Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Pages: [1] 2 3 ... 10
 on: Today at 10:51:13 PM 
Started by Bootpocalypse - Last post by Bootpocalypse
I started a new modded game, and at one point, I traveled to a luddic path base that was too strong for me to take the bounty for at the time.

So instead of leaving and coming back later or something, i just decided to raid it over and over again until the station stability was like -20 due to raids.

By the time i started making colonies, the station was decivilized and abandoned, but when my colonies got active luddic path cells, it states that the source is coming from the now decivilized station, and apparently claimed by "Neutral" instead of luddic path.

The station itself can only be used as a storage depot but its still supplying the luddic path stuff on my colonies, so i cant get rid of it.

Even when other factions put a bounty on the station, i cant engage it, and I cant sent a fleet to do a base strike either. I can see the base itself on the strike list under the "Neutral" faction, but the game doesn't let me send a fleet.

Just wondering if anyone else has run into this problem, and if they managed to fix it.
My mods are nexerlin, starship legends, console commands, luddic enhancement.

 on: Today at 10:49:00 PM 
Started by Alex - Last post by SonnaBanana
Will there be hullmods which boost skills? Like hull mod which increase the maximum of Carrier Group from 6 to 8, or increase the number of Automated Ships in your fleet?

 on: Today at 10:43:31 PM 
Started by AxleMC131 - Last post by AxleMC131
It definitely spawns in-game, but it's quite rare. Only a handful of factions use it, including the Independents, Tri-Tachyon Corporation and Sindrian Diktat.

Out of curiosity, how many other mods are you running that add ships to the vanilla faction roster? When you have a larger pool of content from competing ship pack mods, it can be much harder to find a specific ship.

 on: Today at 10:41:46 PM 
Started by Soren - Last post by Soren
just want to say, this mod is fantastic! I love seeing a blade breaker incursion because it means i get to shoot and loot so many huge fleets! one thing, i saw earlier in the thread that there were apparently 5 sigma worlds, while my map has only 3. was I meant to enable something in settings to spawn more? the systems i have are dalet, lenze and the one starting with "a" (forgot the name).

Thanks. I'm glad you're enjoying it.

I used to have five fixed systems that always spawned. Now I have three semi-procgen constellations that always spawn. Each one has a Sigma World and a heavy Blade Breaker presence. There's a bit of randomness, but not too much.

If you enable procgen spawns in DMEsettings.ini, you get roughly 3-5 more systems, populated by a script Remnant-fashion. Those are totally random.

That sounds like the bug that happens when the market and/or its conditions are not marked as surveyed.

Hunh. I'll have to fix that - how does the station in Corvus handle it?

 on: Today at 10:16:36 PM 
Started by TheHappyFace - Last post by MesoTroniK
Version Checker marks this mod as unsupported and I can't seem to be able to make any of these structures, am I dumb?
Wrong thread friend?

 on: Today at 10:13:31 PM 
Started by Imp0815 - Last post by MesoTroniK
Using the program Audacity, it is as easy as:
Stereo Track to Mono

And then exporting the sound as per normal.

 on: Today at 10:10:39 PM 
Started by goduranus - Last post by Sinosauropteryx
I like this idea, it captures the Death Star trope nicely and opens up other ways to play. So far there's only 1 kind of ship that really excels at handling stations, which makes them pretty boring to deal with imo. I have some questions.

Can most phase ships make it up close to a station through its entire range without overloading? It's not something I've tested so I have no idea.

Would it be hull size limited? I have trouble picturing an interior space within the station that can hold a Doom.

Will the AI attempt this tactic on you? How does one protect against it? If stealth docking is a known tactic then coutermeasures would exist.

 on: Today at 10:10:35 PM 
Started by Cycerin - Last post by Vayra
Whoops, got one more.

Code: java
            DerelictShipEntityPlugin plugin = (DerelictShipEntityPlugin) entity.getCustomPlugin();
            PerShipData shipData = plugin.getData().ship;
            this.variant = shipData.variant;
            if (this.variant == null) {
                this.variant = Global.getSettings().getVariant(shipData.variantId);
            shipData.variantId = null;
            this.variant = this.variant.clone();
So this creates a ShipVariantAPI. All good so far. Note the shipData.variantId = null; because it looks like ShipRecoverySpecial prefers variantId over variant, heh.

This, in ShipRecoverySpecial
Code: java
		FleetMemberAPI member = null;
if (shipData.variantId != null) {
member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, shipData.variantId);
} else {
member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, shipData.variant);
creates a FleetMemberAPI, and sets its variant to that ShipVariantAPI as long as it doesn't have a .variantId. Am I right in assuming the ShipVariantAPI we created with .clone() above is the same instance as this new FleetMemberAPI will have, and will be unique to that FleetMemberAPI since it's a clone created in the process of generating it, and I can therefore store data in the hullmod with the ShipVariantAPI as a key? Or does .createFleetMember() clone the variant again?

 on: Today at 10:07:43 PM 
Started by Kahabut - Last post by Midnight Kitsune
Notepad can work. Or Notepad++.
The line in the document is "maxShipsInFleet":30,
Change that 30 to 50 and you are good to go

 on: Today at 10:00:54 PM 
Started by Histidine - Last post by dorgus
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?

I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.

It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.

(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)

If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
Code: java
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.

Thanks a lot! I'll try the code a bit. But I'm definitely willing to wait too!

Pages: [1] 2 3 ... 10