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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Dark.Revenant

Pages: [1] 2 3 ... 183
1
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: April 25, 2022, 10:36:42 AM »
Is there a way to permanently defeat the Cabal so those annoying extortion patrols don't spawn anymore?
You can't, but you can disable them completely in config file - however you need to start a new game for it to have any effect.

That's incorrect.  If you toggle them off mid-campaign, they'll disappear pretty quickly.  At least, the Cabal spawned by Underworld will.  I have no idea if Nex honors the setting.

2
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.2
« on: March 09, 2022, 09:54:38 AM »
A bit of an odd question, but how can I modify the mod so that imperial ships no longer use vanilla weapons?
The thing is, I love this faction's aesthetic to bits and I feel like vanilla weapons really get in the way of it. It also makes it harder to hoard imperial weapons and get them from industrial revolution requisition centers since the faction uses vanilla blueprints.

You'd want to modify the faction files in data/world/factions to no longer offer any of the vanilla blueprints or blueprint packages.  I'll warn, however: the Imperial weapons don't cover every niche.

3
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: March 09, 2022, 09:41:27 AM »
I've lost several story points and ships due to the Cabal in my game. I don't find it fun having them around so much.

Fortunately, the mod provides a way to disable them from your next playthrough while keeping the rest of the Underworld content active.

Just change the following boolean within the UNDERWORLD_OPTIONS.ini config file:

Code
"starlightCabal":true,  # Default: true  ## The Starlight Cabal exists

Thank you.
I created my own faction on Nexerelin and several months in, a Cabal fleet led by a Paragon attacked my only planet. It's impossible to even approach the damn thing without being blown to pieces.
In this early stage of the game, either this faction has been overturned or it is far too aggressive and omnipresent. Probably a bit of both.

The Cabal is designed for Starsector, not Nexerelin.  If their behavior is strange in Nex, bring it up with Histidine.  Was there a "Cabal Raid" event going on?

4
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: February 08, 2022, 09:52:05 PM »
Greetings again DR,

I have completed a devmode test under the following conditions:

Spoiler
Activated mods:
  • Nexerelin 0.10.4b
  • LazyLib 2.7b
  • Console Commands 2021.12.25
  • MagicLib 0.42
  • GraphicsLib 1.6.1
  • Ship/Weapon Pack 1.13.0
  • Underworld 1.7.1

Non-default Nexerelin start settings:
  • Starfarer Mode: ON
  • Easy Mode: ON
  • Allow Faction Respawning: ALL FACTIONS (including those not currently present at start)

Pre-Test Setup:
  • Level up to max Level 15 via Console Commands
  • Use openmarket to scour markets for IBB representative
  • Create Master Save File to preserve IBB representative state

Test Steps:
  • Engage IBB representative, accept IBB
  • Create new Save Copy
  • Reload the new save, confirm that Loading completes without java.lang.SecurityException
  • Confirm that IBB bounty details are displaying properly under Intel tab
  • Delete Save Copy, reload Master Save
  • Repeat from Step 1, but spend story points to skip past already tested IBBs

IBBs to test:
  • Francis Butler
  • Ryx Barlow
  • Lisa Nanao
  • Ocula Gazer
  • Jaine Meredith
  • Blaize Rex
  • Mackie Corbin
  • Ned Ludd
  • Johnny Major
  • Elaine Megas
  • Clade Midnight
  • Xenno Aura
  • TTX Laplace
  • Trilby Enlightenment (the alleged culprit)
  • I'll Kill You All
  • El Psi
  • Gabriel Mosolov
[close]

And my findings:

Spoiler
All 17 IBBs were successfully F9'd without error -- including Trilby Enlightenment.

While the Interstellar Imperium mod was not activated in this test, I highly doubt the HELMUT IBB was responsible for the java.lang.SecurityException error that bricked my actual game save, as I had already completed that bounty before I met the representative to discuss Trilby Enlightenment.

(Vayra's Sector was also active in that save, however. Perhaps I had accepted a few HVBs from that mod as well...?)
[close]

Conclusion:
IBB bounties, when tested alone, are not responsible for the java.lang.SecurityException savefile corruption incident.

Well done, and thank you!  It's very hard to determine what the root cause of the error is because there aren't any mod-written Java classes in the backtrace.  Very spooky...

5
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 28, 2022, 12:09:37 AM »
I'm running a few mods including Underworld but not Nexerlin. Whenever I fight cabal ships with s-mods, when I recover them they all just have a bunch of d-mods and no s-mods. Am I missing something?Is there a way to turn this off? Thanks.

That's how the game works by default; S-mods are not retained when you capture enemy ships.

6
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 16, 2022, 05:02:12 PM »
Which settings?

7
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: January 15, 2022, 09:09:01 PM »
CPU/GPU models?

The only thing that was changed was one of the distortion shaders.  Try disabling distortions in the options to see if it goes away.

8
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 12, 2022, 10:40:42 AM »
Hi, I noticed the newly added "PD Assault Conversion" doesnt actually work. I tested it with multiple ships, multiple weapons and multiple mods and even bare vanilla, any tips pointers or is it just a bug for RC6?

Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 0.6-efficiency shield) = 492 damage
As above, but with PD Assault Conversion = 615 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor) = 30 damage
As above, but with PD Assault Conversion = 38 damage
Heavy Machine Gun + 2x Light Dual Machine Gun (one burst vs. 1750 armor after a reaper hits in that spot) = 67 damage
As above, but with PD Assault Conversion = 126 damage

I don't know what isn't working for you.  What context are you seeing this in?

9
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 09:06:24 PM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.
Cool. It's probably just me being dumb with something for the mission not loading.
Also I would like to take this opportunity to point out that I kind of hate the Excelsior mission... Like a lot. Though after it has been completed, how do I even get it? After it was completed, I immediately tried to do a free start and it wasn't an option anywhere. I didn't have time to restart the game today, so is a restart required to be able to choose it?

There's a weird quirk of the game that requires a restart, yeah.

10
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 03:00:21 PM »
Awesome, an update. Though I do have some questions.
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Removed Helios
First question, why was Helios removed? Second, is the Excelsior one of a kind and only available as a starting option after completing the mission?
Also a side question: Are there any other missions that unlock things? Be it from other mods or vanilla. I haven't heard of missions unlocking things before.

Edit: I tried to preview the things in the mod showcase mission, which is added by a different mod, and it says "Hullmod seraph not found". Probably not something that needs to be "fixed", but I figured I would point it out.
1. Not representative of the base model.
2. Yes and yes.
3. Yes, the Hot Coffee mission from Iron Shell also does this.
4. Seraph isn’t related to SWP.  I’m fairly sure that word doesn’t appear anywhere in the mod.

11
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 11, 2022, 02:18:00 PM »
With the nerf to the Drover, there’s no real reason the Vortex should still be 15DP. It should either be  nerfed in stats or bumped up to 18DP—as is, it’s stronger than the Drover for no real downside.
P.S.: any way I could make a modification like this myself?

I feel it’s in a good spot at 15 DP.  Mora and Heron are 20 DP.

12
Mods / [0.95.1a] Interstellar Imperium 2.5.2
« on: January 08, 2022, 09:24:40 PM »
Fixed!  Also a few more balance tweaks...


Download Interstellar Imperium 2.5.2
Download Mirror
(Requires LazyLib 2.7b)
(Requires GraphicsLib 1.6.1)

- Supported by Nexerelin 0.10.3i -

We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!

Version 2.5.2:
- Sebastos armor increased to 950 from 900
- Ixon flux dissipation decreased to 325 from 350, speed decreased to 65 from 70
- Lux Repeater damage increased to 45 from 40
- Telum Autocannon damage increased to 230 from 225
- Solis Cannon damage increased to 325 from 300
- ER Particle Cannon damage increased to 130 from 120
- Pulsar Cannon flux cost reduced to 22 from 30
- Pulsar Repeater flux cost reduced to 22 from 30, now a PD_ALSO weapon that fires upon missiles if no other target is in range
- Heavy Pulsar Cannon flux cost reduced to 60 from 70
- Moved Corsica (applies to new saves)

13
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: January 08, 2022, 04:06:32 PM »
Just popping up to say that idea of pirates actually demanding something from you rather then permanently trying to kill you is something i wanned for long,new ships are interesting,specifically SC as HT alternative to pirates,havent piloted them for much but definetely fought against them many many times
is that intended that SC like nearly permanently rally around your system hyperspace with one fleet when hostile?seeing those with 2-3 S-mods on all hulls is scary at times,specially considering they appear to be TT at first and have quite heavy fleets

will probably edit this when i get to ride those myself,specifically looking at palace,succubus and the wagon
some insight on how to get 1 and 3 would be appreciated as i havent seen them outside of this page and files

Yes, it's intentional.  They prey on you once you've got some reasonable market size, since you'll likely have good stuff to take.  To flush them out, get an upgraded Military Base so that you have patrols in hyperspace.

14
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.1
« on: January 06, 2022, 08:42:47 AM »
Haha, got some reports about the Libritor's AI, did we? :V

Though, wow, I'm surprised at the Ixon buffs. It was already a favorite cruiser of mine in AI hands, and those buffs make it a lot better. That might be II's best cruiser now, by a lot.

All of the vanilla cruisers in the 15-25 DP range that have a similar role to the Ixon got heavily buffed.

15
Mods / [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 05, 2022, 11:28:06 PM »
Welcome back!  Sadly, no new quest YET, but there are plenty of other goodies to look forward to...


Download Ship/Weapon Pack 1.13.0
Download Mirror
(Requires LazyLib 2.7b) (Updated!)
(Requires GraphicsLib 1.6.1) (Updated!)

