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Messages - Nerzhull_AI

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1
Mods / Re: [0.96a] Adjusted Sector
« on: February 07, 2024, 08:49:51 PM »
I'm still nowhere to be found for 0.97 update; But i've patched out the Agni issue, should be fine for now.
If not, message me.
Redownload mod to apply fix

2
Mods / Re: [0.96a] Adjusted Sector
« on: December 02, 2023, 03:55:27 AM »
This mod is wonderful, but I have run into a slight problem regarding scaling of profitability in a bigger sector.

Is there a way to increase the average payment for conducting missions (bounties, exploration etc) based on the distance from the core sector? Many jobs seem to become unprofitable and it feels unrealistic to have the same reward for something 30ly vs 50-60ly. Is there any way to curb this or an existing mod which alleviates the issue?

Thanks :)
I'll look into it in a day or so, my irl job and overall mental state require some unwinding. But i think it's possible.

3
Mods / Re: [0.96a] Adjusted Sector
« on: November 22, 2023, 12:48:45 PM »
I was stuck on a 100 cycle playthrough for quite some time. With this new theme thingy, am i still able to create square maps?
There's no preset for that - but i can whip one special for you, if you tell me the other things you want from the preset, according to existing presets.
Unless you want to customize settings yourself - in which case, you obviously can!
If customization is still a thing, i can do it myself. "You must pick one of these and rename it to settings.json, otherwise your game won't start." made me think customization didnt work anymore.
No, it's a core part of mod and works. People just requested multiple presets to simplify mod usage.

4
Mods / Re: [0.96a] Adjusted Sector
« on: November 19, 2023, 05:09:28 PM »
I was stuck on a 100 cycle playthrough for quite some time. With this new theme thingy, am i still able to create square maps?
There's no preset for that - but i can whip one special for you, if you tell me the other things you want from the preset, according to existing presets.
Unless you want to customize settings yourself - in which case, you obviously can!

5
Mods / Re: [0.96a] Adjusted Sector
« on: October 08, 2023, 12:08:33 PM »

   "sectorRemnantPresenceLow":5,
   "sectorRemnantPresenceMed":10,
These are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty.


This seems like an easy mistake to make. Might be worth it to add a comment on that in the next update.
All of this info exist on the very first page of this forum thread.

Quote
What command do you run to show all the warning beacons?
Start a new game, enter devmode, exist console, press ctrl+z and go into hyper. It will reveal all the beacons.

6
Mods / Re: [0.96a] Adjusted Sector
« on: October 07, 2023, 05:21:11 AM »
Hello, im encountering this bug

Quote
483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I. 00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
   at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
   at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
   ... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 19 more

I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.

Please attach your settings.json file from the mod

Here is the file, the website doesnt allow json files so i just copypasted the contents into a notepad txt file
It seems you have several manual errors with your settings file, for example:
Code
	"sectorRemnantPresenceLow":5,
"sectorRemnantPresenceMed":10,
These are supposed to be either 0 or 1 (which means either "there won't be this type of presence" or "There will be"). It doesn't change "total" amount of remnant systems, just their difficulty.
Some settings are missing entirely, as if you copy-pasted your settings from older version of the mod.

I've fixed all the errors in your files and tested it. Here you go (just don't forget to remove .text from it).
This is the result:
Spoiler
[close]

7
Mods / Re: [0.96a] Adjusted Sector
« on: October 06, 2023, 11:27:15 AM »
Hello, im encountering this bug

Quote
483329 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ExceptionInInitializerError
java.lang.ExceptionInInitializerError
   at assortment_of_things.campaign.procgen.RATSectorProcGen.prepare(RATSectorProcGen.java:42)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.public.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.L.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I. 00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.RuntimeException: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
   at com.fs.starfarer.settings.StarfarerSettings. 00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getFloat(Unknown Source)
   at data.campaign.procgen.SectorProcGenMod.<clinit>(SectorProcGenMod.java:33)
   ... 16 more
Caused by: org.json.JSONException: JSONObject["AdjustedSectorConstellationSize"] not found.
   at org.json.JSONObject.get(JSONObject.java:406)
   at org.json.JSONObject.getDouble(JSONObject.java:445)
   ... 19 more

I've taken the rest of the unneeded presets off the config folder and changed my chosen preset to be settings.json, dunno what else I'm doing wrong.

Please attach your settings.json file from the mod

8
Mods / Re: [0.96a] Adjusted Sector
« on: September 26, 2023, 07:48:20 AM »
I keep getting an error message from Cloudflare when I try to access the link for the download. It says I should provide the ID to the site administration to check what the problem is, I've tried from both Chrome and Edge to download the file.

