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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - StahnAileron

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16
Mods / Re: [0.95.1] Yunru Core +
« on: December 28, 2022, 02:34:00 PM »
Anyway to get a save which used misc ships back up?

Earlier on this page (first post):

Updates to everything now live.
If you were using Misc Ships, you'll need to enable Civ, Old School, and Higher Tech.

Imma go sleep for a week.

Actually, while I'm here:

Any plans to add integration of your Hullmods pack with Better Deserved S-Mods? (i.e., Some added effects for being installed as S-Mods.)

EDIT: And I see you already posted in that thread with a sample of checks for integration. Time to check out your Hullmod pack...

17
Recently got back into SS after a long time away. Saw the changes made to vanilla and immediately looked for updated and new mods. I'm glad I picked this one up.

I'm basically end-gaming at this point and noticed a quirk/bug: the XP requirements for expanding S-mod limits changes with the DP of a ship. A skill lets you have up to 20% or a flat -10 DP cost for a ship if it doesn't have a captain. If it does, the DP cost is the normal amount.

If I just uncaptain a ship, it costs less to upgrade. (I think the XP cost to install an S-mod is affected as well.)

I'm guessing the mod is pulling the DP cost live from the actual ship you're editing rather than the base template?

18
Suggestions / Re: Shield Pass-Through
« on: December 14, 2019, 08:37:49 PM »
To add, it would let faction mods differentiate themselves more. Oddly enough, I recently had the idea of another shield-type that always has 360-degree coverage, but takes longer to raise. During the raising, it progressively blocks more damage, otherwise letting some percentage through. (So at 25% effectiveness, it blocks 25% of incoming damage while letting 75% through; might apply to Flux efficiency as well.) This is for shield-centric factions, encouraging leaving your shields up and never dropping them unless you are well away from combat. (Armor and/or hull would be paper-thin as appropriate.)

So as a gameplay mechanic it might be questionable, but as a game-engine feature, it'd be useful.

19
Mods / Re: [0.9.1a] Gates Awakened (2019-10-09)
« on: November 28, 2019, 09:37:39 AM »
I really like that idea. I think you know, but just to make sure; you can change the number of activation codes in a config file.

Like you said, it'd be a bonus reason to keep exploring and you'd have to keep making decisions about which gates to activate, which is interesting. It'd be tricky from a lore perspective, but that
Spoiler
TriPad in the cave is basically magic
[close]
so it could be made to work.

I've started a different mod, though, and am considering Gates Awakened to be complete, at least for now. I'll add this as a potential new feature over at https://github.com/davidwhitman/Gates-Awakened/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc, and maybe I'll pick it up for the future.

Thanks for the feedback! Just out of curiosity, are you on v1.3.1 or using v2.0.1 from the Discord? I'm hoping to see one or two people get all the way through v2 before I release it everywhere.

I figure the [REDACTED] stations would have access codes just because. I'm not exactly sure how they relate to the overall story other than AIs are bad to the Hegemony, which are the leftovers from the Empire days. But if they were waging a fight, I figure they would have access codes somehow. (And perhaps part of the reason for the war: don't want your enemies having access to your transportation system.)

I also imagine certain people or organizations having codes that could be relics found at ruins or abandoned station. Could have been Space Traffic Control's codes to allow access for lesser people like spaceliners, merchants, tourists, etc. or something like that.

I'm still on v1.3.1. I knew about the config, but its not exactly intuitive for an everyday use to modify a file inside of a mod. Especially if the mod gets updated and the file gets replaced each time. (Maybe Alex will, if possible, add an in-game or launcher-based mod-options menu in the future to make changing options for mods easier. Factorio has one.) I did change the limit after the fact though.

20
Mods / Re: [0.9.1a] Gates Awakened (2019-10-09)
« on: November 27, 2019, 01:03:07 PM »
So I finished the second mission and have seen the default activation count.

Would it be possible to add a usable in-game item that can add activations? (Kinda like how blueprints or mod-specs work.) I'm thinking that you can add that item as guaranteed drops from full-size [REDACTED] stations (with lower chances on lesser stations, possibly generated on sector creation to prevent save-scumming if you wish.)

This way, exploration feeds back on itself with a reward for the player in the long run. Players can at least earn their conveniences.

