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1
Bug Reports & Support / Assorted Minor Fixes
« on: February 16, 2024, 06:44:55 PM »
This game is too fun for its own good! I've been continuing to play rather than writing reports when I first run into something, and finally took the time to write it all up. Ordered with code-side stuff first, rules-side stuff second, and roughly in order of impact within that distinction.


Code:

No-rule-found error in LOCR Miners:
LOCR Miners has an issue with when it selects an Organics planet. The code searches for a world with abundant organics, but LOCRMsurveyOrganics looks for plentiful organics, leading to a no-rule-found error.
Probably make the change code-side to keep it as a good find, and maybe consider adding a backup rule for old saves?
(Also the miner calls the organics and volatiles deposits 'ultra-rich' instead of 'plentiful', which does sound better but is contrary to the Domain Colonial Ministry standards he's allegedly referencing. :P)


Minor changes to Luddic Majority, one possible bug and two possible description changes:
-Bug-wise, I noticed that since High Command doesn't actually have the 'military' tag, Luddic Majority is re-enabled when you upgrade to it. I'm not sure if this is deliberate, and if not, whether it's more appropriate to add the tag to High Command, or add an additional check in Luddic Majority.
-If you make a deal with the Church, the description of the disabled condition always includes it. This shows up on Church worlds too, which reads awkwardly since it doesn't actually apply to them like the description indicates. Probably just check if the market is player-owned to include that line.
-Really just ease-of-reading, but the fact that the description still says +1 after beating the Church is a bit awkward. I initially missed the text saying it would be doubled at the bottom, and thought something had gone wrong. It'd be nice if the values in the description had the multiplier included.

(Also, purely a suggestion, but thoughts on sticking Luddic Majority on Jangala and Mazalot? It'd get disabled on Jangala so that's purely flavor, and if left active on Mazalot it shouldn't have any major economic impact.)


Rules:

Hesperus Shrine lock-out:
At Hesperus shrine, if you're initially denied access then trying to come back will route you through lppHesperausGetMeExcubitor. But when it fires PickGreeting, PKOakGreeting takes priority if you have the planetkiller. This means you cannot access the shrine the normal way so long as you have the PK in your possession.
I think the most appropriate way to approach this might be to remove PKOakGreeting as an independent greeting, and just make pk_giveKnights a PopulateOption. That way nothing should get locked out.


Sentinel inaccessible dialog:
In the Sentinel questline, I noticed two distinct chunks of dialog that aren't commented out, but never get called through the rules.
The more noticable of the two is when you confront Skiron about the AI fleets the second time. If you don't have a Heg commission, it flows correctly. But if you do, PKSentinelConfrontFoundFleetAIB routes to PKSentinelConfrontFoundFleetAIB rather than PKSentinelConfrontFoundFleetAIB2, which results in her ordering the room cleared... and then the dialog oddly repeating and her ordering you to leave. You never get to have the proper discussion about confronting her about the AI and getting the neat bits of dialog there.
The other one isn't noticable in the game, and I only call it out because it looks like the lack of routing isn't deliberate. PKSentinelStayHere is routed to with $option == pk_sentinelAskStayHere, while PKSentinelStayHereTrust is routed to by $option == pk_sentinelHubB1, which looks like the options were renamed and that got missed. As a result, you're never able to pick up infirm from Sentinel. Changing StayHereTrust's option should re-open the chain as-written.


Passage to Volturn dialog issue:
This one showed up on Reddit, but I couldn't find a bug report for it. In Passage to Volturn if you hand over the old man, and then 'let it go' with the kid in anhCheckCompletionOnlyKid it calls anhCompleteDelivery, but the text of that includes the old man being there and saying thanks. That's incongruent with him allegedly being in Diktat custody, and it doesn't read like he's a force ghost.
Probably just needs an additional unique line of dialog added, since the 'what we gotta do' option does read correctly.

2
Bug Reports & Support / Re: NPC fleets stuck fighting destroyed station
« on: February 06, 2024, 10:08:51 PM »
Wait, I think I know why we're getting different results, and why you have an easier time retreating! In the save I've been testing, there were no enemy ships apart from the station. As soon as it blows, the battle ends and the league fleets get stuck. But if you have enemy ships, then you can retreat after the station blows.

