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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Messages - Histidine

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If a route-spawned fleet takes losses in combat, is this reflected anywhere in the route data at all? Neither OptionalFleetData.fp nor OptionalFleetData.damage are being updated in my RouteFleetSpawner implementation.

It's not reflected anywhere. However, there is an OptionalFleetData.damage field - which is *only* used in WarSimScript.getFactionStrength(). So if one wanted to, one could have their route-spawned fleet store the level of damage (i.e. losses taken) in that value, use it when spawning (or re-spawning) the fleet, and its strength would vary accordingly for the various strength checks used for resolving not-near-the-player events.

I don't know if I'd recommend it, though - if you try to spawn a fleet using the same random seed but less fleet points, it'd likely end up being a very different fleet. Using the damage field would make more sense for fleets that have never actually spawned.

However, none of the vanilla fleets will use the damage field when spawning, so this would only work for routes where both the spawning and taking damage aspect of this is used. I.E. you couldn't hurt an existing patrol fleet route by setting its OptionalFleetData.damage - or, rather, it would affect it for strength checks, but not for when it was spawned due to being near the player.

What about when two hostile routes meet in a location while player isn't nearby, is any combat simulated between them (or with local non-abstracted fleets)?

No. Route fleets used for strength checks which can affect things like, say, the outcome of a raid, but don't actually affect the routes themselves.
Thanks for clearing that up!
Although I have to say, not recording damage looks it leads to some obvious (albeit minor) issues. Two that come readily to mind (I've encountered at least one personally):
  • If the player intercepts a raid fleet short of its target and damages it, then flees elsewhere, one would expect the raid's autoresolve strength to be weakened as a result, but it isn't.
  • If the player encounters raid fleets returning to base after a failed raid, they'll be at full strength when one expects them not to be.
(Anyway, for my current use, I'm currently accepting the fact that the fleet composition can change wildly when recreated after taking damage.
If enough people notice it and get weirded out enough to mention it, I could make the fleets never despawn once spawned by the route manager, although I'm afraid that risks consuming a lot of memory and save file space given how many fleets the player might encounter and how big they'll be)

Other related question: I seem to recall debris and derelict ships being present in star systems with ongoing raids, when the player visits them. Is there some vanilla code that generates them, or am I just completely misremembering things?

General Discussion / Re: Can you be left alone in Starsector?
« on: December 10, 2019, 12:17:45 AM »
Does it work that way in vanilla also? If so, the UI thing is a bit of an oversight, the intel message should definitely tell you you're not getting penalized.
Nope, vanilla has full pirate activity penalties regardless of relationship (although AFAIK they won't send the raid fleets at you at least).

General Discussion / Re: Neutral faction?
« on: December 10, 2019, 12:16:04 AM »
My guess: this is the thing where expired bounties turn neutral before despawning

1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?

This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization
The Sector is unfair that way <shrugging emoji>
(cf. various past topics on this subject)

However, the asymmetry here is the main reason why there's an allowNPCSatBomb config in exerelin_config.json, so you can remove this source of unequal treatment.
(This doesn't remove the territorial sat bomb though, I never did get around to replacing that with an invasion or something)

2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?
They won't appear in the "core" systems, but should spawn as normal in the areas beyond those.

3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?
Not intentional, but preventing this involved more messing with the guts of the base game's code than I wanted to do.
You still can't trade with them if you somehow manage to get enough rep with them to stop being hostile, but they won't attack you at least.

I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?

Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.

The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
Soren, pls fix Stormhawks

They're from Vayra's Sector mod, so you should post there. (And/or disable them in VAYRA_SETTINGS.ini)

If a route-spawned fleet takes losses in combat, is this reflected anywhere in the route data at all? Neither OptionalFleetData.fp nor OptionalFleetData.damage are being updated in my RouteFleetSpawner implementation.

What about when two hostile routes meet in a location while player isn't nearby, is any combat simulated between them (or with local non-abstracted fleets)?

