02, 2024, 02:12:22 PM
Am i missing something with the unique captain from the banshee start? Feels like in the middle of my playthrough they were just gone? or are they tied to the little drone ship?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Farya on February 03, 2024, 02:34:10 AM
Am i missing something with the unique captain from the banshee start? Feels like in the middle of my playthrough they were just gone? or are they tied to the little drone ship?
Technically they are unique AI core. So if you lost and didn't recover their ship - they are gone for good.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: mstachife on February 04, 2024, 10:04:05 AM
Did a manual version update to 0.97, getting a crash from the barrow cryosleeper immediately upon interacting with it, other vanilla cryosleepers are unaffected.

Spoiler
140828 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:477)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageGenFromSeed.execute(SalvageGenFromSeed.java:444)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:89)
   at com.fs.starfarer.ui.newui.classsuper.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on February 04, 2024, 10:38:31 AM
-snip-
I suspected this would be the case - there's a change in vanilla code that breaks Dustkeeper fleet generation code.


A quick status update on the mod now that the new Starsector version is out - Secrets of the Frontier had a half-finished update which I'll be working to get out soon as I can. The update should hopefully include a chunk of new Dustkeeper content (new encounters, capital ships, and anti-atrocity mechanics), a partial rework of Cyberwarfare Protocols, a few changes/additions to the guilt system and a pass over Sierra's personality and writing.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: mstachife on February 04, 2024, 10:54:40 AM
I suspected this would be the case - there's a change in vanilla code that breaks Dustkeeper fleet generation code.


A quick status update on the mod now that the new Starsector version is out - Secrets of the Frontier had a half-finished update which I'll be working to get out soon as I can. The update should hopefully include a chunk of new Dustkeeper content (new encounters, capital ships, and anti-atrocity mechanics), a partial rework of Cyberwarfare Protocols, a few changes/additions to the guilt system and a pass over Sierra's personality and writing.

Looking forward too it, those other instance chips in the items list have been taunting me for a while now. Your mod's been a staple of all my runs.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: kamikazenojihadist on February 08, 2024, 09:32:52 AM
Did a manual version update to 0.97, getting a crash from the barrow cryosleeper immediately upon interacting with it, other vanilla cryosleepers are unaffected.

Spoiler
140828 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:477)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageGenFromSeed.execute(SalvageGenFromSeed.java:444)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:89)
   at com.fs.starfarer.ui.newui.classsuper.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
me too i get fatal null ctd when interacting with hypnos
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: eidolad on February 14, 2024, 06:36:45 AM
lurking, ready to pounce on a .97a version
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Zuthal on February 17, 2024, 05:12:51 AM
There seem to be other issues in 0.97a, or perhaps mod incompatibilities, as well. Just flying through hyperspace, chasing a sensor ghost, approaching a "Black Pulsar" system, and another unknown contact in hyperspace, I got a sudden CTD, with this error message:
Spoiler
1084585 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFlee t(SotfDustkeeperFleetCreator.java:292)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.spawnFleet(ZeaFleetManager.java:145)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.spawnFleet(ZeaFleetManager.java:160)
   at com.fs.starfarer.api.impl.campaign.fleets.SeededFleetManager.advance(SeededFleetManager.java:62)
   at org.selkie.kol.impl.fleets.ZeaFleetManager.advance(ZeaFleetManager.java:205)
   at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Enabled mods list is:
Spoiler
{"enabledMods": [
  "$$$_lightshow_nc",
  "pantera_ANewLevel20",
  "advanced_gunnery_control_dbeaa06e",
  "Angry Periphery",
  "aod_vos",
  "aotd_vok",
  "AttunedDriveField",
  "timid_admins",
  "combatactivators",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_console",
  "DetailedCombatResults",
  "EmergentThreats_Vice",
  "EmergentThreats_IX_Revival",
  "Everybody loves KoC",
  "fleet_journal",
  "fleetsizebydp",
  "sun_flux_reticle",
  "GrandColonies",
  "IndEvo",
  "timid_xiv",
  "kazeron",
  "lw_lazylib",
  "leadingPip",
  "lockedAndLoaded",
  "luddenhance",
  "lunalib",
  "wisp_magicAchievementsVanillaPack",
  "MagicLib",
  "Mayasuran Navy",
  "wisp_NeutrinoDetectorMkII",
  "nexerelin",
  "sun_nomadic_survival",
  "PirateMiniMegaMod",
  "pt_qolpack",
  "assortment_of_things",
  "secretsofthefrontier",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "tahlan",
  "knights_of_ludd",
  "US",
  "which_industry",
  "whichmod",
  "audio_plus",
  "shaderLib",
  "ShipCatalogVariantEditor"
]}
[close]