I rolled back to a slightly earlier save and pulled a pirate fleet into the battle - the station blew, the pirates started to retreat, and when the battle ended in a victory the fleets didn't get stuck!
I tried again, and initiated the retreat right when the station blew. An enemy Kite got blown up right before the retreat went through, and the league didn't get stuck.
Another test, the pirate fleet ended up getting completely destroyed before the station blew, victory, league didn't get stuck.
One more test where the station died last before a retreat, not stuck.

I think this only happens when the station is the only thing to die in a battle!

3
Bug Reports & Support / Re: NPC fleets stuck fighting destroyed station
« on: February 06, 2024, 09:24:09 PM »
I hadn't actually tried retreating at all. For me, it's just when the station is destroyed in an active battle. Everything appears to resolve as expected, but the NPC fleets don't get the memo. I did just test it a few times - if you claim victory immediately or the game does it on your behalf, it's the same result. Had trouble lining up the timing to make a retreat happen after the station blew but before the auto-victory.

But as you say, they do figure it out after a few days. As long as the player doesn't touch it then the NPCs are just locked up for a few days, and if you do it's immediately clear that it's an exploit.

(Also totally unrelated, but I just noticed Kazeron still doesn't have No Atmosphere. :P)

4
Bug Reports & Support / NPC fleets stuck fighting destroyed station
« on: February 06, 2024, 08:28:55 PM »
(First encountered in a modded save, but reproduced in vanilla 0.97a-RC7)

It seems that in some circumstances NPC fleets can get stuck engaged in battle with an already-destroyed station.
You can fly up to the stuck fleets and join the battle, which ends instantly since there's no enemy ships. Weirdly, you can then choose to 'join the pursuit', which earns some salvage if you participate enough. The battle also produces a new debris field each time. The whole process can be repeated indefinitely, with the NPC fleets slowly drifting away from the station.

From my cursory testing, I think this arises simply from joining an in-progress fight (you don't even need to send ships - just watching the battle is enough) between an NPC fleet and a station, and successfully destroying it. I tried this with Thulian Raider Base and some League fleets that I lured over with my transponder off, and in several tests only one (which I couldn't reproduce) resulted in the fleet leaving after I joined the fight. If the fleet defeats the station without the player joining, there's no issue.

I have saves available of just before the League fleets engage the station, of the battle already in progress, and of them being stuck in an endless fight, if any of those would be useful.

5
Suggestions / Re: Update Core World Market Conditions
« on: May 31, 2023, 02:47:25 PM »
If the story of Chicomoztoc is specifically that the atmosphere is being lost, not just half-done, then that actually makes it even more interesting. It could be as simple as Suddene's story, but with air in place of water - the ground is absorbing the air, and without Domain-era terraforming to replenish it, the atmosphere has thinned significantly. Antimatter bombardment during the AI War probably has its own implications on that too.
As for how it'd still be breathable and have technically arable farmland with the decreased pressure... maybe the answer lies in its industry. Specifically, the refineries. Refinement of ore means getting rid of the impurities, and oxygen is one of the big ones. Modern processes use carbon to extract oxygen in the form of CO2, and regardless of what technology the Domain uses, that oxygen is getting dumped somewhere. If the enormous refineries of Chicomoztoc are pumping out huge volumes of CO2 in addition to their other pollutants, and bio-engineered life is processing it into oxygen, then the atmosphere Chicomoztoc has managed to retain may actually just be a cloud of its own pollution, rendered technically-breathable by plant life if you don't mind all the other pollutants you'd be inhaling.

That was, in fact, a much more interesting story than my original proposal of "barren-desert worlds aren't habitable".