You may have to figure out a way to prevent any of these items from being used before gaining the ability to activate/deactivate gates though. (Or it could be an alternate method for the more combat-oriented player; [REDACTED] stations are mid- and late-game opponents for the most part.)

(Also, maybe a rare drop from ruins?)

I think the only thing that would truly trivialized travel in the game is if someone makes a mod to be able to build new gates as a skill. (So you can plop one down anywhere you want.) Otherwise, there would be having Gates as a build option for stable points in a system (along side Comms, Navs, and Sensors.)

21
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: March 15, 2019, 06:44:45 PM »
Alex, regarding the patch note about Stations and Officers:

I know planting an Alpha Core on a station is a pretty large benefit overall to a station and currently the only way to add an "officer" to a station for the player. (Until the next release.) With the change you're proposing, have you ever considered letting the player manually assign an officer from his active fleet to a station?

My thoughts on this would be that doing so would freeze the officer's growth (so no leveling up) while freeing up an officer slot in the fleet. The officer would still count against the player for payroll.

Actually, maybe even increase the payroll cost by some percentage. Managing a station and overseeing/organizing its defense can't be easy. Said officer would essentially be a fleet commander at this point.

And speaking of officers: will there be a better way to manage them? I currently have to open the fleet screen and then click on an officer box to access the officer management screen when I want to review/level my officers. Or am I missing an interface function to directly go to that screen? (Though that screen doubles as the officer assignment screen, which I sometimes dislike as I can easily and readily re-assign officers to ships accidently while trying to manage them.)

I feel like the player character and officer management screens should be integrated somehow. (I'm kinda biased towards your typical party management menu in RPGs and the like, where the player character is just another, if unique, party member.)

I also feel like I should be able to pick an officer and assign a ship to him/her, not just pick a ship and assign an officer. (i.e. I should be able to either match an officer to a ship or a ship to an officer.) This point is something minor, but I find myself more often wanting to give an officer a certain ship rather than give a ship a certain officer.

22
Yeah, it'll only happen when you eliminate all their (regular, non-hidden) markets -- it will prevent it from spawning any more bases until and unless they get another market (as designed), but unfortunately it also prevents the script from cleaning them up.  :-\

As for a fix for existing saves, hmm. Giving them a market (either with Nexerelin or Console Commands) should(?) allow the intel to get cleaned up but it'll also allow them to spawn more bases. I think that might be the best I got. Fortunately it's just spammy, not necessarily gamebreaking...
Hmm... You think giving them a market and then immediately eliminating them again (hopefully before the game spawns them some bases) would work?

23
Fun bug: Infinite Luddic Path cells in intel menu (probably pirate raider and Kadur crusader activity, too) when the faction in question controls no non-hidden markets. No actual in-game effect beyond a little spam and the cells/raider activity not going away like it's meant to.

The raider base reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...

Anyway, it's not a Nexerelin issue (figured this would be worth bolding since people seemed to assume that) and will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.

Any advice on how to clear it out in affected saves? (Seems to just be the intel log not clearing out properly. Though I still get new Pather bases spawning, I think...) Also, I forgot I eliminated the Pathers from my current game; that actually was about when this started happening, now that I think about it.

24
StahnAileron: Thanks for the save!
Hmm, when I look at the GUI I don't see that any of the player colonies has more than one Pather cell each. [...] Are you seeing something different when you load the save on your end?
(In case there's confusion on this point: there can be one cell per colony, not one per faction)

BTW: You can use agents to remove Pather cells on markets they're on, you may find this worthwhile.
Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*

*struggles to get a screenshot...*

*gets screenshot finally...*: https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5

The in-game logs for pather activity list 85 items. Two reference bases (of which I've blown up); the other 83 log items reference pather cells. The other thing I can think of is that the in-game log in my game isn't properly purging old entries.

In the mean time: YES! A way to get rid of pather cells! I'll do that until I can figure out what the hell I did to my game install... Thanks for that feature!

25
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)
That sounds wild. Indeed, there should only be one cell per colony at most.
The only bit of vanilla code that adds the Pather cell condition specifically checks if the condition already exists on that colony; Nexerelin doesn't add any cell-adding code of its own and I don't know of any mod that does either.

Could you post the save and/or modlist? I might be able to debug it.