And I used the Inky start and had not done any of the Sierra quests yet, in case that might be relevant.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: PieceOfGood on February 18, 2024, 09:49:13 AM
I have a similar message, but this happens when calling "Courser Protocol".
Spoiler
java.lang.AbstractMethodError
   at com.fs.starfarer.api.util.Misc.getMemberStrength(Misc.java:4773)
   at com.fs.starfarer.campaign.fleet.FleetData.updateFleetPointsUsed(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.sort(Unknown Source)
   at data.scripts.campaign.plugins.dustkeepers.SotfDustkeeperFleetCreator.createFlee t(SotfDustkeeperFleetCreator.java:292)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV3.createFleet(FleetFactoryV3.java:156)
   at data.scripts.campaign.abilities.SotfCourserProtocolAbility$1.doAction(SotfCourserProtocolAbility.java:184)
   at com.fs.starfarer.api.util.DelayedActionScript.advance(DelayedActionScript.java:18)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Histidine on February 18, 2024, 11:58:10 PM
Discord beta version (https://github.com/InventRaccoon/secrets-of-the-frontier/raw/main/Secrets%20of%20the%20Frontier%20Prerelease%2014%20BETA%20hotfix%205.zip) for 0.97, should fix the above issues. Dunno if save-compatible.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AnXel LG on February 19, 2024, 04:37:06 AM
Discord beta version (https://github.com/InventRaccoon/secrets-of-the-frontier/raw/main/Secrets%20of%20the%20Frontier%20Prerelease%2014%20BETA%20hotfix%205.zip) for 0.97, should fix the above issues. Dunno if save-compatible.

Pouncing upon it with bare fangs and claws!!!  RAAAAWRR!!!

Thanks Histidine
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Demon69420 on February 23, 2024, 06:04:41 PM
The discord beta version works and IS save compatible, however courser's fleet does not seem to follow you outside of systems, which makes him kinda useless.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Demon69420 on February 23, 2024, 06:10:27 PM
Correction: Courser DOES follow you out into hyperspace, however you have to enter a system, call him, leave, reenter, and releave the system for him to actually do it, it seems.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Re-Search-er on February 24, 2024, 06:40:07 PM
Got a question, could you list all the Sierra-compatible ships other mods add? I know there's the Orkos one that Epta Consortium adds, but what of the others?


also, I can call Courser in, but attempting to fight alongside him leads to a crash
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.BattleAPI.join(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;Lcom/fs/starfarer/api/campaign/BattleAPI$BattleSide;)Z
   at data.scripts.campaign.abilities.SotfCourserFIDPluginImpl.pullInNearbyFleets(SotfCourserFIDPluginImpl.java:161)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:336)
   at com.fs.starfarer.ui.newui.classsuper.void.void(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.classsuper.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: Dazs on February 25, 2024, 06:11:09 PM
Hello, i've been receiving this error message constantly which was  Weapon spec [sotf_realitybreaker] not found! Anytime i attempt to combat any high spec ships such as phase ships.
Any solutions I'll read with my limited tech knowledge.
Ran into this issue myself and yours, though a but old, is the only other report I could find. Figured I would post what I found once I did some digging. The crash is an intentional part of the mod. It is one of the Adaptive Nanite Traits called reality_breaker that when it happens if it is not destroyed within 6 minutes, it intentionally crashes the game which now that I know that I find hilarious. Thankfully it only appears if the player saved within the last 15 minutes so it is a bit of a troll but not too much is lost when it does happen.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2) - indev campaign mod
Post by: AnXel LG on February 27, 2024, 12:30:33 PM
Hello, i've been receiving this error message constantly which was  Weapon spec [sotf_realitybreaker] not found! Anytime i attempt to combat any high spec ships such as phase ships.
Any solutions I'll read with my limited tech knowledge.
Ran into this issue myself and yours, though a but old, is the only other report I could find. Figured I would post what I found once I did some digging. The crash is an intentional part of the mod. It is one of the Adaptive Nanite Traits called reality_breaker that when it happens if it is not destroyed within 6 minutes, it intentionally crashes the game which now that I know that I find hilarious. Thankfully it only appears if the player saved within the last 15 minutes so it is a bit of a troll but not too much is lost when it does happen.