...Now I feel obliged to go through the whole list and see if I can come up with any story beats that justify deviant traits.
Did Asharu's terraforming stick enough that it doesn't have storms?
Is Jangala technically a Terran world by Domain Colonial Ministry standards, but everyone calls it a Jungle world because of, well, the planet-scale jungle?
Can certainly see both of those being the case.
Cruor's thin atmosphere, on the other hand, trickier... I can't think of an anthropogenic cause off the top of my head, but if I take 'procgen' to mean 'natural', then there ought to be one. Conversely, if its atmosphere is natural, then I'd expect to see it crop up in procgen worlds.


I guess that's my new, updated suggestion: make sure deviations in market conditions reflect post-Collapse, anthropogenic processes, or else explicitly call out how unique it is. Which is a fair bit harder than comparing the planets to a chart, but the end result is definitely more engaging. I might do another pass through the list, see what I can weed out.

6
Suggestions / Re: Update Core World Market Conditions
« on: May 31, 2023, 05:27:06 AM »
Yes, that's something I've been thinking about for a little while too. I'd decided against putting it here since this post was about existing conditions, but it's always been a little funny that the lack of air and gravity stops mattering when you get to space. 200% feels right for me, 50% for lack of atmosphere, 50% for no gravity, but also an accessibility bonus a-la low gravity? But that's probably a separate suggestion thread.

7
Suggestions / Re: Update Core World Market Conditions
« on: May 30, 2023, 07:29:56 PM »
I can certainly appreciate that logic. Quite honestly, there's a lot of little bits and pieces that could easily be put down to 'we terraformed a little harder around here'. I listed every deviation I found, and while I do feel some of them are reasonable fixes, others can easily be backed up with a good narrative. My pendantry around Horn is probably the best example of that, I only changed it because rocky unstables aren't 'supposed' to orbit stars. Or the PK'd worlds, which have obviously had some recent shakeups that the rest of the planets in the sector haven't dealt with.
On the other hand, I think Kazeron probably does deserve to have airless. And the presence of organics on frozen worlds is something that I feel should either be corrected, or have a story put behind it, since it's something that can be picked up fairly easily if someone's looking at the markets.

At the same time though, I do actually feel that "match procgen" is a good starting point... though that could just as easily mean making progcen match with what the core does. If having a rocky unstable world orbit a star is a good story, then maybe it should be possible elsewhere too. Or a rare chance for thin atmospheres on barren worlds hinting at aborted terraforming, in the same way that we can occasionally find pollution on any world.
Obviously, it's your game. But I personally prize consistency, because it makes the things that break the mold that much more significant. If the core starts by matching procgen, then it gives a stronger foundation to tell an intentional narrative about why this particular world has a feature that won't be found anywhere else. And this can easily be me projecting my own technique, but I feel like it also gives a prompt for what story has to be told to justify something.

Maybe to use the current state of Chicomoztoc as an example - since a thin-but-habitable atmosphere should be impossible under procgen, then it should suggest that there's been intentional action to maintain a high proportion of oxygen despite the low pressure, which could make for a story. Why they'd do that, how it's done... But I digress.
I think the biggest irony I encountered working on this is that Mairaath actually matched the requirements for a desert world to a tee. Despite the initial apocalypse, the planet has actually stabilized into the state one would expect from every other desert.

Anyway, I think that's enough rambling for one comment. Thanks for your time, and for the amazing game! It's an amazing gameplay and storytelling experience.

8
Suggestions / Re: Update Core World Market Conditions
« on: May 30, 2023, 03:38:11 PM »
Based on my reading it's a default trait, in the same way that habitable is. I'm looking at a sector which has an Eccentric, a normal Terran, and a Desert around a giant, and only the Eccentric has poor light. In the same save there's an Eccentric orbiting a star directly, and despite being fairly close it again has poor light. So I'm fairly confident that it is a prerequisite - though I'm welcome to any counterexamples.

9
Suggestions / Re: Update Core World Market Conditions
« on: May 30, 2023, 03:30:43 PM »
It's based off my reading of condition_gen_data, which I'll admit has been a learning experience and could have subtle flaws.
That said, I can't say I've ever seen a procgen Terran-Eccentric without the poor light condition, and I just generated a few sectors with more than a dozen between them. If it even is possible in vanilla, it's extraordinarily rare.

