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Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread
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on: April 22, 2018, 01:51:23 AM
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Is there a way to level an officer past whatever max level is defined in the settings (20, by default) without changing the officerLevelUp plugin in settings.json (which will cause conflicts if more than one mod wants to do this)?
I can define my own OfficerLevelupPlugin with an override for getMaxLevel(), and reference it using a different plugin ID in settings. But OfficerDataAPI.canLevelUp() still returns false once level 20 is reached, presumably because it always uses the plugin with the officerLevelUp key in settings.json.
@Inventor Raccoon: The portrait setting line should work and indeed other mods use it; I'm not sure why it's crashing. Maybe the portrait doesn't actually exist at the path... but it should just display a black rectangle even then.
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Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17)
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on: April 20, 2018, 04:50:27 AM
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Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
Are you travelling outside the core systems? You need to fly back to within comm relay coverage to get the bounty completion message. Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily. Last entries in the log: 21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios 21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11 21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager] 21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null 21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama 21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager] 21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424] 21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates 21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport) 21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin] 21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin] 21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3 Is this a known issue? I'm having the same thing as well. If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead. This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport). I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.) The issue should go away if you add one or more mods with new weapons. Or use this .jar(note: saves you make with the patched jar won't work with base v0.8.3e, so hold on to it) I had a small spark of an idea (But it's likely you've thought of it)
When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?
Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.
It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
Fleets without marines requested at a non-hostile planet will already protect it (assuming they don't wander off; I'll have to check if they do). But as a rule, NPC interactions between factions other than diplomacy/covert action events don't affect relations, and I don't think it's worthwhile to implement specifically for this (at least if the reputation is gained by the fleet actually fighting instead of just from ordering it). I mean, even the player fleet doesn't get a reputation reward unless there's a bounty going on. Hmm, actually, I think I ought to make fighting an invasion fleet result in a reputation bonus with the defending faction. Will make a note.
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Starsector / Mods / Re: [0.81a][UTILITY] Starsector FX 0.91a (and example mods!)
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on: April 10, 2018, 03:42:31 AM
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Pretty!
One feature request, if you haven't already done it: Would it be feasible to have API methods for turning trails on/off on the fly?
The use case that came up is certain shipsystems or other abilities that teleport a missile (or indeed, any other combat entity that ends up having one of these trails) from one location to another. The (current) vanilla trail system leaves a stretched trail between the teleport entry/exit points, and it would be beneficial if the FX mod implementation provides an easy way to avoid this.
For that matter, a ship could have a system that adds trails when active and removes them afterwards.
EDIT: Also, are you planning support for custom trail textures?
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Starsector / Bug Reports & Support (modded) / Re: [0.8.1a-RC8] Allied forces endlessly harass 0 CR enemy fleet, never destroy it.
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on: April 06, 2018, 05:29:04 AM
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The getHullFraction() overload with integer arg isn't in 0.8.1a, unfortunately.
Anyway, I tried forcibly setting the modules' hull to zero and/or calling setDetached() on them, but returned hull fraction still doesn't drop below 0.5. For stations with Vast Bulk I just manually track each module's hull level and detach it as needed, and destroy the central hull when all the modules are detached, but this doesn't work for regular ships. I guess this isn't solvable short of Starsector 0.9.
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Starsector / Bug Reports & Support (modded) / Re: [0.8.1a-RC8] Allied forces endlessly harass 0 CR enemy fleet, never destroy it.
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on: April 04, 2018, 07:25:31 AM
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There's some weirdness where FleetMemberStatusAPI.applyHullFractionDamage() doesn't seem to be lowering the hull fraction below 0.5. /** * Damages the hull by a specified fraction if ship does not have Vast Bulk; * else damages a randomly picked module * @param member * @param damageFraction */ protected void addDamage(FleetMemberAPI member, float damageFraction) { boolean hasVastBulk = member.getVariant().hasHullMod("vastbulk"); if (!hasVastBulk) { report(" Damage fraction: " + damageFraction); report(" Hull before: " + member.getStatus().getHullFraction()); member.getStatus().applyHullFractionDamage(damageFraction); report(" Hull after: " + member.getStatus().getHullFraction()); } else { //preventModuleRespawn(member); addDamageToOneModule(member, damageFraction); } }
544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Applying damage to loser's ships 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - -------------------------------------------- 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Remaining damage to loser: 429.07 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Disabled: 16, Heavy: 8, Medium: 9, Light: 0, Unscathed: 7 (Shield ratio: 0.67) 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Ranseur-class Fire Support Frigate: heavy damage 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.55493486 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Damage fraction: 0.2516773 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull before: 0.5 544524 [Thread-5] INFO exerelin.campaign.battle.NexBattleAutoresolvePlugin - Hull after: 0.5
I can't say for sure whether it's specific to any particular conditions (all ships have zero CR, losing fleet is retreating, etc.) This is a fairly heavily modded game and my attempt to reproduce it with no mods other than LazyLib + console failed, but I'm not seeing how any mod code could affect the specific call, hurm...
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Starsector / General Discussion / Re: Poor Hegemony.
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on: April 02, 2018, 05:24:39 PM
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Most mod factions are hostile to Hegemony because it was the main major faction for most of the game's history, and politically makes a good enemy given the lore of most factions. The League is of comparable size, but is a much more recent addition (only added in 0.8 IIRC) and was perhaps previously thought to be more benevolent than the current implementation is. Then, there are a few factions which are hostile to everyone in the Sector anyway.
Are you using Nexerelin? Without it factions that start the game hostile stay hostile, but in Nex the Hegemony should eventually make peace with most of its enemies at least.
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Starsector / Suggestions / Re: Junk Stuff
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on: March 21, 2018, 05:04:12 AM
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Aside from my taste (in terms of UI clutter, general "feel", etc.) as to whether such things should exist...
I expect the main outcome of someone being fleetwiped and then rebuilding their fleet using mostly or entirely 0 OP weapons is that they get re-stomped in the first battle they run into.
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