There you go!! The same crash Dazs mentioned happened to me a few minutes ago after a battle in wich something related to a space anomaly with a timer running out was logged in the left HUD of active effects in the fleet:

12426803 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
   at com.fs.starfarer.loading.Q.String(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source)
   at data.scripts.campaign.skills.SotfRealityBreaker$SotfRealityBreakerScript.advance(SotfRealityBreaker.java:108)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
12426844 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [Exigency(3.0Remix).ogg]
12426845 [Thread-9] INFO  sound.OooO  - Playing music with id [Exigency(3.0Remix).ogg]

Man, oh man... Those Felcesis appearances are really nasty!! He-She-It is an ANNOYANCE of the same caliber as the Hel Retributions and Hel Kodais, but in the end It grows on you  ;D ;D
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on February 28, 2024, 12:52:48 PM
- snip -
Apologies for being late, but the Discord beta requires the latest hotfix of Starsector 0.97a - earlier versions of the update will not work. (I believe RC8 or newer is required)

RE: missing weapon crash: your sins will not be forgiven until you are dying alone in the infinite void just like all those others you've condemned. You monsters.

(now THAT's what I call breaking reality)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: cyberinit on February 28, 2024, 09:04:30 PM
Maybe a silly question but I was wondering about the sierra's concord hull mod. It says that Sierra still is captain when you transfer control of the ship. Does this imply that if I start in the ship at the beginning of combat then it will use characters skills. Thanks love the mod.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: sawert42 on February 29, 2024, 09:08:43 PM
So a question in regard to the Hypnos, if i add this mod midd campaingh does it spawn a new cryosleeper or does something with an existing one, and if it spawns a new one, is there a way to know where it spawned, cause i really don't want to fly to every star again
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: AnXel LG on March 01, 2024, 04:03:32 AM
- snip -
Apologies for being late, but the Discord beta requires the latest hotfix of Starsector 0.97a - earlier versions of the update will not work. (I believe RC8 or newer is required)

RE: missing weapon crash: your sins will not be forgiven until you dying alone in the infinite void just like all those others you've condemned. You monsters.

(now THAT's what I call breaking reality)

As an enthusiast fan of the Starship Legends mod by Sundog, I'm OK with having most of my ships being labeled as "death traps"  ;D ;D Sins? What sins? SAFETY OVERRIDE!!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on March 01, 2024, 05:13:56 PM
So a question in regard to the Hypnos, if i add this mod midd campaingh does it spawn a new cryosleeper or does something with an existing one, and if it spawns a new one, is there a way to know where it spawned, cause i really don't want to fly to every star again
Hypnos will spawn as a third cryosleeper as it always does (it never replaces Tantalus or Calypso). There is a "sotf_findsecret hypnos" console command which will give you a marker to the system it's in.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: sawert42 on March 02, 2024, 12:03:15 PM
Hypnos will spawn as a third cryosleeper as it always does (it never replaces Tantalus or Calypso). There is a "sotf_findsecret hypnos" console command which will give you a marker to the system it's in.
I'm getting "Java.lang.NullPointerException" while trying to use it
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: tovarichcookie on March 05, 2024, 04:51:55 AM
Hello! The game crashes when I try and assign
Spoiler
Dauntless-Annex-Barrow, the ai reward from defeating the Cryosleeper Hypnos' guardians.
[close]
to a vessel. The following is the crash log. Great work all around, am immensely enjoying your content. Keep it up!

9127438 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.skills.SotfDerelictContingentPersonal$Level1.apply(SotfDerelictContingentPersonal.java:98)
   at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setCaptain(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.setCaptain(Unknown Source)
   at com.fs.starfarer.coreui.s.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: holyjay on March 09, 2024, 12:52:33 PM
I've only recently started playing the game and heard good things about this mod so I want to try it out.