Mods:

Active-Gates
Another Portrait Pack
Audio Plus]Autosave
Common Radar
DIABLEAVIONICS
Fix All Empty Planets
GraphicsLib
GrytpypeMoriarty
Kadur Remnant
LazyLib
Legacy of Arkgneisis
Lightshow
MagicLib
Mayasuran Navy
Neutrino corp
Nexerelin
PlanetaryShieldAccessControl
Portrait pack
SCY
Ship and Weapon Pack
SkilledUp
sylphon
tahlan
Tyrador Safeguard Coalition
Underworld
UnknownSkies
UpgradedRotaryWeapons
Useable [REDACTED]
Version Checker

Save File: https://1drv.ms/u/s!Augwr6cXak-jrATD-9BufAvp-Ven

NOTE: My settings files for the game as a whole has been modified as well. It's mainly changing up the max officer count. (Baseline of 14 versus 4, since I have not idea how to mod the actual skill levels to give more than the current +2 per level.)

One mod, Useable [REDACTED], was updated my me in my install to support the newer vessels and a couple added by mods. (Shouldn't affect the save loading since it seems to only affect the ability to salvage vessels.)

All mods up-to-date currently according to VersionChecker, minus 2 unsupported mods and one with apparently a broken version file or something. (Update check fails.)

Let me know if you need anything else. Thanks for looking into this.

Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!
Intel Screen and look for the *new* Agent tab/category.

26
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)

Hunting down Pather bases is starting to become a full time job because I practically always have at least one active cell on each of my colonies now.

27
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: March 01, 2019, 01:07:40 PM »
Huh... I hit up Prism several times recently and didn't see anything... Will have to check again.

As for being faction-specific otherwise: That sounds familiar now that you mention it. I do recall it seeming like that back in the mid-0.8.x era when I first started playing SS with mods.

Thanks for the replies!

EDIT: Okay, I see it now. Dunno why the Independent colonies aren't as forthcoming with the IBB missions, but apparently I need to hit up Hegemony and Persean League colonies as well to have a chance at the IBB mission posts. Both of them have been a tad pissy with me as of late (gotta love the diplomacy RNG), so I've been avoiding them. (AI Inspection fleets haven't been helping either...)

That explains everything now.

28
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: February 28, 2019, 09:23:22 PM »
Are there any prerequisites to triggering IBB missions other than fleet size and completing IBB missions in general? I hit up the first few missions, but have yet to see anything pop up past the unique combat freighters. My fleet is sizeable (several capitals); I have colonies established. I've been itching to nab the late mission unique capitals.

My game install is also heavily modded. If you could tell me what the specific conditions IBB looks for are, I should (hopefully) be able to figure out why I haven't seen an IBB mission in ages. (The first two showed up easy enough. The third one showed up once I expanded my fleet. And I think it stopped around there.)

29
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: January 09, 2019, 03:50:59 AM »
Oh wow, i haven't really managed to get in the top endgame, barely engaging my first large (ish) proper fleets, but my game dropped from 60 (63) FPS to 22 at the lowest in a relatively non-extreme battle, vanilla (past chatter and rotary). https://youtu.be/6YcEv1B3I6Y?t=2863 I7 2700k, nothing battering my computer in the background (minus the constant stream) or anything like that. I've had some slumps here and there, but 22 FPS?

I believe the number of fighters/missiles in flight can have a dramatic effect on framerate belying the battle size. I'm on an i4770 with a decent GPU; when I start a fight with 4 Astrals (my forces), the framerate dips a bit when the fighters launch. It gets worse as opposing fighters come into play. And never mind the missile counts. (I have 2x of the large anti-fighter missile racks that fire 40-shot salvos per Astral.)

I've learned to live with it (especially in modded SS), though there was a mod that replaced missile and fighter effects with supposedly more efficient algorithms. No comment on the visual quality as said mod hasn't updated to 0.9a yet (last I checked.) I didn't know of it during the 0.8a era.

I would say avoid large fighter-count battles, but that's nearly impossible with larger fleets.

30
Mods / Re: [0.8.1a] Active Gates 0.2.0
« on: January 06, 2019, 05:22:20 PM »
Considering the convenience factor of gates plus the availability of Gamma Cores (relatively speaking), may I submit including Transplutonics (power) and Volatiles (coolant) as materials needed to reactivate a Gate? I think they should be a bit inconvenient to activate.

Metals & machinery are things nearly every fleet will have on hand due to combat salvage (in machinery's case, also for surveying). Transplutonics & Volatile you have to plan to carry in most cases.

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