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Messages - I_is_nublet

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1
Mods / Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
« on: November 21, 2019, 01:06:19 PM »
Sorry for the delay i use Eclipse, there is a tutorial for it here in the forums, the java version is 1.7, but i guess you figured it out.

Np mate! :)
I got it to work with netbeans, just had to set the original source up as being Java 1.7
now I can even compile it with Java 13. I still think your way is safer, compatibility wise.
So far I managed to make the terrier drones reach their resupply target more reliably.

Didn't have time to check into the papillon yet.

If you want to contribute you can send me the code later, i will make a build and release tonight.

For the papillon i want to make it clear: i already changed them into normal bombers (removed phase cloak) so if you want to try to fix them just to know if you can go ahead. If you make a nice custom AI that uses phase cloaks properly and let me use the code i could make a new bomber that uses it (if you will do it make them go past the target while phased and do the bombing run from behind)

Hm. Might be a bit tricky. But you could do something like set a fixed point behind the target to unphase (like 100 units closer than the maximum lead on their equipped bombs/rockets etc) for them to fly to before unphasing.

Or set them to target engines first, since you'll be hitting those first from behind anyway.

I'm not a programmer (some experience, but no AI development experience), but those are what I think would be simplest for what you have in mind as a phasecloak bomber.

2
Mods / Re: [0.9.1a] ED Shipyard 1.9.4 (updated 17/11/2019)
« on: November 19, 2019, 10:27:26 AM »
It is possible that the only way to fix the papillon problem would be removing the phase cloaks or replacing the default AI with a custom one, but that would be much harder.


You could try talking to soren and see if he has some advice for you, since he made some phase fighters for the blade breaker faction

https://fractalsoftworks.com/forum/index.php?topic=11322.0

But i'm not sure (100%) if they work with the same AI (default) yours do or not. But they seem to be ok-ish.

I'm sure there are other phase fighters/bombers etc out there. This is just one that I have seen while playing today that came to mind.

3
Starship Legends 1.3.12
Compatible with all previous versions

Fixed reputation resets never occuring if the required time to clear the ship's reputation exceded 30 days
Fixed loyalty to the player character being reset for a ship if the reputation hullmod tooltip was viewed without any captain being assigned
Fixed storyteller events breaking if the game was saved and reloaded between first seeing the event and accepting it
Fixed an error that could occur when updating from very old versions of starship legends
Fixed a few typos
Added new integration functionality meant to make it easy for mod authors to allow retrofitted ships to retain their reputations:
   starship_legends.Reputation.transferReputation(FleetMemberAPI from, FleetMemberAPI to)

Nice! Grats on mod status!

4
Mods / Re: [0.9.1a] ED Shipyard 1.9.2 (updated 13/11/2019)
« on: November 15, 2019, 03:34:49 PM »
Quote
Awesome. Narrated these two finds. Not sure if the latter is intended by lore as in „heat seeking missiles can’t find heat signature to lock on to“ but your mod, your lore

Watched it, you are super observant! I try to be, but I wouldn't have noticed these kinds of AI behavior and their impact on my own ship with the lasers for sure. Good finds :)

5
i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?

how much can it increase to and what are the tiers?

I think it's like 10,30,50,80,125,180? (not sure on after). 1 admin per tier. With 1 admin per tier. Don't forget you can use alpha cores in place of admins too if you think it's "safe" and not count towards being an admin.

6
Yeah, I know. It doesn't have one. The more recent version does, but the old one doesn't. the Mod_info.json file lists it as 1.0, but I don't think it gets changed between versions.

Mine currently does

{
   "id":"sun_starship_legends",
   "name":"Starship Legends",
    "utility": "false",
   "author":"Sundog",
   "version":"1.3.11",
   "description":"Gives your ships and their crew personality as their reputations grow, granting traits that influence the ship's performance.",
    "gameVersion":"0.9.1a-RC8",
   "jars":["jars/StarshipLegends.jar"],
    "modPlugin":"starship_legends.ModPlugin",
}

Do you remember around when you last updated it? That might help a bit.

7
Quote
It doesn't seem to have a changelog, but I think it was 1.1.11.

The changelog should be in the modfile for SSL. File path should look like C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Starship Legends and the changelog should be just a "text document" type file.

[attachment deleted by admin]

8
Haha, no problem. I'm just glad to have been able to help. Even if the problem was something less complicated than I thought it was lol.

Keep up the awesome work!

9
Ok, so 1 ship had loyalty (CR based) still, as the ship that officer was currently commissioned to had negative loyalty.

I put that one with the officer in it and mothballed it for > 90 days. No change.

I put the others into storage, after I mothballed them for half a day, for > 90 days. No change.

I put the one with loyalty into storage for > 90 days as well. No change.

I did however try the clearrep on 1 ship, and that did work  ;D

So, im guessing it's some kind of mod conflict if you can't recreate it (only thing I can think of is to have 1 officer have greater than 10% loyalty still in the mothballed ship, and then not have him change to another ship).

But I'll be ok now that I know how to clearrep. Not an ideal solution, but it IS a solution. :)

Thank you for your time and consideration, I appreciate it :)

Edit: these are raw files, unzipped (so much bigger). However I did not realize I overwrote the starsector.zip file before hand until I did so. So there is that. But just in case you want to go through them as well to see what is going on (if anything stands out).

https://www.dropbox.com/s/mxg8h6a6balljgl/starsector.log.1?dl=0

and

https://www.dropbox.com/s/ux3apf6icxlotxd/starsector.log?dl=0

Edit 2: i did all the testing without loading/saving this time round just FYI.

Edit 3: One thing I just realized it's listing 6 ships as mothballed in the log. I only have 5 in my fleet that im mothballing. Hm.