How playable/buggy is v0.14 BETA coldfix 6? Should I hold off for a 0.97a update? Is that planned for the near future?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Selfcontrol on March 09, 2024, 01:10:44 PM
I've only recently started playing the game and heard good things about this mod so I want to try it out.

How playable/buggy is v0.14 BETA coldfix 6? Should I hold off for a 0.97a update? Is that planned for the near future?

Haven't met a single bug while playing the latest beta.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: zero the big boy on March 16, 2024, 04:14:09 PM
hi i'm doing a run with the haunted start and i just wanna say

felcisis (or however it's spelt) is a great addition but his The Perfect Storm makes fights actually painful at least with the scaling and balance i'm playing my saves at

fights are straight up unplayable when he's overloading my whole entire fleet for several seconds in rapid succession and causing at best chip damage while my shields restart and at worst debilitating hull loss and destruction

i think it'd be more fair if the skill only affected nearby ships like how the cyberwarfare does but as it is having even my carriers and rear fighters getting shut down mid fight where the AI doesn't know how to brace for the impending overload or make space has prompted me to just debug kill felcisis whenever he rolls the skill

otherwise it's a great addition like the rest of the mod but he's otherwise straight up insufferable

also i think there's an oversight because i once saw him take over a phase ship and the skill kept on ticking while phased but at the accelerated time flow of phasing which meant my whole entire fleet would be overloading once every Ten seconds or so often before they even finished cooling off for the stun
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on March 16, 2024, 07:03:46 PM
-snip-
Thanks for the feedback! The Perfect Storm is meant to be a global effect since it's part of the "support" skill lineup (i.e skills that are primarily intended to make the enemy fleet as a whole harder to fight, rather than simply powering up Felcesis). The fact that it speeds up for time-accelerated ships is a bug fixed for the latest beta version (it'll now tick every 30 real-life seconds no matter what kinds of time multipliers are going on).

I agree it might be a little overtuned and there's a few levers to tune it down (longer timer, shorter overload, better AI reactions - they do in fact recognize that there's an overload coming and try to back off - higher-level officers and AI cores will more consistently vent or phase to dodge the overload). It's also a bit more common than it should be since there's only 1 other "normal" support trait (at 0.14 launch it'll be 5 total with Elegy of Opis reworked and Phantom Dancing/Proxy War added)
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: avallanch on March 17, 2024, 08:43:27 AM
I think i found a major bug, as in if you have suport fleet with youand you ask nightinghale to join you all my ships blew up. Have a save if that helps right after the interaction. Sadly my save is gone with this... any idea how do destpawn caruser fleet immiedietly?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: zero the big boy on March 17, 2024, 06:34:15 PM
-snip-
snippies
that's nice to hear since as it is basically whenever they roll the skill it turns the fight into a mad dash to find which ship was taken over and speedrun killing it before too much damage is dealt
from a player perspective it's somewhat frustrating to have no counter to it but i suppose difficulty is what you sign up for when you specifically try to enrage felcesis
though it would be nice to have some way to counteract it besides hoping rng blesses you and a fast and frail ship that gets to the front lines immediately to be killed off versus a heavy capital that'll be sticking around for a while and or god forbid venting its flux while you cool off from the overloads

as it is it seems at least a little bit overtuned compared to their other skills since i find myself feeling pretty nonthreatened by felcesis unless there's storms or they take over something already pretty scary

as always besides great mod keep up the truly spectacular work
sotf's quickly become a personal favorite
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: MRXZX on March 18, 2024, 08:24:30 AM
I've only recently started playing the game and heard good things about this mod so I want to try it out.

How playable/buggy is v0.14 BETA coldfix 6? Should I hold off for a 0.97a update? Is that planned for the near future?

