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Messages - Volsungare

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1
Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.08 - 03/23/23
« on: March 23, 2023, 01:27:36 PM »
Out of curiosity, did you ever figure out a way to make them auto detested by other empires so carpet bombing would be ignored?

Another potential issue, I haven't tested this on anything since 1.04 due to other in game goals in the runs, is they don't seem to rebuild worlds?

What I had done:
Raid one system take over all planets/stations (using Nexerelin)
During invasion, remove relics/alpha cores
Post invasion, remove remaining AI cores
Final Actions, sell off all buildings and make colonies semi independent (mine but not under my direct control)

Hivers would retake planets within about 1 cycle, but as far as I could tell, they never rebuilt anything and within a few more cycles the worlds and completely de-civilized and were open for colonization.

2
Ah, ok. That's been brought up before and I think it could be a neat option. It would need to be off by default for several reasons, but I think you're the third person to suggest it? I'll look into adding it for the next major update, but no promises!

Agreed it would need to be off by default, would probably *** off too many people. Thanks for listening to the idea.

3
Hmm... you mean like a way to prestige ships? If so it's on my list of new features to consider. I haven't ironed out enough of the details yet to start working on something like that, though, and it's pretty low on my list of priorities. My main hang up with the idea is trying to figure out a plausible in-fiction explanation for how/why it would work that way (not to mention how to explain it to players). So I might make something like that someday, but probably not any time soon.

Not so much prestige, but as a game play element. If your ship(s) is/are so famous stories are being told, it should be recognizable even with transponder off. Wouldn't it be along the lines of "if ship is of rank legendary, apply unique tag" and have it set to run on rankup and/or do a check before initiating battle?

4
v1.07 released today -Save game compatible but if you started a new game with 1.06 then a new 1.07 game is required if you want them to invade, sorry everyone for the hassle.

Essentially by taking them off the market in 1.06 it gutted their economy and their ability to afford and field large invasion fleets, I am so sorry for not testing for this. I spent so many hours trying to figure out how to fulfill the request to get them off Stelnet and was so happy when I finally did that it never occurred to me that this would be a side effect. There are other player requested changes that can be seen in the changelog located in the RAR and on the forum OP but that is the major one.

I may just let them die off then...I just scored some rare blueprints in exploration that I haven't seen in the past three games :S Alternatively, I now know where I am going to colonize  8)

5
Would it be possible to add a feature (that can be toggled off if people don't want it), that sets ships to Notable once they reach legendary status?

6
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: March 13, 2023, 07:12:34 PM »
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.

I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?

nope

Fair enough, figured it wouldn't hurt to ask. Will just save it for a themed play through. Love the mod.

7
I buzzed around for a while and didn't see any Hiver blueprint packs drop after remove the tags from the ships/weapons csvs and renaming the special items csv. But it wasn't as thorough as I might have liked as I got involved in trying to figure out how to remove the notable ship tag from Tahlan's Tramtanzer >_>.
Well that is the nuclear option for sure :) Thank you for the testing and input I've been a bit busy r/l to look into it yet but I do plan to and should have some time Monday.

Yeah it is a bit nuclear, but it was the safest option with the little i know about coding. Besides, all I do is (other than removing the bp package tag from the uncrecoverable files, is rename the special_items.csv to specialitems.csvold.

8
Blueprint packages still drop in 1.06 with the unrecoverable settings used. I think to prevent them from dropping, the special_items.csv may need to be deleted/renamed and the bp callout in the hulls/weapons csv files removed, That way there are no blueprint packages to spawn, the game won't spawn empty packages, and the game won't be looking for packages that don't exist (I think that covers all bases for potential errors/issues instead of doing just one of those options?). I am going to give that a spin and see what happens.
Good to know, I have not looked into it yet as I just got done a marathon session hiver update and need to rest my brain :) Nice of you to do the testing, please let me know if that works and I'll add it to the instructions.

I buzzed around for a while and didn't see any Hiver blueprint packs drop after remove the tags from the ships/weapons csvs and renaming the special items csv. But it wasn't as thorough as I might have liked as I got involved in trying to figure out how to remove the notable ship tag from Tahlan's Tramtanzer >_>.

9
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: March 12, 2023, 12:19:19 PM »
No, that's intended. It's part of the Traum's own hullmods for now. The separate hullmod currently only exists as a placeholder. Plan is to move the effect over to that eventually to make it visible.

I don't suppose there will be a way to remove that flag for those of us who don't like playing with notable ships?

