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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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1
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: Today at 06:26:49 AM »
For anyone using brawl mode: here's a hotfix for defense fleets not despawning (should apply retroactively to those for invasions that have already ended). Place in Nexerelin/jars.

2
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: Today at 04:40:17 AM »
Is there a way to reduce the amount of negative diplomacy events the player faction gets via config file? Or the frequency?

While I like everything else about this mod, being at war with every alliance despite basically doing exploration (no black market, no transponder off, no missions against any factions except pirates, no market share to speak off) only really sucks.
There isn't a specific chance modifier for player diplomacy, unfortunately. You could reduce the chance of negative events for everyone by editing the entries in data/config/exerelin/diplomacy_config.json, or turn player diplomacy off entirely with the followersDiplomacy tag in exerelin_config.json.

How to disable version checker integrated in Nex?
No way at present.

If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?
If you enabled respawning of factions not available at start, yes.
(If you forgot to do so, you can enable it mid-game with OpenNexConfig command in console)

Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.
Thanks :D

3
General Discussion / Re: Commanding fighters...
« on: August 19, 2019, 05:15:37 AM »
My recollection of 0.7 fighter controls (mostly from trying to herd the Piranhas in the For the Greater Ludd mission) was that it was in an anti-sweet spot. The fancy attack run setup it seemed to expect required too much micromanagement to be anything but annoying, but/and it still didn't have the UI that would make it actually effective. The command point would also have to be changed for it to be remotely worthwhile.
If I had to sum it up, I'd say it was trying to be an RTS while not actually having the needed RTS controls.

Spoiler
What I wanted to do: Gather Piranha wings in in one place. When the Dominator is vulnerable, go and bomb it (on my command, or if the AI judges it appropriate), then return to gather point. Wait until wings are at x% combined strength again before attempting another bombing run. Repeat until target is dead, then [either proceed to attack targets independently or return to rally point, I'd want a toggle for this].

As the system stood I'd have to spend valuable command points re-issuing the rally order after each run, and I couldn't even readily see the state of each wing (particularly the crucial "how many bombers are actually armed and ready"). If I needed to change the rally point, that's another CP burned. It'd also help if I could just delegate the matter to the AI and not have to constantly bring up the command menu when I want to pilot my own ship... only that requires an actual AI for the job, and/or a ton of GUI.

In short it had to go one way or the other, and given that Alex doesn't want to make the game an RTS it could only be in the direction of simplification. Así es la vida and all that.
[close]

4
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 04:50:05 AM »
While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.

Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.
I'll probably increase the diplomacy interval in next version (so wars take longer to happen, and the ground doesn't shift under the player as quickly). Will mean there's less message spam as well.

Do you keep recieving notifications from your ex colonies, the ones you have made indipendent or you gave to others? You thinks it could cause some slowdowns in performance?  :o
Given-away markets are treated identically to markets that were never yours in all intel-related ways, as far as I know.

Suggestion:

When on the random star sector start (or default) and choosing your ships load option to add an option there to pull up the Codex so you can search for the ship types mentioned. I never know what I am getting by the names alone.

I am sure this is easy to do when compared to my other idea of showing the ships on offer for the load out you are looking at (maybe by mousing over them). (I was thinking of showing them on the top to the bottom right side of the screens UI and in the same way as the fleet loadout is in the fleet menu).
Not sure it's actually possible to bring up the codex from an arbitrary dialog.
Fleet info popup sounds cooler and I might actually know how to do that, if it's possible at all.

#BUG1
There is a typo in a pirate commission while playing as a pirate. It's basically "pirate Commission" not "Pirate Commision". Literally unplayable*.

Screenshot: https://i.imgur.com/zy5JOIi.png


----
*But seriously, how can I change this myself? It's frustrating.
Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.

Quote
/////////////////////////
#BUG2

The 4th option of Pirate starting fleet is missing

Screenshot: https://i.imgur.com/iBkAhtM.png
Not a bug, actually! The paginator deliberately leaves a gap between the last option and the previous/next page options.
(I think it looks a bit weird myself, but it does prevent misclicks)

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)

Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

When are factions supposed to colonize?
Starting cycle 207 + see above

I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
Not intended. If you ever dock at one of those bases, can you mouse over the stability bar and check what exactly is eating their stability? Thanks!

So the funky colony transfer error thing happened again except this time I wanted to talk to a pirate leader after I transferred and instead the game is giving me the option to be commissioned by my own faction (Common Guild cuz my character's last name is Common) or to revoke autonomy from the now pirate owned colony  ???
Okay, retaining the previous dialog options is extra screwy. I'll have to look into that when I have the time.
(and figure out why the text substitution bug is resisting my fix)

Help ! Its getting more and more, i get FPS drops if i move there... they start to stack after each invasion


Oh dear.
Well, here's one thing you can do for now: Type kill in console mod and click on the fleets to make them go away

5
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)

6
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.

7
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.

Quote
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.

https://bitbucket.org/Histidine/exerelin/wiki/New%20agent%20design

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.

8
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
Download

Changelog
Spoiler
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
[close]

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.

9
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.

10
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?

11
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)

12
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).

Quote
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)

13
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.

14
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)

15
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.

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