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Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 26, 2024, 04:51:16 AM »
Weird question: Was the tutorial start changed at some point to start on 1 March instead of 1 January, or did I merely imagine this?
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Histidine,There's no API method for changing grace period like that (you are using an IDE, right? it would tell you this) and invasion grace period isn't faction-specific in any case.
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod, I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:Spoilerpackage data.scripts;
import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;
public class HIVERmodPlugin extends BaseModPlugin {
@Override
public void onNewGame() {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
new HIVER_gen().generate(Global.getSector());
}
}
@Override
public void onGameLoad() {
InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}
}[close]
Any help in this or if it is actually doable would be appreciated.
Thank you.
InvasionFleetManager.getManager().modifySpawnCounter(<factionId>, <points (negative amounts to reduce)>);
How to disable alliance invites?
how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).
I encountered a problem on a new run. I did a clean 0.97 install with no other mods than Ashes of the Domain and the usual magic, lazy, luna and graphics lib.- Did you install Vaults of Knowledge correctly? Make sure the file aotd_vok/jars/Vok.jar exists.
I always get an error on the start of the game. Anybody has an idea how to fix it?
Thank you for any help!
Got a slight issue with Midnight Dissonant and the nexuses she has me setting up, after setting them up i've noticed that for some reason they keep sending out fleets to sat bomb my colonies, is that intentional, a bug, some hardcoded thing to do with the base game or an oversight?Nex Remnant relations haven't been integrated with colony crises yet. I'll make it so having Midnight as a contact will stop all Remnant contribution to crises.
I've been thinking more about this and I feel like the best solution here could be a lunalib/config option that disables ai factions from offering alliances to the player themselves and instead forcing alliance offers with the player to be initiated by the player, all other requirements for such an alliance remaining the same. As it stands the expected behavior you stated is much better then what I have right now, but it still means I'm getting the "you're being invaded/attacked" notification sound every 120 days (per faction).Good call, I'll add a setting.
Any chance you can add roaming fleets of Explorarium drones like there are Remnants? Mabye also make survey ship/mothership derelicts spawn fleets like Remnant nexuses do (toggleable in lunalib perhaps).Hmm, this feature might be better off in another mod (like the aforementioned DED), but if I someday decide I want more derelicts around...
I have Domain Explorarium Expansion installed and I would like to see the new drones more often.
Yeah it's supposed to wait 120 days before the same faction can ask again.If you have <50 mods in your save, post the save and maybe I can finally figure out why this is happening. (Also tell me if strategic AI is on/off)
Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try.
I have more than 50 so I wont torture you with my save, but strategic AI is on. What is the expected behaviour when an alliance request is rejected? Is there supposed to be a grace period before they ask again?
Histidine, why u made external poll instead of in-site poll?I wanted more flexibility and the ability for people to submit responses without a forum account. Results not being publicly visible was a bit of an oversight; just needed to flick a switch and... here.
Afraid of something!?