6960695 [Thread-4] INFO  starship_legends.CampaignScript  - crig 2221e has 18 days left before its reputation is cleared.

Is the only one I don't know what it is. The rest seem correct after checking with console to see where they are sold.

AHA! It's a salvage rig. I probably sold that while it was still mothballed. That is probably what is causing this whole thing to loop over and over!

Something so minor, I completely forgot I did it. I genuinely dont remember selling it, but if it's listed there as mothballed I probably sold it. I had no officer commissioned to it. Just straight up civie ship.

10
Alrighty, I looked ingame at their loyalty ratings, and tried mothballing them for around 90 days (in my fleet, not in storage) without saving or loading. (Ah, it seems I saved right before I started. Arg).

Their loyalty ratings have dropped from 20-30% increase to CR to 0. So that is dropping at least.

Now I'll try to see if the ratings drop when I have an officer in them while they are mothballed. And if that doesnt work, put them in storage and try.

11
I think I was saving and loading regularly.

6203513 [Thread-4] INFO  starship_legends.CampaignScript  - istl_vesper 1dd22 has 67 days left before its reputation is cleared.
6203513 [Thread-4] INFO  starship_legends.CampaignScript  - istl_stormkestrel_proto 16625 has 67 days left before its reputation is cleared.
6203513 [Thread-4] INFO  starship_legends.CampaignScript  - wolf 1dd68 has 52 days left before its reputation is cleared.
6203513 [Thread-4] INFO  starship_legends.CampaignScript  - crig 2221e has 42 days left before its reputation is cleared.
6203513 [Thread-4] INFO  starship_legends.CampaignScript  - xlu_cobalt c2d79 has 67 days left before its reputation is cleared.
6203513 [Thread-4] INFO  starship_legends.CampaignScript  - istl_stoat 51e68 has 52 days left before its reputation is cleared.

Goes to about.

6960695 [Thread-4] INFO  starship_legends.CampaignScript  - istl_vesper 1dd22 has 43 days left before its reputation is cleared.
6960695 [Thread-4] INFO  starship_legends.CampaignScript  - istl_stormkestrel_proto 16625 has 43 days left before its reputation is cleared.
6960695 [Thread-4] INFO  starship_legends.CampaignScript  - wolf 1dd68 has 28 days left before its reputation is cleared.
6960695 [Thread-4] INFO  starship_legends.CampaignScript  - crig 2221e has 18 days left before its reputation is cleared.
6960695 [Thread-4] INFO  starship_legends.CampaignScript  - xlu_cobalt c2d79 has 43 days left before its reputation is cleared.
6960695 [Thread-4] INFO  starship_legends.CampaignScript  - istl_stoat 51e68 has 28 days left before its reputation is cleared.

Then resets.

I would also point out that these are modded ships (not vanilla). So there is that to consider (and AFAIK they are not mods listed as part of your integration).

I need to make it a zip file. Sec.
https://www.dropbox.com/s/1dc6s8nfk5lsae4/starsector.log.zip?dl=0

https://www.dropbox.com/s/y5vxu9xrb3exoe6/starsector.zip?dl=0

As always, keep up the good work and we all appreciate what you do :)

And for clarification, the traits don't seem to be removed after mothballing for X amount of time. I am not sure about loyalty itself, I will look at it tomorrow at some point (12 hours or so) to make sure about that.

12
Hey, thanks for the report. Starship legends logs events related to clearing traits. Could you tell me if you're seeing messages in starsector.log about the time remaining before ship's reputations are removed? They should happen every three days or so.

It also seemed that it took more than (I set it to 15 from 10) 15 days for it to reset on a ship that had no loyalty.
How many traits did that ship have? It takes X days per trait to remove a ship's reputation, so the only time it would take about 15 days in this case is if the ship only had one trait.

And is there a way to reset it for ships from the save file or some such?
Yeah, you can use "clearRep" with Console Commands to remove a ship's reputation instantly. Enter "help clearRep" for instructions on specifying which ship or ships to select.

I'll take a look at the log in a bit. But afaik it took only about 30 days (which is the normal amount afaik from SSL, vs SSL RS) for the non-officer ship to lose it's 1 trait. The other ships between 3-4 traits each, and aren't even losing 1 trait after being mothballed for several months at a time (in storage or out).

Worst case I'll just clear rep em.

13
So this is an odd one. I have a tonne of mods, and ruthless sector. And I have fiddled with your files a bit admittedly. However it seems that I can't reset reputations for ships that have loyalty towards an officer/captain. No matter how long I mothball them. It also seemed that it took more than (I set it to 15 from 10) 15 days for it to reset on a ship that had no loyalty. Even after resinstalling SSL and RS ships with loyalty dont seem to decrease.

It could be mod interference, it could be a result of my fiddling. I don't know for sure. But I just want to make sure that this is not an issue with the mod itself. And is there a way to reset it for ships from the save file or some such?

Edit: I also recall I initially mothballed them with their respective officers onboard.

14
You could probably ask Phoenix how he did #2 in this mod.

https://fractalsoftworks.com/forum/index.php?topic=17173.0

Since it relies on the hullmod getting down to 20% before it allows the ship to use zero-flux speeds. He might be using something other than a continuous check, but again. Talk to him and ask him.

15
Alright I added all the portraits from the new merged portrait pack (thanks Interestio!) and I have 40 of the 60 rules done for faction portraits. There was an unforeseen issue on that feature I am trying to solve, and I need to add the Trader Guilds to the Nex faction config and finish the polish for Sci-Corps as well.

If I can get all of that done I'll release a Nex compatible update late tonight. No promises though: a lot could come up.  ;)

While it would be amazeballs if it happens tonight, no pressure :)

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