Cloudflare Ray ID: 80cc2f7fad34d922

In addition to looking what the issue with TinyUrl is here, if someone could give me the non-shortened download url so I could use that directly, since it seems the issue is tinyurl itself in between, I would be much obliged.
Try this one.

9
Mods / Re: [0.96a] Adjusted Sector
« on: September 26, 2023, 04:01:08 AM »
will this apply to both small and normal sized map generation? or only on the latter?
Since mod rewrites size of the sector too, you should let it stay on "normal". I'm not actually sure what's gonna happen if you pick small.
Probably no difference at all.

If you want preset that is lesser than normal, you should write down exactly what you want - and i'll send a settings file your way.

10
Mods / Re: [0.96a] Adjusted Sector
« on: September 24, 2023, 12:40:31 AM »
Just an FYI, it appears that there's no default settings.json anymore in the 0.6.2 version, which causes a CTD when the game tries to generate a sector (Due to JSONObject["AdjustedSectorConstellationSize"] not found). It's obviously fixed by just changing any of the presets to settings.json, but that step's not mentioned in any of the documentation.
It is said in READ ME file, that you must rename one of the presets into settings.json.
Regardless, i've put big-ass string onto initial post so people wouldn't get confused.

Have a good day!

11
Mods / Re: [0.96a] Adjusted Sector
« on: September 19, 2023, 08:58:04 AM »
Is it compatible with faction mods like UAF, Imperium ect?
Absolutely so.

12
Mods / Re: [0.96a] Adjusted Sector
« on: September 18, 2023, 02:30:42 PM »
One of my all time MUST HAVE Mods!
thanks for your work on this.

Please make your mod compatible with the version checker. I think it's part of Nexerelin these days.
I'll see what i can do

13
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 18, 2023, 11:46:38 AM »
Also, I strongly advocate that the blast doors hullmod reduces chance of pet death in addition to crew.
If i read the source code correctly, this can only occur on ship destroyed in battle (doesn't matter recoverable or not), so such hullmod won't do anything.
But either way it would require to write completely new code that takes this into account.

14
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 18, 2023, 11:44:19 AM »
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion

Not to disparage your point here...but given that dozens of your crew can die horrible, but undescribed and unmourned, deaths in battle, I find it kind of hilarious pets are dedicated their own mini-eulogies.

Also, I strongly advocate that the blast door hullmod reduces chance of pet death.
To put it short:
1) You don't get to hear how each and every of your lost crew died in a very unpleasant way;
2) You don't pick any specific crewmate into the specific ship; The closest parallel to this is officers, but they - what do you know - don't die.
3) There's a difference between crew and pets. Crew, at the end of the day, in-universe are people who choose this life, knowing all the dangers. Pets can't do that. And even we disregard it, while i would mourn a death of a soldier on the battlefield, it would be quite worse if the same soldier got back after the war to be blown up by some gas leak or any other nonsense that he would never see coming.

Yeah, you can say it's silly, but for some reason it got to me.

15
Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: September 18, 2023, 11:21:32 AM »
Hi there.
I'm usually not doing things like this, but i have a question about the mod. Or, to be precise, about "Pet" thing.
I've been using Ind.Evo since it was release, and was very exited upon seeing whole Pet update. I like such little things, and don't really care about "stats" so to speak.
That was, until i found out that pets actually die in this. With a variety of very nice, very colorful death causes:
Spoiler
Code
was caught in an EMP and melted
was reduced to atoms by a stray projectile
was caught in an explosion
was sucked into space through a breach
was caught by a sudden decompression
burned to death in a trapped room
burned to death after hit by a laser
imploded due to a sudden pressure spike
was removed from existence by a missile
was vaporized by a plasma burst
was dismembered by falling debris
was incinerated by damaged machinery
was eviscerated by a shattering bulkhead
suffocated in a breached room
died of acute radiation poisoning
died of sudden atmospheric deficiency
died of poisoning after exposure to damaged research materials
was shot by a crewman after blocking the way
was electrocuted by a failing flux conduit
was caught in a flux stream and burned to death
was caught by an emergency shutter suddenly descending
died of blunt force trauma
was hit by shrapnel from an explosion
was electrocuted by a dangling power conduit
was trapped in a malfunctioning escape pod and died
was fatally wounded by a falling beam
was emergency ejected along with burning ammunition
was vaporized by tachyon rays
imploded in a weaponized strange matter event
was vented into space by an explosion
[close]
I'm not going ask a question such as "what in the f", it's your mod. Even if that^ is kind of antithesis to idea "pets aren't for stats, pets are just for players to have as a fluff, to feel good".
I'm asking if you planning of making this turn on/off option - not the pets entirely, but this aspect.
I had enough of very fun experiences irl in the past two years, and encountering this in escapism video game isn't exactly what i want or need.

Would appreciate to hear from you at any moment in future.
Have a great day.

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