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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Histidine

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Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: August 17, 2019, 08:41:50 PM »
Before you say it: I'm not sure what you claim to have seen here with DynaSector supposedly running in 0.9.1, but there's no way you actually got it running. It's more likely that the mod just wasn't enabled or such.
(Try it now with a clean "only DS and required libraries" modlist)

Suggestions / Re: 'Replay last battle' in simulation
« on: August 17, 2019, 08:38:26 PM »
This sounds like it isn't that kind of replay though, just playing a sim battle against the last fought fleet.

Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 17, 2019, 06:47:29 PM »
1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?
Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).

EDIT: Random sector might be worse at this. My second last game had 7 decivilizations at cycle 217.
Although this still isn't catastrophic in my book, especially when the affected planets can be resettled by NPC factions.

2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.
It should probably try not to put initially hostile factions in the same system together, yeah. This might require some major changes to how the random sector market allocation works, though. Made a note for now.

Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?
Nex doesn't change the economy in any significant way. (I did tweak export income from drugs, domestic goods and luxury goods a bit)

Is there a way to slow down factions taking other factions' planets? Is it what colonyExpeditionInterval setting is responsible for? I am looking for a way to slow the game down a bit and stop one or two factions snowball into having 25+ markets while others have less than 5 after a couple of cycles. Don't get me wrong. I love the mod, but would like to make it a bit slower paced. I've already increased the eventFrequency.
For invasions, modify the invasion settings in exerelin_config.json (easiest way is to increase pointsRequiredForInvasionFleet)

So i was looking at the bitbucket page for nexerelin and I noticed it said agents could steal blueprints on this page.

Was this ever put in?

I was trying to steal blueprints from a few Diable Avionics stations and couldn't get the option to show up.

I really did like the idea of corporate espionage when working with a faction to steal their blueprints.
Haven't implemented it yet. It's on my todo list though!

I actually wasn't sure about agent blueprint theft since I don't want a "credits to blueprints converter" mechanism, but now that raids can do much the same thing in vanilla I might think it over some more. (The alternative was to have the agent steal an actual, physical ship and bring it back to a player colony)

I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
Looking at the code, by default the bar delivery mission's cargo amount is 50-75% of player's max cargo capacity (determined at the time the bar person is generated), with a reduction for particularly expensive items.
(this is vanilla, Nex doesn't change it)

Was your cargo already partly full when you went to the bar? That would explain it.

I figured out what was causing the Hegemony to cancel tribute and go hostile to me. They are part of an Alliance with the Luddic Church called the Dragon Fellowship and for some reason they go to war with my tiny planet. For reference both the Church and Hegemony are at either neutral or positive relations with my faction so the idea that they are voting to go to war with me and cut out income from my tribute while actively expending resources to pursue a war against me makes no sense at all. Why are they pressing the issue when we have an arrangement and both sides are profiting? Also why is there no notification for the Alliance declaring war on me?
The fact that apparently the only intel notification of the war is the tribute cancellation indicates either a (huge) bug, or some other mod's code modifying the relationships.

Did you do anything that would affect relations with Hegemony or Luddic Church, around the time the tribute cancellation happens?
What's your modlist?
If you have a save before the thing happens (or can get one by restoring from the automatic backup in the save's folder), does it happen again after you load that save? If so, I'd appreciate it if you upload the save; I can try to take a look at what's happening then.

Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 17, 2019, 04:16:55 AM »
Fix update

Nexerelin v0.9.3b

* Prism Freeport has patrol HQ + waystation instead of military base
* Reduce hard mode diplomacy penalty a bit
* Diplomacy AI obeys eventFrequency value in diplomacy config
* Check for out-of-date Starsector version and/or malformed exerelin_config file on game start
* Fix agent injury handling
* Fix effect of faction alignments on diplomacy disposition
* Fix easy/hard mode tooltips

So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?
Press Z while in campaign view, or dock at a market and look in special options. Select the fleet request option.

Modding / Re: Remove custom factions and missions?
« on: August 16, 2019, 07:02:04 PM »
The quick and dirty way:
Add a new game without the mods involved, close the game, enable the mods, and load the save.
Add .faction files for vanilla factions in the mod's folder, which contain the mod ships/weapons/fighters/hullmods, so that they get used without the original faction.