(What I'm trying to do: a persistent route-based fleet that flies around joining raids against hostile systems, or defending against raids on friendly systems, or simply patrols friendly systems. If it takes enough losses, it goes to a faction-held market to replace lost ships with new ones. The route is never actually terminated unless its FP drops to zero, or certain (currently undetermined) conditions are met).

Bug Reports & Support (modded) / Re: [Nexerelin v0.9.5g] CTD with Agents
« on: December 07, 2019, 06:34:47 PM »
You can also search for <currentAction> in your save's campaign.xml and try deleting that block up to the </currentAction>.

It should look something like this (following is for a raise relations action, but the format should be about the same):
Code: xml
<currentAction cl="NexAgntActRaiseRel" z="97335" nC="true">
<market cl="Market" ref="1900"></market>
<agent ref="97331"></agent>
<agentFaction cl="Faction" ref="562"></agentFaction>
<targetFaction cl="Faction" ref="109"></targetFaction>
<thirdFaction cl="Faction" ref="562"></thirdFaction>
(if you want to be really advanced, add the missing thirdFaction reference instead of deleting the action)

Next version of Nexerelin will print a warning message instead of crashing (at least until it actually tries to execute the action).

Bug Reports & Support (modded) / Re: Custom Production Issue
« on: December 05, 2019, 03:31:39 AM »
This looks like the bug where mod ships that don't have a variant specified in data/world/factions/default_ship_roles.json get stuck in the construction queue consuming credits forever. (The crew, fuel and supplies are those automatically sent to the gathering point along with the completed ship, only the ship isn't being completed here)

If you know which ship it is, you can cancel the construction or (advanced) add a variant in the ship roles file so it can be built.

is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ?  is it something wanted or i'm missunderstanding something?

Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.

well, i just spamed 8 colony , and just made them autonomus , hoping that in 1 year they would have the money to build 1 mine \ farm and forget about them .... it didn't happen .... whats more annoying its that i can't build on them, so i've to remove the indipendency , and build :\
Autonomous colonies (and ordinary NPC colonies) will build stuff (usually, they have a chance to roll not to build anything) when they grow in size, or if their controlling faction changes. Although if their growth rate is negative, this is not going to work; paying for growth incentives first can help.

Anyway, it's intended that the player spends money to build their initial farm/mine for them (rather than dumping 1,000 people on some random planet with no economic activity).

You also already get a 20% share of autonomous colony income.

Is there any way to become an Governor of another factions colony that is larger then size 4 ?

And is it possible to found colonies for a faction that is not your own?
- No
- You can found a colony, then transfer it to the desired faction (needs undock+redock to get the admin to appear in comm board)

Legacy of Arkgneisis 1.5.0 and later is incompatible with saves from older versions; you'll want to revert to the older version of the mod for now.

Think this is the last set of bugs to squash, at least till next major release.

Nexerelin v0.9.5g

* Factions can colonize planets in their core systems
* Invasion fleets will defend target for 90 days once successful
* Vengeance fleets go home when non-hostile again (instead of requiring neutral or better relations)
* Vanilla market enhancer: Culann and Eochu Bres stations get alpha cores
* Tiandong: Can't buy Fort Macau governorship if it's under THI control
* Vanilla planet/station descriptions are modified when market is captured by another faction
    * Currently applied to Corvus system
* Agent local report shows potential income of non-player-owned planets
* Support for Adjusted Sector mod
* Bugfixes
    * Fix invasion fleets idly orbiting target if they arrive in system before player
    * Fix autonomous colony revenue not taking into account export income
    * Fix Starfarer mode income and growth penalties not applying until game load
    * Fix alliance intel falsely indicating some factions as having incompatible alignments
* Modding
    * Starting fleet types: Add "explorer" category (both small and large forms available)
    * rules.csv compatible with SafariJohn's Rules Tool
    * Markets can be set as non-buyable
    * Fix factions not obeying industry spawn mults

Is it possible for this mod to increase the limits of items per batch of player construction, for example more than 50, 20, or 10 weapons per month? Is there a way I can edit the mod files to increase this limit myself? It would save so much micromanaging in the game.
This isn't moddable, as far as I know. Someone could make a suggestion forum thread to raise or remove the cap.

