Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I seem to be having a strange issue with the "bounty level" command... once i used it, named bounties stopped appearing. No more boss mod ships for me till i figure out how to un-screw up whatever i did...Any idea what might have caused that? And is there an easy way to fix that? I've had zero new named boss bounties in many hours of playtime since i used the "bounty level" command.
Quote from: Delta7 on March 13, 2017, 08:22:31 PMI seem to be having a strange issue with the "bounty level" command... once i used it, named bounties stopped appearing. No more boss mod ships for me till i figure out how to un-screw up whatever i did...Any idea what might have caused that? And is there an easy way to fix that? I've had zero new named boss bounties in many hours of playtime since i used the "bounty level" command.What was the exact command you used? And are you talking named bounties like in vanilla or IBB bounties from SWP?
Well, sort of expected with the new game update, but this mod isn't working with the new 0.8 starsector. Neither is LazyLib or version checker. This is the message I get in the starsector log file...Softworks\Starsector\starsector-core\..\mods\Console Commands\jars\lw_Console.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Console Commands\jars\lw_Console.jar]java.lang.RuntimeException: Filenames are case-sensitive, [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands\jars\lw_Console.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Console Commands\jars\lw_Console.jar] at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
3.0 WIP (April 22, 2017)=======================Updated to be compatible with Starsector 0.8aControl+backspace now deletes the current word instead of last word in inputIf exception stack traces are enabled, show source jars in exception detailsAdded isCampaignAccessible() to CommandContext: - Returns true if the player is on the campaign map, in a campaign battle, or fighting a refit simulation battle in the campaign - Used to check if you have access to campaign-only methods (in SectorAPI, etc)Removed AddAptitudePoints command (use AddSkillPoints instead)Removed SpawnFleet command (will rewrite at some point in the future)New commands: - BlockRetreat, prevents a full retreat from being ordered by the enemy - ForceDeployAll, forces your opponent to deploy every ship in their fleet - ModInfo, shows detailed info about a mod, including what ships, fighter wings, weapons and commodities it adds to the game - SetCommission, sets the faction the player is commissioned to work for, or ends the current commission if "none" is entered as an argumentChanges to existing commands: - AddCrew no longer accepts a crew XP level argument - AddShip will redirect to AddWing if a wing ID is entered - AddSkillPoints now adds character points, used for both skills and aptitudes - FindItem/FindShip: - Both commands will simulate a visit from the player to each searched submarket; this ensures the searched stockpiles are always up to date, at the expense of the command taking ~1 second to execute the first time - Results are sorted by distance to the market - Added proper formatting to prices - Made it more clear when you enter an invalid ID versus when no goods are available in any market - GoTo will redirect to the Jump command if a star system's name is entered - Kill and Nuke credit kills to the player flagship (makes them usable w/ bounties) - List accepts several new arguments: - "mods", shows all currently enabled mods - "commands", lists all loaded commands (use "status detailed" for more info) - "aliases", shows all aliases added through aliases.csv - "tags", shows all tags and their associated commands - Fixed Traitor failing when used directly on a drone