Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Dostya

Pages: [1] 2 3 ... 6
1
Modding Resources / Re: [0.97a] MagicLib v1.3.10 (2024/02/12)
« on: February 14, 2024, 07:32:05 PM »
This should fix it, but I haven't reproduced the crash so please let me know either way: https://github.com/MagicLibStarsector/MagicLib/releases/download/1.3.11-dev02/MagicLib.zip

That did the trick. Thank you for the quick fix - especially without being able to reproduce it yourself.

2
Modding Resources / Re: [0.97a] MagicLib v1.3.10 (2024/02/12)
« on: February 13, 2024, 09:04:34 PM »
I'm having a crash where I complete a bounty off of the Bounty Board, go back to the intel screen, and when I select the Bounty Board to accept another bounty the game crashes. I suspect it's because I missed updating something so the MagicLib Bounty Board is missing a bounty completion flag, but I'm having no luck figuring out what.

Relevant chunk of log as follows:

Quote
809946 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: activeBounty.fleet.flagship must not be null
java.lang.NullPointerException: activeBounty.fleet.flagship must not be null
   at org.magiclib.bounty.intel.MagicBountyInfo.showFleet(MagicBountyInfo.kt:579)
   at org.magiclib.bounty.intel.AssassinationMagicBountyInfo.showTargetInfo(AssassinationMagicBountyInfo.kt:86)
   at org.magiclib.bounty.intel.MagicBountyInfo.layoutPanel(MagicBountyInfo.kt:301)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin$layoutPanel$1.pickedItem(BountyBoardIntelPlugin.kt:135)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin$layoutPanel$1.pickedItem(BountyBoardIntelPlugin.kt:128)
   at org.magiclib.bounty.ui.lists.ListUIPanelPlugin.itemClicked(ListUIPanelPlugin.kt:117)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin.layoutPanel(BountyBoardIntelPlugin.kt:146)
   at org.magiclib.bounty.intel.BountyBoardIntelPlugin.createLargeDescriptionImpl(BountyBoardIntelPlugin.kt:155)
   at org.magiclib.util.ui.MagicRefreshableBaseIntelPlugin.refreshPanel(MagicRefreshableBaseIntelPlugin.java:47)
   at org.magiclib.util.ui.MagicRefreshableBaseIntelPlugin.createLargeDescription(MagicRefreshableBaseIntelPlugin.java:26)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.new(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.comms.F.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

3
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 09:21:09 PM »
awesome! Does this mean most 0.96 mods wont work with the new version though?
Quote
"Orion-Perseus Abyss" area in the lower left of the Sector is now more than just a label

    Note: this will technically work with an existing save, but may have some side effects like having star systems in the abyssal areas; starting a new save is recommended
This part of the patch notes indicates that the new update might be save compatible (seriously...?), so there's a decent chance on at least some mod compatibility. Maybe not Nex or other similarly large overhauls, but most faction mods may not need more than minor tweaking.

4
Blog Posts / Re: Colony Crises
« on: November 25, 2023, 02:42:05 PM »
Looking at that Persean League screenshot, I can say that my immediate reaction is to litigate my faction's sovereignty in the traditional way. Which is to say that I'm going to transponder-on destroy the fleet saying that to me so my defense fleets handle the rest of the local problem, go to Thule, tactically bomb Kazeron, steal the nanoforge, and maybe smash the spaceport for good measure. Then ask if they want to acknowledge reality or continue suffering the consequences. That said, if a way out of this is to sign a relevant treaty then much lowered or zero port tariffs would seem a possible reward. Being that now I'd be part of the problem system.

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 07:46:41 PM »
A reaction to some of the new stuff:

Spoiler
I thought it was odd that even though I've crapped on the Path most of the game, blew up their stations, their fleets, raided their planets, etc. that they were still okay with offering me permanent immunity when I rolled up on their station and handed over the thing from the place to them. There should probably be some hoops to jump through or something just because I'd expect that if they want my head on a pike there should be reasons not to do that thing. Or for me to tell them that I got them the thing and they just say "yes well done completing the mission" that I never got and they never asked for because they hate my guts and vice versa.