10
Suggestions / Update Core World Market Conditions
« on: May 30, 2023, 02:25:19 PM »
A lot of the core worlds have been left relatively barren of market conditions, probably due in part to how things got refactored between the different market updates. Many are missing conditions that they should have, and others have conditions that they shouldn't. Although a lot of the worlds are technically terraformed in some way, so are a lot of the other habitable worlds outside the core. So strictly speaking, the core worlds should match pretty close with the current parameters for how planets are generated.

I've gone through all the core worlds and compared their planet types to how that type would be generated, and compiled a list of the changes that would have to be made to bring them in line. In most cases, it's just a slight tweak of the conditions that has little to no impact on the game. For a few, the changes can have a somewhat larger economic impact, and could warrant testing before committing to implementation. There's also a couple cases where I feel that a change of the actual planet type would be in order.

Everything has been listed out in the spoiler below. I've also created a lightweight mod that implements these changes in a new save, linked here:
https://github.com/confer0/MarketConditionTweaks

Spoiler

Arcadia
Spoiler
Nomios
Spoiler
Type: Cryovolcanic > Rocky Ice
Atmosphere: Thin > No
Organics: Trace > None
Volatiles: Abundant > Diffuse
Cryovolcanic would call for tectonic activity, which feels incompatible with a cryosanctum. Could choose rocky ice or frozen, selected rocky ice since it's fairly close to its star, cold is more sensible. Per rocky ice's requirements, removed atmosphere and organics, and dropped volatiles to the maximum valid.
[close]
[close]

Askonia
Spoiler
Crour
Spoiler
Atmosphere: Thin > No
Barren-type worlds prohibit atmosphere.
[close]
Umbra
Spoiler
Atmosphere: Thin > No
Barren-type worlds prohibit atmosphere.
[close]
[close]

Aztlan
Spoiler
Chicomoztoc
Spoiler
Habitable: Yes > No
Farmland: Poor > None
Barren-desert worlds are not habitable, and the use of underground hive cities like Sindria is consistent with uninhabitability. Planet type is retained, and consequently habitability and farmland are removed.
[close]
[close]

Canann
Spoiler
Asher
Spoiler
Organics: None > Common
Not required for a barren-desert world, but is consistent with maximum. This is done to compensate the Church for the removal of organics from Hesperus.
[close]
[close]

Corvus
Spoiler
Asharu
Spoiler
Weather: None > Extreme
Desert worlds have extreme weather, and it's consistent with Asharu being a bit of a dump now that terraforming is aborted and the shade got lost.
[close]
Jangala
Spoiler
Temperature: None > Hot
Jungle worlds are hot.
[close]
Garnir
Spoiler
Tectonics: None > Active
Metal Ore: None > Sparse
Temperature: Cold > Very Cold
Matching requirements for cryovolcanic worlds. Economic effect of 2 ore export is minimal.
[close]
[close]

Eos Exodus
Spoiler
Tartessus
Spoiler
Temperature: Normal > Hot
Organics: Trace > Common
Arid worlds are hot and have at least common organics. No mines means no economic impact, but selected minimum anyway.
[close]
Baetis
Spoiler
Atmosphere: Thin > No
Volatiles: Plentiful > Trace
Barren-type worlds prohibit atmosphere, and limit volatiles to trace. Description remains tentatively accurate. No mines, no economic impact.
[close]
Hesperus
Spoiler
Organics: Abundant > None
Atmosphere: Thin > None
Description: "Organics" > "Ore" or ""
Barren-type worlds prohibit atmosphere and organics. Presence of organics is likely a holdover. Economic impact of losing 7 is taken up by changes to Asher producing 6.
[close]
[close]

Galatia
Spoiler
Ancyra
Spoiler
Farmland: None > Poor
Organics: None > Common
Arid worlds have farmland and organics. No economic impact due to lack of industries. It's sensible that the Hegemony wouldn't bother exploiting them, given Jangala and Eventide are so close.
[close]
[close]

