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Messages - Histidine

Pages: 1 ... 147 148 [149] 150 151 ... 310
2221
Modding / Re: Help! Mods aren't appearing in the launcher
« on: December 16, 2019, 05:31:12 AM »
Make sure your folder structure is such that you have a path
mods/[mod name]/mod_info.json
and not
mods/[zip name]/[mod name]/mod_info.json

2222
Actually, looking at the vanilla inspection code, it already does the usual attacker vs. defender strength comparison if Hegemony is hostile to player at the autoresolve moment (regardless of what the original orders were). So I'm not sure what's going on.

...When you say the inspection forces were outmatched, was this for space, ground or both? If the inspection fleet loses the space fight it doesn't get any cores, but if they win that then they have a chance of taking each core (rolled individually) equal to their raid mult (the percentage strength figure you see in the raid dialog). Although it should be pretty hard even then if there's heavy batteries and a planetary shield with alpha cores.

I've encountered inspections taking cores against strong ground defenses before, back in vanilla 0.9; this may be worth looking further into.

2223
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 16, 2019, 04:39:52 AM »
Minor Update - 3.1.1

Cleaned up some ghost ship effects. "Hyperlost" ghost ship interaction with dead gates no longer breaks Gates Awakened. Download from OP - this one might actually be save-safe, but no promises!

Started a new game after updating this mod and I'm still losing access to an active gate. More specifically the gate in Yma that activated when I did the first part of Gates Awakened. It worked for a while but now when I go to it it pops up the dialogue from this mod.

Other gates seem to work fine.

edit: Second gate stopped working with the same thing right after I activated it. I'm using 3.1.1 btw.

This... I'm still lost on. :(
The Gates Awakened dialog check has $tag:GatesAwakened__gate_activated score:10
while the Vayra ghost ship gate dialog check has $global.vayra_hasHyperlostGhostShip score:420
Since the latter number is bigger, the ghost ship rule always runs in preference to the awakened gate rule.

Either lower the score from the ghost ship check, or update your rule so that it checks for the gate not being awakened; e.g. !$tag:GatesAwakened__gate_activated

Apologies in advance if this question has already been asked but:

How do the colony factions work? When do they appear? I don't recall them ever showing up in an (albeit brief, like 1 hour) playthrough I did with this mod. Where and when do they show up? And does it work the same way in Nexerelin's Corvus mode? I'm looking to start a new playthrough soon and I am quite interested in this system.
IIRC:
They don't spawn until cycle 208 by default. You'll get an intel notification that a new faction has formed, and more notifications for each colony expedition they send out.
It should work in both random and non-random Nexerelin sectors.

2224
Has anyone experienced an issue where invasion intel items aren't being cleared after success (they stay at the stage where the invasion fleets defend the target forever?)
I've prepared a hotfix for that, let me know if it works.

Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.
The number of blueprints dropping in a raid is hardcoded (same as vanilla).
Although you can go into settings.json to remove the blueprint raid cooldown (nex_raidBPCooldown) and then raid the target repeatedly to get more blueprints, at least.

By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.
Yeah, the inspection event doesn't handle faction hostile/not hostile state changes properly right now. I expect I'll fix it in the next major release.

2225
General Discussion / Re: description change of jangala
« on: December 14, 2019, 09:54:09 PM »
It's a beta feature in Nexerelin. Currently it only applies to the Corvus system, but Weezer (he's the one who wrote the descs) and I hope to expand them to the rest of the vanilla core sector :)

(mods can add their own too, see data/config/exerelin/captured_planet_descs.csv)

2226
Extracting the relevant parts:

Code
2335058 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
2335058 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.bak] to [campaign.xml]
2335058 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.bak] to [descriptor.xml]
2335058 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.StackOverflowError
cause-message       : null
method              : com.fs.starfarer.campaign.CampaignTerrain.writeReplace()
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.StackOverflowError
cause-message       : null
method              : com.fs.starfarer.campaign.CampaignTerrain.writeReplace()
-------------------------------

Code
Caused by: java.lang.StackOverflowError
at java.lang.ThreadLocal.get(Unknown Source)
at sun.misc.FloatingDecimal.developLongDigits(Unknown Source)
at sun.misc.FloatingDecimal.dtoa(Unknown Source)
at sun.misc.FloatingDecimal.<init>(Unknown Source)
at java.lang.Float.toString(Unknown Source)
at java.lang.Float.toString(Unknown Source)
at org.json.JSONObject.numberToString(JSONObject.java:683)
at org.json.JSONObject.valueToString(JSONObject.java:1414)
at org.json.JSONObject.toString(JSONObject.java:1292)
at com.fs.starfarer.loading.D.o00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.writeReplace(Unknown Source)
at com.fs.starfarer.campaign.CampaignTerrain.writeReplace(Unknown Source)
at sun.reflect.GeneratedMethodAccessor98.invoke(Unknown Source)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.lang.reflect.Method.invoke(Unknown Source)

No idea what causes it

2227
Pretty sure you need the full subpath, i.e. "data/strings/tips.json"

2228
By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.
I might do something about that issue that sometime, yeah.
(It'd likely be hugely annoying to destroy cores outright if it's the player colony that gets captured, but the cores could go in storage maybe)

Quote
Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.
Yea it's a known issue. I told Gwyvern how to lower the Prism trading value of the blueprints, so this may be fixed when LoA updates.

