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Messages - Histidine

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2236
General Discussion / Re: Bad experience with Luddite Path and Pirates
« on: December 22, 2019, 06:18:08 AM »
Just tested it by setting rep low rep, getting pirate activity, removing it, setting rep back and waiting for a full cycle. No new pirate activity. This might be random or this can be planned ahead and dont take into account recent relations changes. Faction's expeditions were as usual. Dunno.
Was pirate activity condition removed with console?
I expect that removing it manually that way breaks stuff. Like the pirate base code could assume the activity is still there when it isn't.

(Nexerelin mod once had a bug where agents removing Pather cells from markets did so permanently; the cell would never come back)

(Edited for clarity)

2237
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 22, 2019, 05:38:15 AM »
Person bounties added after the game start advance twice per frame (so if it says 20 days remaining it'll actually expire in 10 days).

I suspect what's going on is that addActive is being called twice: once in VayraPersonBountyManager.createEvent() and once immediately after in BaseEventManager.advance().
Code: java
		if (count < currMax) {
EveryFrameScript event = createEvent();
addActive(event);
}
Code: java
    @Override
    public EveryFrameScript createEvent() {

        if (getInstance().getActiveCount() >= getInstance().getMaxConcurrent()) {
            log.info(String.format("Bounty hunting? *** off, we're full. [%s/%s]", VayraPersonBountyManager.getInstance().getActiveCount(), VayraPersonBountyManager.getInstance().getMaxConcurrent()));
            return null;
        }

        VayraPersonBountyIntel intel = new VayraPersonBountyIntel();
        if (intel.isDone()) {
            intel = null;
        }

        if (intel != null) {
            addActive(intel);
        }

        return intel;
    }
I had to disable faction respawning to deal with that issue. They shouldn't be spawning at all if I've switched them off in Vayras Sector settings, tho.
Turning off respawn of factions not present at start should be sufficient. I should change Nexerelin to make them not spawn if they're disabled in the Vayra config, though.

2238
The mod gives me an error that doesnt allow my game to start. How do i fix it?

https://imgur.com/a/ROgUW4y
You might need to update Console Commands. Get the dev version at the top here

2239
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: December 21, 2019, 12:20:24 AM »
The raider non-event fleets have a number of issues:
  • They're often way, way too large. My log lists a number of instances where fleets were spawned with >500 actual FP, and I've personally seen fleets with two rows of capitals.
  • It's nice at times, but I'm not sure they should clean up pirate and Pather bases so aggressively without the player having to do anything.
  • VayraRaiderNonEventFleetManager line 163: the travel assignment text is "travelling to the targetName star system"... where targetName is a planet or station, not a system.
  • Maximum fleet count really shouldn't be "sum of sizes of faction's markets", although they'll never actually reach this number (log message doesn't list more than 2 being in play at once)

2240
Modding / Re: More Flags 0.1
« on: December 20, 2019, 10:22:18 PM »

2241
I'm adding GUI sliders to a part of the new game dialog. But when I call the rules.csv row that's supposed to read their values, the sliders no longer exist (opts.hasSelector returns false). Even though I haven't left the dialog "page" where I added the sliders yet and the dialog option that calls said rule is in the same page as the sliders.
I have a working implementation of sliders elsewhere in my new game dialog, but can't tell why that one works and this doesn't.
Help plz

Do your options add any other options somewhere along the way? That would cause the old (slider) options to get cleared out. Do any of the rule commands you run return true in their doesCommandAddOptions() method? That would also cause the options to get cleared out, even if the command doesn't actually add any.

Edit: on re-reading, it sounds like the options are not, in fact, getting cleared out, so probably never mind that. But on the other hand, looking at the code, it seems... let's say unlikely? ... that the getSelector() option would return false if the right parameter was passed in and the options were *not* cleared, since the map that holds the selectors is *only* cleared when the options are cleared.
Ahh, that was it. The row had a script column call to make the rulescmd read the sliders, but also had an options column entry to advance the dialog, which was indeed why it was being cleared out. (Sorry if I explained it wrong!)
Thanks, solved now.

2242
I'm adding GUI sliders to a part of the new game dialog. But when I call the rules.csv row that's supposed to read their values, the sliders no longer exist (opts.hasSelector returns false). Even though I haven't left the dialog "page" where I added the sliders yet and the dialog option that calls said rule is in the same page as the sliders.
I have a working implementation of sliders elsewhere in my new game dialog, but can't tell why that one works and this doesn't.
Help plz

I have some Hidden hullmods that are popping up for players anyways, how do i make sure they never appear unless they are built-in?
Do you mean they're dropping as modspecs for players when they shouldn't? Add the "no_drop" and "no_drop_salvage" tags
(or make factions not know them, I guess)

2243
Bug Reports & Support (modded) / Re: Fleet creating error
« on: December 20, 2019, 04:30:35 PM »
When does this happen?
Are you getting an error message? If so, post the error at the end of [starsector-core]/starsector.log when this happens.
If not, what actually appears (or doesn't), and what is the expected behavior in the case?

2244
One last set of fixes. This mostly just integrates the previous hotfix jar into the main download, so if you already have that you don't need to download this version.

Nexerelin v0.9.5h
Download

Changelog
Spoiler
v0.9.5h
* Brawl mode fixes/tweaks
    * Default size mult range 1.5-3 (was 2-4)
    * 25% size increase applied to fleets in brawl mode doesn't stack with random chance for 50% larger fleets
    * Fix brawl mode causing too-long delays between invasions/raids
* NPC colonies should start building new structures immediately after upsizing (previously they had to wait up to 3 days for the next periodic check)
* Fix invasion wait stage (defending market after successful capture) lasting forever
* Fix outposts generating income
* Failsafe for crash due to null thirdFaction in raise/lower relations
* Attempt to fix incorrect fleet counts given in invasion/raid intel
[close]

a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?

can i only trade in blue prints the outpost doe NOT already have?

and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid

basically i want to get as many good blueprints as possible so i can make the best fleets
- No (although in the future I may reduce the price paid for repeat blueprints)
- No, you have to personally do the raid/invasion to get blueprints

2245
I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.

Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?
It's working as intended, yeah. NPC colonies in vanilla sector often have unused industry slots (Nex only changes this slightly), and in random sector (or when a colony upsizes) Nex can make the colony decide not to build any industry when it could do so. This is intended as a small thing to increase variety a bit, pretty much.

2246
Mods / Re: [0.9.1a] Better Colonies 1.2
« on: December 19, 2019, 03:16:03 AM »
  • Orbital Stations are now commandeered by an officer up to a max level of 8 (from 0).
    • An officer at this level may have 3 maxed skills.
  • Battle Stations are now commandeered by an officer up to a max level of 17 (from 6).
    • An officer at this level may have 6 maxed skills.
  • Star Fortresses are now commandeered by an officer up to a max level of 26 (from 12).
    • An officer at this level will have 9 maxed skills.
  • A Station commandeered by an Alpha Core will be level 29 given Gunnery Implants as a guaranteed skill. (Alpha Core would be level 20 in vanilla, this value is now able to be changed in the mod folder's setting.json whereas vanilla is hardcoded.)
Question: When are station officers below their max level? I'm not sure I've encountered a level 1 station whose officer's level was below 8.
If star forts' officers are consistently at 26 it feels like putting an alpha core on them is pretty useless (only gains 3 levels).

Can this mod work in conjuction with Nexerelin? It would be amazing!
I've been running both in my current game, works fine so far (I didn't go looking for bugs or anything though).

2247
Nex doesn't change ship salvaging.

After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.

2248
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

2249
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.

2250
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.

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