Are there any plans on setting it so that you can choose your faction's alignments for diplomacy?
You can change it by changing the player faction's Nex config (data/config/exerelinFactionConfig/player.json). (This affects all ongoing games)
Although you shouldn't need to change it, the main effect it has is alliance restrictions and not having any alignments means the faction isn't affected by those. (The alliance intel config used to lie about alliance compatibilities, it's fixed now)

There's an oddity with NPC colonization forces.

I attacked a TT colonization force right next to the colony, defeated it, and, since all it had left was a really miniscule transport and a couple frigates, I decided not to pursue them. Here's the thing, they still managed to colonize the planet, even though there is absolutely no possible way that the remaining ships could haul 1k crew and the other resources.
Hmm, if it takes enough losses the colony expedition is supposed to be aborted. I might have to look into this.

Try re-running the Starsector installer if that fails.

Blog Posts / Re: Raiding for Fun and Profit
« on: November 28, 2019, 03:49:38 AM »
It always felt a bit strange that loot raids were like "hit everything in the colony at once and grab everything lying around". And that doing this was able to take things like nanoforges, which you'd expect to be massively defended. Nice to see that's getting changed.

Although now I get to figure out how to give Nexerelin's invasion mechanic a similar system. Oh joy!

  • Assigning more marine units to a single target is a tradeoff of getting more stuff/increasing disruption time at the cost of taking more losses, right?
    It looks a bit weird since one might intuitively interpret it as "use more force to overwhelm the target with fewer losses". Can be resolved by conceptualizing the marine allocation as "time/effort spent trashing the place" rather than actual forces deployed, but this is kind of not communicated to the player so to speak.
  • Can a mod add a custom version of the raid objectives window?
    Like, I could hypothetically create an invasion mechanic where each industry has a 'hit points' value, and marines assigned to that industry cause it to take damage until its HP drops to zero and it gets captured. Would I be able to make a table to display this information?

Tags are used for sector entity properties, e.g. $tag:station = true for orbital stations. I'm not sure persons even have them.
When/how are you setting the tag? Maybe your check needs to look at the entity rather than the person, e.g. $entity.tag:RinaFetchQuestDeliver
(but this is bad since a market can have more than one entity, you probably want to use market memory instead)

There doesn't seem to be a listener for "player founded a colony". If so, could we get one?

Oh, yep - let me add a PlayerColonizationListener. There; done.
In the same vein, is there a listener for a market decivilizing?

Well, that removes the notifications from the "Important" tab, but they do remain in the "Colony threats" screen, so my issue is half-solved. Shouldn't these things time out?
If an intel item is expired and not marked as important, it'll go away once you close the intel screen.

Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
There'll be one (or two, if the number of inhabited planets + stations is 75 or more) abandoned station in each random sector, yeah.

I have no idea how alliances work... is the help guide up to date?
I looked at the alliance page and it was out of date in some places, so I've rectified the most obvious issues. Other than that, it should still be generally correct.

Hey I was wondering if there is an "observe" mode in nexerelin like in many paradox games where I just leave the game up and let time pass and see the results.
You could probably enter in the console:
InfiniteSupplies; Hide
then just let time pass in the game. (Set "Campaign 'speed up time' is a toggle" in settings menu to make it go faster)

Got a c2d, not sure if it's related to Nex but it happened during a defense of one of my planets from a Hegemony invasion fleet so I figured I'd post it here. 

4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at Source)
at Source)
at Source)
at Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)
4646397 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO  sound.null  - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]

This happened when I aided my star fortress against an invasion fleet, there were about 6 of them. When I won, I immediately engaged the remainders of the fleet, and the c2d happened.
Hmm, haven't seen that crash before (anywhere in Starsector). I've made a thread in the bug reports forum, thanks for the report!

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