Quote
EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.

Edit 2: It's queued up a second spaceport building.

Spoiler

[close]
Hmm, couldn't reproduce using the minimal way (console DestroyColony), the defense station just disappears and for custom station entities (like Jangala) the planet can't be re-colonized through interacting with the station, it just acts like the abandoned station. Nexerelin doesn't modify the player colonization process, anyway.

I thought it might be Boggled's station mod, but that works a different way.

Was this with a random sector core world? Or a handmade (non-procgen) planet added by a mod? (Doesn't look like either, but I want to be sure)

It may be best to make a thread in the modded bug reports subforum; maybe I'll do that later.

2229
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.

It's not reflected anywhere. However, there is an OptionalFleetData.damage field - which is *only* used in WarSimScript.getFactionStrength(). So if one wanted to, one could have their route-spawned fleet store the level of damage (i.e. losses taken) in that value, use it when spawning (or re-spawning) the fleet, and its strength would vary accordingly for the various strength checks used for resolving not-near-the-player events.

I don't know if I'd recommend it, though - if you try to spawn a fleet using the same random seed but less fleet points, it'd likely end up being a very different fleet. Using the damage field would make more sense for fleets that have never actually spawned.

However, none of the vanilla fleets will use the damage field when spawning, so this would only work for routes where both the spawning and taking damage aspect of this is used. I.E. you couldn't hurt an existing patrol fleet route by setting its OptionalFleetData.damage - or, rather, it would affect it for strength checks, but not for when it was spawned due to being near the player.

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)?

No. Route fleets used for strength checks which can affect things like, say, the outcome of a raid, but don't actually affect the routes themselves.
Thanks for clearing that up!
Although I have to say, not recording damage looks it leads to some obvious (albeit minor) issues. Two that come readily to mind (I've encountered at least one personally):
  • If the player intercepts a raid fleet short of its target and damages it, then flees elsewhere, one would expect the raid's autoresolve strength to be weakened as a result, but it isn't.
  • If the player encounters raid fleets returning to base after a failed raid, they'll be at full strength when one expects them not to be.
(Anyway, for my current use, I'm currently accepting the fact that the fleet composition can change wildly when recreated after taking damage.
If enough people notice it and get weirded out enough to mention it, I could make the fleets never despawn once spawned by the route manager, although I'm afraid that risks consuming a lot of memory and save file space given how many fleets the player might encounter and how big they'll be)


Other related question: I seem to recall debris and derelict ships being present in star systems with ongoing raids, when the player visits them. Is there some vanilla code that generates them, or am I just completely misremembering things?

2230
General Discussion / Re: Can you be left alone in Starsector?
« on: December 10, 2019, 12:17:45 AM »
Does it work that way in vanilla also? If so, the UI thing is a bit of an oversight, the intel message should definitely tell you you're not getting penalized.
Nope, vanilla has full pirate activity penalties regardless of relationship (although AFAIK they won't send the raid fleets at you at least).

2231
General Discussion / Re: Neutral faction?
« on: December 10, 2019, 12:16:04 AM »
My guess: this is the thing where expired bounties turn neutral before despawning

2232
1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?

This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization
The Sector is unfair that way <shrugging emoji>
(cf. various past topics on this subject)

However, the asymmetry here is the main reason why there's an allowNPCSatBomb config in exerelin_config.json, so you can remove this source of unequal treatment.
(This doesn't remove the territorial sat bomb though, I never did get around to replacing that with an invasion or something)

Quote
2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?
They won't appear in the "core" systems, but should spawn as normal in the areas beyond those.

Quote
3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?
Not intentional, but preventing this involved more messing with the guts of the base game's code than I wanted to do.
You still can't trade with them if you somehow manage to get enough rep with them to stop being hostile, but they won't attack you at least.

2233
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?

Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.

The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
Soren, pls fix Stormhawks

They're from Vayra's Sector mod, so you should post there. (And/or disable them in VAYRA_SETTINGS.ini)

2234
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).


2235
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).

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