There should probably be dialogue at Galatia, too, if you don't use the gate to get back there. Which I didn't this run, just to see if there was.
[close]

6
General Discussion / Re: Colony Threat event
« on: May 07, 2023, 07:38:52 PM »
Do major factions harass the player as before via Hostile Activity, or does Hostile Activity apply only to pirates and Pathers?

With stability modifiers seemingly being more important, is Commerce useful enough to justify -3 stability, especially on top of Free Port?

Yes, you will make more money that way especially when you plop an Alpha Core and an item onto it. It means accepting some D-mods on any fleets spawned there half the time, and you won't be making ~optimal credits~ part of the time, but it's still a lot of money if you invest.

7
General Discussion / Re: Colony Threat event
« on: May 07, 2023, 07:14:02 PM »
So am I just supposed watch while my only planet goes into -3 and -4 stab and dies at the end? Why is there zero counterplay to this system?

Upgrade your Patrol Base to a High Command, it'll go from 5 to 15 decrease on that factor. In the meantime, take the items (Nanoforge, right?) and/or AI cores off of your industries and de-governor any Alpha Cores you have on your planet. After you've got the High Command in place then add the nanoforge back on. You'll still be down 2 stability and 20% access, but upgrade ground defenses to Heavy Batteries or upgrade your Orbital Station and you'll be fine. There's enough stability modifiers available to be running at -4 plus either free port or commerce and still have 10 stability.

Eventually. In the meantime chill out with things the Pathers don't like until you're powerful enough to not care.

8
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 07, 2023, 02:21:44 PM »
Hmm, I don't think that checks out from my experience. You can basically ignore hostile activity and a colony can do fine; even the highest level penalties aren't that bad.

What kind of monthly points gain are you seeing? There's one likely raid at 75 points and it's non-repeatable, and after that building up to 500 points takes a while. You're unlikely to have more than... not an exact number, but like +15/20 per month from pirates alone? So you're looking at over 1.5 cycles between raids at worst, and killing a few fleets now and again sets it back a lot. And the bonus from increased defenses/a military base is going to drag this time out *a lot*, possibly stalling it out completely. This just doesn't add up; you're not going to be seeing pirate raids all that often unless there's a bug.

And there are options for dealing with each of the hostile activity factors individually; the tooltips offer some information as to how you might do that.

I mean, if you install a ton of AI cores and event progress ramps up more quickly because of that, then yeah - but then that would be entirely on you, right? And at worst the core bonuses should more than cancel out the penalties from high hostile activity levels.

I'd love to see what you're actually seeing; this doesn't make a lot of sense to me and it's possible there may be a bug somewhere.

I think most of what's happening is that previous patches made 10 stability and enough access to export everything and then some the default, and the idea that sacrificing some of that might be needed in some cases is causing some players (myself included, admittedly) some issues with prior expectations vs new (ultimately perhaps intended) mechanics. It caused me some stress until I spent some time thinking on it, and then went on with my own chosen methods for mitigation.

A totally new player with no preconceptions on how to build and manage colonies might have it easier. I don't know. My experience definitely worked against me at the start since I gathered enough resources to juice my colonies up and spread some items out.

What I can say is that the progressive stability and access debuff hurts in the latter two stages, out of proportion in credit cost (considering what less stability and access does to credit income) with the actual problems caused with the recurring event. Pirate raids are anemic in the face of how colonies are expected to be spawning space patrols against faction expeditions, and Pather cells are solvable. The debuffs hurt especially much if you've got just enough to slowly tick up threat and not quickly get yourself through the higher penalties. Which a player probably does if they've spent time exploring.

I think there's some room for additional stuff at the conclusion of the meter to bring it into proportion with the debuffs, or maybe the market value of goods need a little buff since 10 stability isn't a baseline for most of the game if you're putting items and whatnot in anymore, or perhaps some more events in the meter to switch things up. I don't know. I can say that it felt bad when I was just starting up my colonies and didn't know how to game the increased threat, but after learning the mechanics it's entirely manageable.