- Supported by Nexerelin 0.10.3i (Updated!) -

Git Repository

Edit SWP_OPTIONS.ini to enable or disable Ship/Weapon Pack features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.13.0
- Updated for Starsector 0.95.1a
- Added Champion (LG)
  * Thanks to King Alfonzo for the sprite!
- Excelsior
  * Excelsior no longer spawns naturally
  * Added new MagicBounty scenario that involves fighting the Excelsior (if you have MagicLib)
    - Not recoverable
  * Can currently unlock the Excelsior by completing Duel of the Century (main menu mission)
    - Appears as a unique "Super Ship" choice for the Free Start and Own Faction options
    - Improved Duel of the Century mission
  * Various small tweaks to the Excelsior system and weapon behavior
  * Beam weapon impacts now directly raise the Excelsior's flux
  * Huge UI improvement to the Excelsior's system
  * Profoundly improved Excelsior AI competence
  * Numerous general improvements to the Excelsior look, feel, and UI
- International Bounty Board (IBB)
  * Made IBB bar events more common
  * Added Story Point option to the IBB bar event to roll a different bounty target and make the original less likely to show up again
  * Reworked IBB scaling, with regards to s-mods, officer levels/counts/elite skills, commander levels/elite skills, and commander fleet skills
    - Stronger IBB fleets can break the usual cap of 2 bonus fleetwide skills, level 5-6 officers, 1-2 officer elite skills, 12-20 total officers, etc.
  * Defeating an IBB fleet awards a Story Point
  * Iron Shell, Star Federation, and Roider Union have joined the IBB
  * IBB ships are generally always recoverable
  * Removed Helios
- Hullmods
  * Removed Shield Bypass
  * Removed Gunnery Core AI hullmod
  * Extreme Modifications
    - Extreme Modifications no longer grants an OP bonus; instead, it allows you to install an additional built-in hullmod
    - Extreme Modifications becomes permanent if you install that additional built-in hullmod
    - Extreme Modifications' chance for weapon malfunctions is increased to 3%; engine malfunctions are reduced to 1.5% (from 2/2)
    - Extreme Modifications now adds a sliding 10-50% chance increase of critical malfunctions (per malfunction) when CR reaches 40% or less
    - Extreme Modifications' fighter refit time penalty is reduced to 20% from 30%
    - Extreme Modifications (obviously) cannot be built-in
  * Added new hullmod: PD Assault Conversion
    - Costs 4/8/12/20
    - Causes all point-defense weapons to behave like standard anti-ship weapons
    - Increases the ordnance point cost of point-defense weapons by 1/2/4, depending on size
    - Boosts PD range by 25%, damage by 25%, hit strength by 50%
- Vanguard renamed to Caliber
  * Caliber now has Damper Field instead of shields, Rugged Construction built in
  * Caliber armor increased to 800 to 600, hull increased to 5000 from 4500, other stats tweaked slightly
  * Caliber supply cost reduced to 8 from 9
- Miscellaneous
  * Integrated various new campaign features into existing content
  * Fixed the calculation/obscurement of some area-of-effect damage
  * Added fighter weapon descriptions
  * Lightning Gun is now truly hitscan (no more framerate-related bugs or ghost projectile)
  * Various minor-to-moderate optimizations using the new Starsector API changes
  * Fixed a crash when Prism's High-End Seller tried to sell Killer Bee
  * Updated Striker sprite
  * Added Rugged Construction to shieldless ships
  * Adjusted various weapon AI values
- Balance
  * Nautilus cargo increased to 75 from 70
  * Cathedral fuel per light year reduced to 20 from 30
  * Falx engagement range reduced to 6000 from 8000
  * Aegis Flak Cannon damage increased to 400 from 300
  * Shimmer DP reduced to 22 from 25
  * Solar DP reduced to 55 from 60
  * Heavy Ion Blaster OP increased to 15 from 14, flux cost reduced to 900 from 1500
  * Flare Gun type changed to Composite (Missile stats)
  * Plasma Flamer type changed to Hybrid (Ballistic stats)
  * Klutotekhnes flux per shot reduced to 80 from 120
  * Victory maximum crew reduced to 1000 from 1250, frontal shield arc increased to 120 from 90, base speed increased to 35 from 30
    - Victory Jets can now be toggled off (like with Burn Drive)
  * Liberator's shield upkeep reduced to 150 from 250 flux/sec, crew min/max reduced to 500/1000 from 600/1200, acceleration slightly increased, deceleration greatly increased
  * Punisher hull increased to 8000 from 6000
  * Trebuchet OP reduced to 24 from 28, damage increased to 900 from 750
  * Vulture supply cost reduced to 17 from 18, flux dissipation increased to 350 from 325
  * Albatross now has two wings of flak drones instead of one, and Canister Flak x5 instead of Damper Field
    - Increased Flak Drone weapon range to 600 from 500
  * Reduced Circe peak performance time to 360 from 420
  * Increased Eos speed to 60 from 40, increased accel/decel accordingly
  * Vindicator flux dissipation increased to 400 from 350; (S) variant increased to 450
  * Zenith shields improved to 0.7 efficiency from 0.8, arc increased to 210 from 180, flux capacity reduced to 12000 from 13000
  * Improved Archon maneuverability

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