Hybrasil
Spoiler
Eochu Bres
Spoiler
Temperature: Normal > Cold
Organics: Trace > Common
Tundra worlds are cold and have at least common organics. No mining, no economic impact. Note: Solar Array currently doesn't negate Cold, but maybe it should?
[close]
Crom Cruach
Spoiler
Temperature: Hot > Cold
Atmosphere: Thin > None
Barren-type worlds prohibit atmosphere. Far from primary makes cold more suitable.
[close]
Cethlenn
Spoiler
Temperature: Cold > Very Cold
Tectonics: None > Active
Organics: Common > None
Metal Ore: None > Sparse
Volatiles: None > Trace
Description: "Organics" > "Volatiles"
Matching requirements for cryovolcanic worlds. Economic shift is small thanks to low population, though independents lose their source of 4 organics. Ailmar compensates.
[close]
Donn
Spoiler
Volatiles: Abundant > Trace
Barren-type worlds limit volatiles to trace. Economic shift is minimal, pirates have larger sources. Description is interested in heavy metals, not volatiles.
[close]
[close]

Kumari Kandam
Spoiler
Chalcedon
Spoiler
Light: Normal > Poor
Organics: Trace > Common
Terran eccentric worlds have poor light and at least common organics. Economic impact is minimal, Chalcedon already satisfied the Path's in-faction demand.
[close]
Olinadu
Spoiler
Temperature: Cold > Very Cold
Tectonics: None > Active
Organics: Trace > None
Metal Ore: None > Sparse
Volatiles: Abundant > Plentiful
Everything but volatiles is for matching requirements for cryovolcanic worlds. Volatiles are increased since it alleges to be a 'leading producer' for the League's volatiles. Brings production to 4. Still feels low, but hard to increase further without touching something else.
[close]
[close]

Magec
Spoiler
Maxios
Spoiler
Atmosphere: Thin > None
Barren-type worlds prohibit atmosphere. Could also change type to barren-bombarded.
[close]
Maxios (Alternative)
Spoiler
Type: Barren > Barren-desert
Lore states that terraforming was occurring on Maxios and then collapsed. A barren-desert maintains a thin but uninhabitable atmosphere that can't block asteroids, which could be another good fit.
[close]
Tibicena
Spoiler
Tectonic Activity: Active > None
Barren-type worlds prohibit tectonic activity. Rocky unstable are the exception, but must be moons of gas giants.
[close]
Tibicena (Alternative)
Spoiler
Type: Rocky Metallic > Minor Volcanic
Atmosphere: No > Thin
Temperature: Normal > Hot
Enables retention of tectonic activity, if that is preferred. Description does not emphasize it.
[close]
[close]

Naraka
Spoiler
Yama
Spoiler
Temperature: Normal > Hot
Organics: None > Common
Matching requirements for arid worlds. No mining, no economic impact.
[close]
Nachiketa
Spoiler
Temperature: Normal > Hot
Not strictly required, but brings it in line with its neighbors.
[close]
[close]

Samarra
Spoiler
Eventide
Spoiler
Volatiles: Abundant > Diffuse
Organics: Trace > Common
Matching requirements for terran eccentric worlds. MAJOR economic impact, as Eventide is the only 7 volatiles exporter, and that's needed by Sindria. This proposal seeks to compensate with changes to Ilm.
[close]
Orthrus
Spoiler
Atmosphere: Thin > No
Description: Make it display
Barren-type worlds prohibit atmosphere. The custom description added in 0.96 isn't appearing in-game.
[close]
[close]

Thule
Spoiler
Kazeron
Spoiler
Atmosphere: Normal > No
Barren-type worlds prohibit atmosphere. Consistent with description and appearance.
[close]
Thulian Raider Base
Spoiler
Temperature: Cold > Normal
Temperature is technically valid, but no other stations have a temperature condition.
[close]
[close]