Bug Reports & Support (modded) / Re: Im getting the Fetal:null error
« on: August 16, 2019, 09:29:52 AM »
Seems really unlikely, but: Did you start a game with a really old Nexerelin version before updating to the newest one?

Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 16, 2019, 07:44:00 AM »
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Here's a fix version. Official release sometime later.

Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
Hm. What does the error message in Starsector/[starsector-core on Windows]/starsector.log say immediately after getting the error?
(Vesperon Combine mod has a bar bug, but I'm not sure if this is the same one)

So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.

I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)

Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 16, 2019, 05:05:24 AM »
I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4x
Nexerelin/data/config/exerelin/diplomacyConfig.json; increase eventFrequency
Although this only affects the periodic random events; the "diplomacy brain" each faction has can also generate events and IIRC there's no way to modify those. If it's just your own personal faction (importantly, not commissioned faction) that you want to avert the issue for, you can open Nexerelin/exerelin_config.json and set followersDiplomacy to false.

This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?
I've heard of a successful capture despite the invasion reportedly failing once. The code currently doesn't look like it should allow this outside of weird race conditions, but I'll keep an eye out.

As for disruption: Yeah, widespread disruption is going to happen if the invasion throws enough force at it. Although if your defenses are strong the damage will be brief (nothing should be disrupted for more than maybe 40 days).

Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Ugh, I forgot I even added that >:( Thanks for report, will try to debug.

Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?
Dock at one of their markets -> special options (must not be commissioned)

Modding / Re: How Do You Add a Custom Battlestation Type to Colonies?
« on: August 16, 2019, 04:46:13 AM »
Nebula is inserted when something tries to spawn a ship with an invalid variant ID, so check that first.

Bug Reports & Support (modded) / Re: Game Crashing
« on: August 16, 2019, 04:41:47 AM »
Do you have all the required library mods installed?
(I think not having LazyLib in particular can cause this)

Bug Reports & Support (modded) / Re: CTD when visiting the Bar
« on: August 15, 2019, 05:06:58 AM »
The Vesperon Combine mod hasn't been updated for Starsector 0.9.1 and might not work with it. Probably want to report the bug in its thread.

EDIT: Ah, I see you've already done so.

Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 14, 2019, 04:55:22 AM »
I've created an account just to ask this.
I have Nexrelin now, brilliant mod that changes everything about as I'd hoped, but it seems to have buggered with all the lovely portrait packs I have.
As in only one of them, the 'Portrait Pack' mod is being retreived by Nexrelin. All others aren't, and most characters in stations and planets show up as the generic blank profile picture.
Not sure what's causing it, I went into the files to see and from what I see it's not even recalling the correct ID's for the Portrait Pack it is using, yet those still display.
Hmm, not seeing this. I just started a new game with 5 different portrait packs and they all appear to work. Could you post a screenshot and modlist?

Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.
You can give colonies to other factions, if that's what you're asking. (Talk to one of the staff on the comm board)
If you have a commission and successfully invade a market, by default it goes to your commissioning faction. You can take it for yourself at the cost of some reputation as well.

also is  there a way to disable factions colonizing? I had Hagemony at almost 30 planets last game from it + waging war and taking planets.
In exerelin_config.json you can set colonyExpeditionInterval to something like 999999.

Bug Reports & Support / Re: How do I add an image to a post?
« on: August 14, 2019, 04:33:55 AM »
You need to enclose the image itself (right-click -> copy image address), not the Imgur page. If unsure, look for the file extension at the end.


Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 12, 2019, 04:29:11 AM »
I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.

My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.

Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
There's a tooltip for the Derelict Empire start in the new game menu, which is... probably as much explanation as I'm going to write.

Derelict markets producing goods is more or less how it works, yeah.
The fact that you can still get bar delivery quests to their markets is an issue I haven't gotten around to fixing yet. I also haven't been able to remove their planet survey and scan package missions, but at least you can still complete those and get paid.

I do believe I may have found a bug.

Ha, ouch. That can happen if a faction becomes hostile to itself; this shouldn't happen normally but Vayra's Sector may have some bugs regarding the colony factions.

You can fix that in your game by copying and pasting the following into the Console Commands console, but I don't know whether it'll appear again.
Code: java
runcode Global.getSector().getFaction("warhawk_republic").setRelationship("warhawk_republic", 1)

Seems like you can't remove the Starsector FX mod from an existing save. You'll have to put it back in for your current run, or else start a new game.

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