Haven't met a single bug while playing the latest beta.

yet... prbl, I mean author stated that its not compatible with new version
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: NaokiP on March 29, 2024, 06:07:22 PM
Fel started glowing like it was about to trigger some last ditch attack right before dying and the game crashed with the code below. Opis/Undying was triggered about 30 seconds prior. It was commandeering a Geist (MbG), a phase cruiser from Everybody Loves KoC, if that makes a difference

Code
9234581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
at com.fs.starfarer.loading.Q.String(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source) ~[port_obf.jar:?]
at data.scripts.campaign.skills.SotfRealityBreaker$SotfRealityBreakerScript.advance(SotfRealityBreaker.java:108) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Jimminy Crimbles on March 29, 2024, 07:01:32 PM
Fel started glowing like it was about to trigger some last ditch attack right before dying and the game crashed with the code below. Opis/Undying was triggered about 30 seconds prior. It was commandeering a Geist (MbG), a phase cruiser from Everybody Loves KoC, if that makes a difference

Code
9234581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
at com.fs.starfarer.loading.Q.String(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source) ~[port_obf.jar:?]
at data.scripts.campaign.skills.SotfRealityBreaker$SotfRealityBreakerScript.advance(SotfRealityBreaker.java:108) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

working as intended. reality breaker is supposed to crash the game, apparently
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: NaokiP on March 30, 2024, 08:07:16 AM
Fel started glowing like it was about to trigger some last ditch attack right before dying and the game crashed with the code below. Opis/Undying was triggered about 30 seconds prior. It was commandeering a Geist (MbG), a phase cruiser from Everybody Loves KoC, if that makes a difference

Code
9234581 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
java.lang.RuntimeException: Weapon spec [sotf_realitybreaker] not found!
at com.fs.starfarer.loading.Q.String(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.settings.StarfarerSettings$1.getWeaponSpec(Unknown Source) ~[port_obf.jar:?]
at data.scripts.campaign.skills.SotfRealityBreaker$SotfRealityBreakerScript.advance(SotfRealityBreaker.java:108) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

working as intended. reality breaker is supposed to crash the game, apparently

hilarious
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Spud_Johnson on April 03, 2024, 04:32:11 PM
Hey, so I gotta start with a gush first.

This is without a doubt the greatest starsector mod of all time.

You have managed to not only create amazing and lovable characters within an amazing story, but have also implemented fun mechanics that are never boring or unwelcome.

I cannot understate just how much of an inspiration this mod has been to me when it comes to my writing. No less than 4 of my characters are directly inspired by yours, with a couple even having names and aliases that pay homage to the originals.

Thank you so much for creating such a wonderful mod.

Alright, gush is over, time for the actual reason I'm writing this.

How did you make the portraits for the Dustkeepers? I'd love to take some of my existing artwork and recreate them in this style (example being my avatar).
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: WeepingDiscord on April 04, 2024, 11:55:42 PM
Small bug that might involve spoiler stuff as I didn't know about this quest before 

Spoiler
I found inky-echo and his ship completing the quest without having it in the first place, then I went to the warning thus giving me the quest A Lost Thread with no way to complete it as I already found and rescued inky
[close]
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Inventor Raccoon on April 06, 2024, 08:37:43 AM
Small bug that might involve spoiler stuff as I didn't know about this quest before 
Thanks, fixing this for 0.14 full release.

-snip-
Thanks a lot for the kind words.

Dustkeeper portraits were sort of made sporatically but the process I go by now (since I made Nightingale's one) is roughly, in order:

- I use paint.net (which I don't really recommend but it is what it is! probably Krita/Photoshop would be better)
- Start with a large size canvas (400x400 to 500x500), select their primary color and create the shapes of the avatar at this larger size using shape tools and line tools (gaps within shapes created by making black shapes on top).
- Size the image down to 128x128, check to see if things look right or if you need to go back and reshape it to fit the canvas better
- 30-opacity layer of the AI's primary color applied on a top layer, and then an interlacing effect applied to it for the scanlines
- The entire image is compressed down to one layer
- Glow plugin for the AI's main shape
- Some additional glow added over most of the image (was done via a plugin: still figuring out a good alternative)
- Optional chromatic aberration effect added (e.g for Barrow)
- 10 (15 for Barrow) pixels are randomly selected and dragged rightwards
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: BugthePLug on April 06, 2024, 10:37:33 PM
Download is down, would really love to check this mod out  :'(


Edit: The Beta release still works  ;D
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Spud_Johnson on April 07, 2024, 06:16:31 AM
-snip-
Quote
Thanks a lot for the kind words.