10
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: March 11, 2023, 09:18:10 PM »
Not sure if this is a bug or just dead set on having the ship marked. Running 0.9BETA5

The Traumtanzer gets repeatedly marked as a notable ship. From the digging I found, ship config doesn't contain any callout to your unique hull mod for notable, but when I edit the notable tag out of the campaign save file and go approach a fleet with no transponder on, they react as normal with no clue who I am. But after the battle finishes the rep drops as if they knew who I was and the notable tag is back on the ship . The console command does not work, neither does removing the override adding the tag in Notorious.kt called by the hullmods csv.

11
Blueprint packages still drop in 1.06 with the unrecoverable settings used. I think to prevent them from dropping, the special_items.csv may need to be deleted/renamed and the bp callout in the hulls/weapons csv files removed, That way there are no blueprint packages to spawn, the game won't spawn empty packages, and the game won't be looking for packages that don't exist (I think that covers all bases for potential errors/issues instead of doing just one of those options?). I am going to give that a spin and see what happens.

12
Hmm that is odd, I did not have that happen when I tested it but to be fair I did not play very long with it enabled. Were you using the new update 1.06 when it happened? According to the code that I used it *should* prevent that but I'll do some digging an check my information, lord knows it is scant :)

No, I was waiting for your response before firing up. This was happening on 1.05. I will just throw together a quick sector and burn exploration for an hour or two (after a nap) via console commands for supplies/fuel/combat to see what happens with 1.06.

13
Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.05 - 03/02/23
« on: March 11, 2023, 01:27:42 PM »
No worries, it was my fault for forgetting to re-disable them after repairing the mod. I have only lost 2-3 hours of play.
OK sorry about not being clear about that. FYI 1.06 is coming out later today and some of the changes require a new game to take effect so you may want to hold off on a new start.
So I made sure I have the do not spawn files in, when I look in the file they are marked as no drop, no sell, restricted/etc and started a new sector. But about the 8th planet I explore, I find a Hiver Weapon BP package. I am not sure what is going on here.
Yea a bonehead move on my part that is fixed in 1.06. Essentially I split their weapon BP into different packages as a way of making their weapons less accessible but I neglected to remove the call for the old BP.
I am also a little confused as drop vs no drop have different blueprint setups. Drop has it broken out into three weapon blueprints, the no drop has all weapons in one blueprint.
See above, similar issue just me being lazy. :) I figured if they were no drop then what does it matter. That is fixed in 1.06 as well.
Also the Xrrymm-type Hive,HIVER_mirv seems to be missing "missle8, strike2" in the no drop file, while it has them in the base file.
Good catch, most likely I oopsied and overwrote that when I added the no drop to that one. Sorry about that, I'll have that fixed as well in the next update.
I have not compared the ships yet.
I'd be interested in seeing your feedback. I plan to have the update out later today, just need to run a new game for a couple hours as a final test. So if you have any observations regarding oopsies/changes/updates before then, perhaps I can fit any into 1.06

Thank you for the update and your patience.

Sorry, I was asleep when you responded.

I had a thought this morning regarding package drops. If the blueprint packages are still dropping even when no drop/sell etc is marked, could the fix be to remove the package name from the weapons/ship csv files? Using Xrrymm as an example:
Code
"missile8, strike2, hivermweapon_bp,no_drop, restricted, no_dealer, no_sell"
Would become:
Code
"missile8, strike2,,no_drop, restricted, no_dealer, no_sell"
Or would one just need to delete the "Hiver Swarm 1.06\data\campaign\special_items.csv"? I am not sure what controls the package drops. I am wondering if the no drop/sell setting marks it so no individual blueprints can be dropped, but the package still can.

14
Mods / Re: [0.95.1a-RC6] Hiver Swarm - V1.05 - 03/02/23
« on: March 10, 2023, 08:17:30 PM »
So I made sure I have the do not spawn files in, when I look in the file they are marked as no drop, no sell, restricted/etc and started a new sector. But about the 8th planet I explore, I find a Hiver Weapon BP package. I am not sure what is going on here.

I am also a little confused as drop vs no drop have different blueprint setups. Drop has it broken out into three weapon blueprints, the no drop has all weapons in one blueprint.

Also the Xrrymm-type Hive,HIVER_mirv seems to be missing "missle8, strike2" in the no drop file, while it has them in the base file.

I have not compared the ships yet.

15
Mods / Re: [0.6.2a] Bushi v1.1.1
« on: March 10, 2023, 06:32:20 PM »
I got it, had to tweak the address for some reason.

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