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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Arsenal Expansion v1.5.3i - Systems  (Read 287871 times)

Avallac

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Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« Reply #330 on: September 22, 2019, 07:06:05 PM »

Hey, seems Omicron fleet is bugged. Its escorting my fleet but when I try to fight Omicron fleet joins on the enemy side... But doesn't actually show up in the battle on either side at all. This might be an issue with Blade Breakers from dassault-mikoyan mod, haven't tried to fight other factions with omicron's help but it definitely bugs out when fighting blade breakers.
« Last Edit: September 22, 2019, 07:16:57 PM by Avallac »
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Rbrx

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Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« Reply #331 on: September 26, 2019, 07:17:40 PM »

Really enjoying the mod, love the IX battlegroup's aesthetic. I suppose my only complaint is I'm not a fan of farming the Eyrie trying to get their blueprints/ships.
Have you considered adding a blueprint package for them to the mod? So I can stop burning scorn to the ground trying to get each individual blueprint.
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Zym

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Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« Reply #332 on: October 11, 2019, 07:42:48 PM »

Bugreport:
Some fighters are not getting their OP increased by 50% from Converted Hangars. Reavers should be 30 OP when used with converted hangars but are 20 as can be seen in the image:



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Inventor Raccoon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #333 on: October 12, 2019, 09:23:46 AM »

Got around to releasing 1.5.3h. Maintenance, no real content of any kind. If it's not obvious, this mod is pretty much in maintenance mode right now. Download in the main post as usual.

Changelog
Spoiler
Version 1.5.3h (Oct 12)
- Increased Flourish CR loss per deployment (same supply cost) (10% > 15%)
- Ninth Battlegroup are visible in the intel menu
- Reaver and Daemon are now properly affected by Converted Hangar OP cost increase (and similar effects)
- Alterations to Vanquish mount arcs/angles (especially medium mounts) to better encourage broadsiding
- Minor quest changes from Secrets of the Frontier ported (drops/dialogue)
[close]
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CrixM

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #334 on: October 12, 2019, 08:44:32 PM »

Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
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PaperAntoine75

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #335 on: October 13, 2019, 01:37:58 AM »

Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
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Inventor Raccoon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #336 on: October 13, 2019, 08:17:12 AM »

Is the 9th battle-group flourish not supposed to have the double shielding? Because it doesn't.
Updated the download with a fix.

Hi, great mod, keep going !
I have a little problem with the "Promise" mission : I can find the IA ship but I cannot find the Sierra core. I did find a research station but the Sierra core was not inside. I've been looking everywhere in the system but I cannot find anything... Is it a known problem?
Thank you!
You're looking for a glowing station that releases purple pings. It might be in the outer reaches of the system or somewhere else. Just tested to confirm that the core drop isn't bugged or something.
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Klokinator

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #337 on: November 02, 2019, 07:22:48 PM »

Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
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Inventor Raccoon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #338 on: November 02, 2019, 08:08:36 PM »

Where do I find Mantidae fighters ingame? Just random faction depots, or any specific factions?
Independents, Persean League, Tri-Tachyon, Sindrian Diktat for all three variants.
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The_White_Falcon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #339 on: November 06, 2019, 03:37:59 PM »

Hello, I would like to start off by thanking you for this wonderful mod; really brought a lot of variety to the game.

I would like to ask how you managed to get your star systems and factions to still work with nexerelin's random home worlds option.  I'm trying to convert the Tahlan Shipyards mod to work with that feature as the mod author has declared that they have no intention of patching their mod to work for it.  As such I was hoping you might be able to shed some light on how you managed to override the option to always make your custom star system/factions to appear the way you intended.  I'm assuming it's something like:
    if (game.mods.contains("nexerelin") && game.mods.getMod("nexerelin").options.randomworldgen.isSelected()) {
        game.map.generateStarSystem("theEYRIE", [<x,y coordinates>]);
        game.factions.add("ninthBattleGroup");
    }

If this is the case, what files do I need to edit to include the factions/star systems in Tahlan Shipworks to work with Nexerelin's random home worlds option?

Any help you could provide would be greatly appreciated.
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Inventor Raccoon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #340 on: November 06, 2019, 03:48:22 PM »

Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]
« Last Edit: November 06, 2019, 03:52:03 PM by Inventor Raccoon »
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The_White_Falcon

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #341 on: November 06, 2019, 05:35:10 PM »

Spoiler
Mods that skip generation when Nexerelin is installed do so because they're specifically coded to. Arsenal Expansion isn't, and just runs the IXBG generation code with no regard as to whether Nexerelin is even installed. The only check is for the noEyrie setting. I also decided to forgo an economy or starmap json file and do it manually so that the game would work even if the Eyrie didn't exist.

I'd think that Tahlan has its generation code started from the modplugin in the .jar, and the only way to change it would be to decompile, rejig the code that checks for Nexerelin and then recompile it, I assume.

EDIT: It actually looks like I've forgotten to update the source for newer versions. Here's the relevant code from my dev environment.

Spoiler
Code: java
public void onNewGame()
  {
    initAE();

    if (IX_OFF)
    {
      return;
    }

    initFrontier();
  }
[close]
[close]
Thank you!! I'll give this a try.  Thanks again for the quick response.
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Captain Trek

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #342 on: November 16, 2019, 10:06:37 AM »

The Vanquish infuriates me for some reason. I keep thinking it should be 5 DP higher, but most of its features are juuust bad enough that I keep catching myself and thinking "well maaaybeeee..."

Congratulations to Inventor Raccoon on creating the most annoying ship in all of Starsector. XD

EDIT: Oh and also - Ninth Battlegroup's market share in fuel is a little over-competitive. What would you reckon to taking off the Synchrotron Core?
« Last Edit: November 17, 2019, 05:01:55 AM by Captain Trek »
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Sundivingdownloader

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Re: [0.9.1a] Arsenal Expansion v1.5.3g - Systems
« Reply #343 on: January 03, 2020, 04:07:09 AM »

Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.

Yes, although all I've done so far was a bounty.  Maybe they don't help unless it's a faction bounty?  Mine was a pirate bounty and I was neutral toward the pirates.
« Last Edit: January 03, 2020, 05:25:36 AM by Sundivingdownloader »
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Histidine

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Re: [0.9.1a] Arsenal Expansion v1.5.3h - Systems
« Reply #344 on: January 03, 2020, 04:42:58 AM »

Is anyone just not getting the Omnicron fleet to join battle? Tried with a Remnant Nexus, they did not join, and now with a swarm of Remnant sub-ordos.
Edit: Just checked in the next battle, it says it's joining the enemy instead of me, yet their ships are not listed on the enemy or in my fleet nor do they apear in battle.

Yes, although all I've done so far was a bounty.  Maybe they don't help unless it's a faction enemy?
Is this with or without Nexerelin?
I'm not sure Omicron can be counted on to join player battles at all in vanilla. Nexerelin does some stuff to try and make it happen (for its own reasons), but I'd like to know if that's failing.
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