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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

Pages: [1] 2 3 ... 162
1
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).


2
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>
<playerInvolved>true</playerInvolved>
<relation>0.0</relation>
<xpGain>-1</xpGain>
<newLevel>-1</newLevel>
<days>67.5</days>
<cost>40000.0</cost>
<daysRemaining>18.507761</daysRemaining>
<thirdFaction cl="Faction" ref="562"></thirdFaction>
</currentAction>
(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).

3
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.

4
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)

5
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.

6
Think this is the last set of bugs to squash, at least till next major release.

Nexerelin v0.9.5g
Download

Changelog
Spoiler
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
[close]

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.

7
Try re-running the Starsector installer if that fails.

8
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!

Questions:
  • 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?

9
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?

10
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. 

Code
4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
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 com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown 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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown 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!

11
Bug Reports & Support (modded) / [0.9.1a] Admiral AI crash
« on: November 21, 2019, 03:46:48 AM »
From Nexerelin thread:

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. 

Code
4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
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 com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown 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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown 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. 

Current modlist:
Spoiler
"$$$_trailermoments",
  "Another Portrait Pack -ReWork-",
  "raccoonarms",
  "lw_autosave",
  "blackrock_driveyards",
  "aaCari UIl",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "gates_awakened",
  "HMI",
  "Imperium",
  "junk_pirates_release",
  "kadur_remnant",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "nexerelin",
  "wyv_planetaryShieldAccessControl",
  "SCY",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Sylphon_RnD",
  "tahlan",
  "THI",
  "underworld",
  "US",
  "vayrasector",
  "vayrashippack",
  "lw_version_checker",
  "toggleWeapons",
  "audio_plus",
  "shaderLib"
[close]

12
Are persistent NPC fleet commanders possible at the moment? As most fleets eventually return to their planet of origin, is that commander deleted from the game as well when that occurs?

I was wondering if it were possible to create real "rival" commanders with level cap akin to the player but not sure if it's even possible
A mod can store an officer in its own data. When creating a new fleet for that officer, you can just replace the the automatically generated fleet commander/flagship officer with your saved officer.

13
what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?
It reduces the effect of the station's officer on the estimated station strength for invasion/raid scaling.
(Previously it used 50% of the difference in the vanilla strength estimates between "take officer into account" and "don't take officer into account"; now it's 25%)

However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset,  then everybody is happy.  8)
Ha, nice. Good guerrilla tactics there; fight where they're weak and evade where they're strong, till they give up and go home!

14
Update for compatibility with an upcoming release of Scy, and some more fixes.

Nexerelin v0.9.5f
Download

Changelog
Spoiler
v0.9.5f
* Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
* Scy mod no longer disables Prism Freeport
* Fix faction bounties generally not paying out when they should
* Fix hidden markets being targeted for industry disruption missions, for real this time
* Hopefully fix invasion fleet AI behavior for good
* Fix reinforced defenses condition not expiring
* Fix new NPC colonies getting lobster pens
* Fix some interaction dialog stuff not updating on market transfer
[close]

i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?

how much can it increase to and what are the tiers?
1 admin upon reaching each of the following empire sizes:
10, 25, 50, 80, 120, 200, 300

15
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: November 14, 2019, 04:10:07 AM »
I find that I can't trade with pirates sometimes. The market data says that this pirate base, Umbra, is having a shortage and is willing to pay alot for these goods, but there is no trade goods option in the menu.
What does the dialog text say? Generally if it's blocking you from trading, it's because it's a hostile faction and your transponder is on.

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