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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Alluvian

Pages: [1] 2 3
1
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.4)
« on: April 29, 2020, 09:01:57 PM »
Discovered a rare bug with: data.campaign.econ.industries.Astropolis_Station. Thankfully, it is not a problem most players will experience.

If a player gains control over Prism Freeport (in Nex), and they click on the button to add or build an industry, there will be a crash. This occurs due to a null pointer during the Astropoli orbit lookup. I have included one of the sample error messages below. It is possible a similar error would occur should a player have the Legio Siege events (from Tahlan) enabled, and somehow take over one of their Hyperspace stations.

"Sample error in starsector.log"
java.lang.NullPointerException
   at data.campaign.econ.industries.Astropolis_Station.numAstroInOrbit(Astropolis_Station.java:325)
   at data.campaign.econ.industries.Astropolis_Station.isAvailableToBuild(Astropolis_Station.java:353)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.updateTable(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.createUI(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryPickerDialog.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.IndustryListPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(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)
[close]

2
Is it possible to add a military submarket to an already generated market?

I've also wondered about this, and I think it might be possible with runcode, but I have no idea what kind of reference or how to write out the line to enact it.
Looking through Exerelin, there's a "submarkets.csv" which lists several different ones including exerelin_prismMarket, open_market, black_market, and generic_military which has the description:
"Trade with $theFaction military base.

Weapons and other military hardware can be bought and sold here even if they're illegal on the open market. A commission and better standing with $theFaction results in higher-grade hardware being available.

Will buy locally illegal goods as part of a no-questions-asked buyback program.

Selling enough of a commodity will temporarily resolve a shortage."

So that's definitely it. And, no, in case you're wondering "addcondition" and "addindustry" doesn't work. But you should be able to somehow add it. Someone that knows more about how runcode works could probably decipher it.

I'm also interested, too, because none of my own colonies have military markets and it would be nice to have them to stock up on weapons and marines/crew occasionally. I mean, it would make sense, especially if they already have a military base on them.

While a bit belated, here is how you can add a submarket (to an existing market) with runcode. First, you need the string (name) of the market. For this example, the market name is "garden_market".
Code
runcode for (int i = 0; i < 1; i++) {MarketAPI market = Global.getSector().getEconomy().getMarket("garden_market"); market.addSubmarket("generic_military");}

Iterating over a list of markets should also be possible.
Code
String listMarkets[] = new String[]{"garden_market", "ring_market"};
for (String marketStr : listMarkets) {...}

3
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: April 20, 2020, 07:41:08 AM »
This is only the first half of a big rework for Diable Avionics. For now I haven't really touched the campaign but it will get the same level of makeover. Things will be different.

Excellent, looking forward to trying it out when it's ready.

4
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.15a
« on: April 20, 2020, 07:05:34 AM »
Quite a wonderful mod! Since I started using it, it has been a feature set I have enabled for almost every play-through of Starsector I have done. Rather fond of the three factions of the Legio, the Great Houses and Rosenritter.

Given the temporal technology of the Great Houses vessels, it is kind of fitting that the Great Houses are not a playable faction; rather a relic from the past that may still have a bearing on the future. This gives players a lot of freedom (in my opinion) to craft their own stories, and if they so choose to try and restore Kassadar / the Great Houses to their former glory in their own campaigns. That said, I would love to see more Kassadari additions in the future should you be so inclined.

I quite like the Legio Infernalis. In general the Legio is a good addition to Starsector in my opinion, as having a more organized / militant pirate-type  fills a niche (dominating aggressive expansionists) that was kind of missing. Thus far, I have tried out the Legio both with and without the Siege mechanic enabled to see what kind of a difference it makes for campaigns using Nexerelin, and have even tried playing as a Legio commission with and without it enabled.

Thus far, I have enjoyed the Legio presence in my games more when the Siege mechanic is enabled. In a Nexerelin campaign, having the Legio Siege enabled is a much better way to allow them to put pressure on the other factions. One setting combination I find particularly interesting, is to have Legio Siege enabled alongside Nexerelin's brawl mode (nex_brawlMode). Makes for quite a bloody conflict in the core worlds!

Also hoping to see some more Rosenritter content in the future! I did notice the Rosenritter skins you created for Diable Avionics, very nice.

5
Mods / Re: [0.9.1a] Diable Avionics 2.51 RC4 (2020/04/20)
« on: April 20, 2020, 06:42:15 AM »
Great set of updates of late! The recent graphical updates to the ship art is quite nice, though I was a fan of the prior designs as well. Good use of the mod system to enable the alternate skin-sets, should make it much easier for the average player to change them out. Also serves as a good template for other authors, something I certainly find helpful to examine. Glad to see you did the same with the 'no stripe' for Scy as well.

Given the lore of the Diable Avionics Corporation (and the planetary description used in 'diableavionics_prison') have you considered implementing a custom market condition (or industry) to reflect their control? Nia Tahl did something very similar in the Tahlan Shipworks mod for the Legio, to reflect their level of 'control' over the planets in their home system.

6
Quite enjoying this mod, and the updates you have made thus far. In particular, I am very fond of the low-tech look and feel of the ships, as well as the various hazards (pun intended) you have also built in. The three hostile factions you have included with the mod are quite interesting, covering a nice niche (bio-engineering / horror) in a way that is a good fit for Starsector. The Mess in particular, is a nice counterpart to the Remnant & Derelict threats of a similar vein.