9
General Discussion / Re: Colony Threat event
« on: May 07, 2023, 01:52:08 PM »
One High Command will stop pirate problems at the bottom of the meter for a three to four planet system. After that, keep your Pather interest low to avoid stability and accessibility problems until you can mitigate them. After your colonies have grown a bit (without any items or AI cores) and you can take the -2 stability/-20% access hit, get your Mining/Refining/Heavy Industry threesome planet set up with a nanoforge, a fuel industry with synchrotron, fix your fleet composition, and go loot the sector to the bedrock for shiny things while your threat hovers at "increased security precautions." Farm up a bunch of Alpha AI cores too. After that, make sure you've got lots of +stability modifiers, Alphas on governorship and Megaports, splash the items out, and go absolutely nutso with colonies and heavy industry. If you have enough money to continuously build a colony up from scratch, then you can make new ones all you like and they'll get up to speed after enough buildings are in place.

The only really big thing is to not get yourself more stability and access penalty than you can afford. This is the noob trap. The top of the threat meter is a pirate raid or active Pather cell attack, and frankly those don't matter if you've got your act together. You just don't want to be lingering in -3/-4 because that'll really hurt early colonies. The pirates because pirate raids were never the problem with pirate bases in the previous patch (the raids are anemic), and the Path because active Pather cells are a solvable problem.

10
I'm not sure if this behavior is intended. The Spaceport has the factors base detection range, colony size, and claimed sensor arrays for detecting slipstreams, while the Megaport does not.

11
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5j
« on: December 23, 2021, 05:39:11 PM »
So I found out the hard way that Luddic IED ships damage phase ships when they're phased by my big thingy getting pulverized by a Prometheus. On the one hand that's annoying, on the other, much more significant, hand that's incredibly flavorful as a cool Luddic counter to phase ships and hilarious to boot. Please never fix it. I would ask that you maybe put a note in the ship descriptions about how Ludd's holy light melts the devil's tools or somesuch so it's not technically coming out of nowhere.

12
vanilla

Stupid question: Just to be certain, every time you get the inspection notification you set it to resist, right? It defaults to comply on every inspection unless you're at hostile relations levels and must be set before the notice that the fleet has entered the system.

13
I ran into an interesting effect with regards to military/interstellar relays. I have two systems both with a planet with Interstellar Relays and the rest having Military Relays. They all have High Commands. The primary planet with extreme heat has a cryoarithmetic engine and Alpha AI cores installed which (usually) provides the high percentage enhancement basis for the fleets. Then, on a lark, I installed an Alpha Core in the High Command of another planet that had a Military Relay but was using the bonus from the primary planet to gets its fleet score. This increased the fleet power beyond the typical enhancement by a multiple of about 25%. I checked back with the primary world and saw that it had increased in turn. I chuckled, uninstalled the AI, and lost only a couple percent.

Ohhhhh dear. That's a fair bit more broken than I was expecting.

I installed the Alpha AI again. It jumped again. I uninstalled, then checked back. Down only a couple percent, but checking around the command menu no planet could agree on who was giving out the bonus. Planet A thought Planet C was doing it, Planet C thought Planet F was, Planet F thought planet B was, etc. etc. etc. I made a backup of the save, saved, exited to the main menu, reloaded. The bonus recalculated correctly on load.

Anyway, yeah. I thought this probably ought to be reported.

14
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 19, 2021, 11:40:37 AM »
ran into this aswell but i saved my game before i realised and now i cant revert to a previous save is there a way to fix it?

Try founding a colony in the sector proper? Other than that there's probably a line in the save file about where the center of the sector is or something? Good luck, let us know if it works.

15
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 18, 2021, 10:12:46 PM »
Followup: Apparently the dorito systems with several fleets of doritos don't generate them with the usual no retreat tag so I got to enjoy the entirely new experience of pursuing one.

Pages: [1] 2 3 ... 6