Tyle
Spoiler
Cibola
Spoiler
Temperature: Normal > Hot
Weather: Normal > Extreme
Organics: Trace > None
Matching requirements for desert world. Loss of 5 organics export will be compensated by Madeira.
[close]
Madeira
Spoiler
Temperature: Normal > Cold
Organics: None > Common
Volatiles: Diffuse > Trace
Population: 6 > 5
Temperature and organics are set as required for a tundra world. This alone would lead to an export of 7, due to population and administrator. That feels like it steps on Salamanca's toes. Hence, reduce population to 5. Brings organics export to 6, which does still supply Kazeron, but not Mazalot. Decreases fuel export from 7 to 6, but there's no in-faction shakeup because the only one who needs 7+ is Kazeron, at 8. Population decrease is also sensible because description says it has a small population. Volatiles decrease is done because description says it should be reliant on outside resources, and this stops it from being too self-reliant.
[close]
[close]

Valhalla
Spoiler
Raesvelg
Spoiler
Metal Ore: None > Sparse
Frozen world requires at least sparse ore. Minor economic impact.
[close]
Skathi
Spoiler
Metal Ore: None > Sparse
Frozen world requires at least sparse ore. Minor economic impact.
[close]
[close]

Westernesse
Spoiler
Horn
Spoiler
Type: Rocky Unstable > Minor Lava
All Conditions: Automatic
Rocky unstable worlds are required to orbit a gas giant, which is what continually destabilizes them. Since Horn orbits a star, it must instead have innate volcanism.
[close]
Fikenhild
Spoiler
Organics: None > Common
Water world requires at least common organics. No mining, no economic effect.
[close]
Suddene
Spoiler
Habitable: Yes > No
Barren-desert worlds are not habitable. Given that it's stated to be only a century or two from total environmental collapse and the atmosphere has already thinned, it's probably not habitable any more.
[close]
Ailmar
Spoiler
Organics: None > Common
Tundra world requires at least common organics. Notable economic effect, changes it from a -5 importer to a +6 exporter. Also more than compensates for the loss of Cethlenn's 4 export.
[close]
[close]

Yma
Spoiler
Hanan Pacha
Spoiler
Atmosphere: Normal > Thin
Meteor impacts require a thin atmosphere.
[close]
Salamanca
Spoiler
Atmosphere: Dense > Toxic
Metal Ore: None > Sparse
Toxic world requires toxic atmosphere, and at least sparse ore.
[close]
Qaras
Spoiler
Temperature: Cold
Tundra world requires cold. That one tiny mirror at that distance from a white dwarf isn't going to cut it.
[close]
[close]

Zagan
Spoiler
Mazalot
Spoiler
Appearance: Terran Eccentric > Arid
Organics: None > Common
Illustration: Make it display
Arid world requires at least common organics. Orbital appearance is set to terran eccentric, but planet type, description, and illustration more closely fit arid. Also, said illustration doesn't properly display.
[close]
Ilm
Spoiler
Temperature: Cold > Very Cold
Metal Ore: None > Sparse
Industry Changes: Improve Mining
Temperature and ore are as required for a cryovolcanic world. Improvements on mining are done to bring volatiles export to 7, making up for the loss of Eventide's 7. This is needed to support the Diktat, and actually makes a lot of sense in my opinion. The Hegemony isn't inclined to support the Sindrian Mutiny, but both the League and TT are known to lend them aid, and Ilm is allegedly owned by both. Sindria is dependent on Ilm for volatiles, and Kazeron is dependent on Sindria for fuel.
[close]
[close]

A lot of these changes are just 'add sparse ore', which is fairly unexciting, and leads to a gluttony of additional ore exporters. This arises because several types of world are coded to always have at least sparse ore, mandating its presence in the core. Frozen, cryovolcanic, irradiated, and toxic worlds are all set to always have some ore. If this were changed in worldgen, then all the 'add sparse ore' recommendations above could be disregarded.

Separate to these changes, it could also be worth salting a couple non-mining worlds that lack other conditions with sparse to moderate quantities of ore and rare ore.

[close]

I just cleaned up the double post -G

11
Bug Reports & Support / Re: The Typo Thread
« on: May 22, 2023, 07:01:48 AM »
Technically a typo in the script, not the text. But gaKACoureuseZalOpt requires $id == coureus, instead of $id == coureuse, meaning it doesn't show up.

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