One question at this time: While the Mess is clearly intended as a hostile NPC faction, do you have any intent to expand the Draco / Fang factions in a fashion to flesh them out more and make them playable in Nexerelin?


7
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.1.0)
« on: April 19, 2020, 12:50:16 PM »
Encountered a possible bug. After changing "boggledAstralGateQuestEnabled" to false in settings.json, in a new game I still received the Penelope Secret quest.

However, even prior to receiving the hyperspace notification, I already had the abilities unlocked as intended.

8
Update 1.3.1!

Save compatible if you updated to 1.3.0 before

Changelog :
- The performance issue that occurred when using V1.3.0 of GT should be fixed
- The Wallbrick Gun and Cannon should be used more correctly by the autofit
- Added a faction leader for GT
- Slight sprite rework on the Ethrom (not completely done)

Excellent, quick work on resolving the issue! Really enjoying the new GT Derelicts you have put together thus far. Also happy to see fewer baguettes in pirate fleets on average. While amusing to encounter, the humor is lost a bit when they make up the majority of the large/capital component of pirate fleets.

9
I really like the sound of this mod, but when I activate it my whole game starts to chug, and my idle % is stuck at 0. Even with all other ship packs disabled (main mods enabled being Nex and Grand Sector) it still is around 45 fps normal and 20 fps when doing the campaign speed up.

Is there any way to find out why it is happening, like a log file? It isn't crashing which is why I'm stumped.

Computer specs should be fine (CPU 8700K, RAM 32G/8 allocated, GPU 1080ti, m.2 SSD)

Quite fond of this mod. Unfortunately, like Lerzan, I encounter a severe performance issue with the latest version of Galaxy Tigers. I usually run with approx. 50 mods active, and range between 40-60 FPS depending on circumstances & levels of fleet activity in-system and in hyperspace.

However, with the latest version of Galaxy Tigers, I have 5-11 FPS at the start of the game. I also tried a side-by-side comparison with the prior version of Galaxy Tigers, and had no performance issues (40-50+ FPS). This performance problem is persistent, and very quickly remains in the single digits (3-7 FPS on average).

10
Modding / Re: Help with mod tweaking
« on: April 12, 2020, 07:16:32 PM »
Making hullmods requires compiling the *.java files into class files and packaging them in a *.jar file.

The following thread ha some good info on this process: https://fractalsoftworks.com/forum/index.php?topic=10057.0

11
Modding / Re: Any mod add a "midtech" supership?
« on: April 04, 2020, 10:13:34 PM »
For some 'super' Midline ships, check out the Missing ships mod: https://fractalsoftworks.com/forum/index.php?topic=16160.0

The Legio or Great Houses ships from Tahlan Shipworks may also fit the bill. In particular some of the specialist ships of the Great Houses rely very strongly on maneuvering and positioning: https://fractalsoftworks.com/forum/index.php?topic=14935.0

12
new thicc af update! as always its a save breaker, if anythings wrong hmu.

Warwagon seems to be MIA. Only the entry in descriptions.csv, the ship image (and meme) seem to be present in the folder structure.

13
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 24, 2020, 05:40:43 PM »
Might we in the future see custom-made stations specifically from this mod?

That is the plan. Current (short-term) I am learning how to put together class files (from the *.java) so I can setup custom hull mods, ship systems and so forth. After I have that figured out, I'll be taking a look at the ship editing tools.

Prior to pure custom (net new) content, expect to see variants of the Midline and High Tech stations. Oh, and other terrible abominations of course.

14
Modding / Re: [0.9.1a] Mobile Star Fortress v0.2.6 - Let them Fight!
« on: March 18, 2020, 05:12:32 AM »
Was working on something... not really related, but thought of something: the Shared Flux Sink hullmod on the station body assumes there's only one station deployed in battle, and will adjust flux dissipation rates oddly if there are multiple. So you probably want to either remove it or provide a modified version, if you aren't already!

Interesting. I've taken a look at SharedFluxSink.class and it seems the entire functionality is wrapped within 'advanceInCombat', which works on one ship at a time. However, the use of only a single SINK_DATA_KEY does seem to present a problem.

A modded version would require a key that is unique for a specific ship & its submodules. I wonder if this is why Dark.Revenant chose to do flux for their Cathedral in SWP without sharing.

As my intent is to try and make the mobile stations a bit more diverse than the static ones, I will need to determine what solution path to take. Thank you for bringing this issue to my attention.

15
Modding / Re: [0.9.1a] Derelict and Remnant Blueprint Mod v0.0.5
« on: March 17, 2020, 07:39:07 PM »
Evening Alluvian I think you are uh... Overestimating the user base, most normal players are not going to be setup to run Python scripts and even if all were that is janky to say the least. And those that are setup to run scripts like that, could just as easily go into the files and make all the required changes in barely anymore time required. Also, modifying other mods unless their license allows for this? Is generally frowned upon. This is of course doesn't apply to personal mods made by end users that they keep to themselves. But distributing mod mods is not that at all, even if it requires a script to do it which again is really funky!

Issue resolved. Mod now does not require Python scripts, nor does it make changes to other mods or core files. Instead it functions due to the existing 'derelict' and 'remnant' tags in the various CSV files (ship_data, etc.).

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