Dustkeeper portraits were sort of made sporatically but the process I go by now (since I made Nightingale's one) is roughly, in order:

- I use paint.net (which I don't really recommend but it is what it is! probably Krita/Photoshop would be better)
- Start with a large size canvas (400x400 to 500x500), select their primary color and create the shapes of the avatar at this larger size using shape tools and line tools (gaps within shapes created by making black shapes on top).
- Size the image down to 128x128, check to see if things look right or if you need to go back and reshape it to fit the canvas better
- 30-opacity layer of the AI's primary color applied on a top layer, and then an interlacing effect applied to it for the scanlines
- The entire image is compressed down to one layer
- Glow plugin for the AI's main shape
- Some additional glow added over most of the image (was done via a plugin: still figuring out a good alternative)
- Optional chromatic aberration effect added (e.g for Barrow)
- 10 (15 for Barrow) pixels are randomly selected and dragged rightwards

Hey, so I got around to making those portraits using the method you described! Took me a bit having to learn paint.net (I use GIMP for my art), but I think they came out wonderfully!

I'm having a lot of trouble getting the images to work, so I'll instead link the twitter post I made where I credit both you and your mod for the wonderful artstyle.

Spoiler
https://twitter.com/Spud_Johnson55/status/1776958556002271487
[close]

Technically, you can see the first one as my new avatar, but I don't know how to grab both, so yeah...
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: HopeFall on April 08, 2024, 12:25:13 AM
Hey, I wanted to thank you for the excellent mod work. I understand burnout is a thing, and I know users are extremely demanding (I certainly can be). Just remember people on the internet are looking for the gaming (addiction) fix, and that the lack of inflection and frustration in finding bootlegs/updates can lead people to being accidentally mean. I doubt there's anyone that doesn't actually appreciate the work that goes into this stuff.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: El Jojo on April 12, 2024, 01:46:23 PM
Download is still down, is this intended ?
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Shogouki on April 12, 2024, 04:42:49 PM
Download is still down, is this intended ?

That's...concerning.  I hope Inventor Raccoon is ok.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Phenir on April 12, 2024, 08:58:45 PM
He's fine lmao, even posted here 6 days ago. I also see he posted on discord today even. He just hasn't updated the banner to point to the git releases page. If you actually read the OP, there is another link below the banner for a .97 compatible version.
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Shogouki on April 12, 2024, 09:28:44 PM
He's fine lmao, even posted here 6 days ago. I also see he posted on discord today even. He just hasn't updated the banner to point to the git releases page. If you actually read the OP, there is another link below the banner for a .97 compatible version.

Ahh ok, good to know!  Thanks!
Title: Re: [0.96a] Secrets of the Frontier (Prerelease 13.2a) - indev campaign mod
Post by: Tranquility on April 15, 2024, 12:51:40 PM
I wanna bring up this issue related to the Tactical Expansion module (and affects the latest 0.97 version as well):

The combat objective layout for each battle seem to be completely random and, more importantly, not tied to anything - unlike vanilla, which ties the combat objective layout to the current enemy fleet composition. This means that, with this mod enabled, it is 100% possible to "save-scum" for an objective layout that benefits you far more than the enemy (e.g. more Comm Relays/Emplacements/Spawners on your side). However, it's not even necessary to "save-scum" at all to do this; you can instead "retreat-scum" by entering battle and then immediately clicking "Full Retreat" without deploying a single ship. This allows you to then re-engage the enemy with a completely different set of objectives - a process that you can repeat forever until you get your desired objective layout. Consquently, even Ironman runs have a way of fudging the objectives to the player's benefit, which doesn't seem like a great thing to encourage.

I mostly exploited this in battles within Hypershunt systems to maximize the amount of Omega spawners per battle to squeeze out just a few more Omega small/medium weapons, but I have also done this in more difficult fights like modded boss fleets to not get any objective layouts (i.e. layouts with no player-side Comm Relays or too many enemy-side emplacements) that would hinder me a lot otherwise. It'd be nice if I was forced to actually deal with subpar objective layouts and plan around it, but right now, you can just straight-up bypass bad layouts with enough time and luck.

(Also, at times, I feel the map sizes are a little too big and, thus, the battles drag on a bit too long with this mod. If anything, options to configure all of the battle-related changes would be appreciated.)