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

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Messages - Pet_Mudstone

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Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: October 04, 2023, 10:01:07 PM »
Well I failed a spot check oops. Regardless modifying source code of any kind is currently above my abilities at present anyways.

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Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: September 30, 2023, 08:15:59 PM »
Alright, I have finally got around to fixing up Vayra's Ship Pack for 0.96 with Vayra's permission. I have made no code actual Java code changes (source isn't available anyways Edit: source is included in original mod and in my reupload) however I did make tweaks to make everything fit alright into 0.96 faction doctrine.

Click here to download.

Changes:
  • Most ships have been given "ind" and "merc" tags where applicable so that they appear in independent, scavenger, and mercenary fleets.
  • Ships and weapons are all explictly added to non-independent .faction files now according to 0.96 changes to doctrine. Tri-Tachyon gets High-Tech ships as well as most of the energy weapons, Diktat and League get Midline ships, etc.
  • Scavengers no longer field "kadur_mining_bp" (the "mining-tech" line: Spades, Badgers, etc.) with increased frequency. It should be noted that scav fleets still use a lot of "mining-tech" ships in their fleets with this change, likely due to vanilla ship composition defintions.
  • Spade commonality in default_ship_roles.json halved. so that they appear in less-absurd amounts.
  • Derelict vessels now have the AUTO_REC tag so you can recover them with the appropriate skill.
  • Luddic Church no longer uses normal Buffalo Mk. IIs since they have their own version.

3
Mods / Re: [0.96a] More Bar Missions (v0.0.2)
« on: September 22, 2023, 12:45:48 AM »
Would it be possible to add the repeatable terraforming ship quest from DIY Planets to this mod's CSV? I would try it myself right now but I'm afraid an issue might occur.

4
Mods / Re: [0.96a] Adjusted Sector
« on: September 19, 2023, 12:13:04 PM »
Is it compatible with faction mods like UAF, Imperium ect?

As Nerzhull said, this works fine. Though from memory having more factions can cause less uninhabited star systems to appear since proc-genned star systems seem to spawn less often near "preset" ones that factions often add.

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Mods / Re: [0.95.1a] Commissioned Crews 1.999999ggg
« on: September 14, 2023, 10:44:16 AM »
With the changes to factions that 0.96 brought about, may I suggest changing the League's bonus to carriers to a missile related bonus now that they have less access to carriers (in vanilla anyways) while receiving DEMs?

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Mods / Re: [0.95a] Vayra's Ship Pack 1.2.3 - less ruined ruin 2021-03-26
« on: September 13, 2023, 10:22:52 AM »
I did some more testing...only some of the ships appear in markets. I can see Tyrants and the exploration-class ships, but I've never seen any of the Luddic Path ships or Dire Wolves.

I had the same problem so I looked into it. I don't know about the LP skins, but apparently any ships with only the 'hightech_bp' tag in ship_data.csv almost never show up for whatever reason, they aren't even visible as an option in Stelnet's market queries. In vanilla and every other mod they have something else along with hightech_bp like 'merc' or 'ind', which are the 2 most common by far.

So I edited ship_data.csv to add both merc and ind to the ships with only hightech_bp (Pinnacle, Dire Wolf, Exemplar, Seer & Clairvoyant, I think it somewhat makes sense for indies and mercs to have access to all 5) and now they actually show up in markets. I also edited the 5 derelict drones to have the 'auto_rec' tag so they can be recovered if the player has the Automated Ships skill, like other derelict drones. I'll attach my edited ship_data file, just change the file extension back to .csv (can't upload .csv files on forum, only .txt) and replace the existing ship_data.csv in the data > hulls folder. If that doesn't work its easy enough to edit tags manually, you can use Excel to modify .csv files.

I believe the reason for the high-tech ships being absent is that as of 0.96, no vanilla faction actually uses the "hightech_bp" tag for ships (in fact no faction uses any tech tag for ships aside from faction specific ones). Therefore most ships won't get automatically assigned to factions.

I may just go ahead and manually add the ships to all the faction files to make sure they work.

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Mods / Re: [0.95.1a] Roider Armatura 0.2
« on: August 26, 2023, 08:24:46 AM »
Google Drive link is broken, unfortunately.

8
Is there an easier way to get agents other than visiting bars? Me and an acquaintance have had some trouble trying to find them.

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Heyy how's it going

Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.

Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.

Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.

Love

The Vanilla difficulty options are available when starting a new game if you click on 5. Other Options


[attachment deleted by admin]

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Okay so I've tried testing that issue with "nex_skipStoryDefault" where it wouldn't let me start or load games and it's uh, not there anymore. I think the reason this is is because I replaced my entire Nexerelin installation to revert the jar modification. I believe I was using an outdated version of Nexerelin that didn't have "nex_skipStoryDefault" as a variable when i tried the test .jar.

But yeah anyways after that update loading and starting new games is fine with said test .jar, it also fixes the following fleets not attacking enemies you engage issue which is nice. :D

I do have another minor issue in that the integrated version checker says its not working even if I just use Nexerelin and its dependencies. I wonder if it's because I changed the name of all my mods (not IDs, just names) for sorting reasons?

11
Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.

...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.

I do not think you should 'revert to before commission was taken' for the exact reasons you mentioned, but more importantly, it would be an extremely exploitable mechanic where a commission = free pass to commit warcrimes without consequence.

Join commission -> commit any number of unspeakable warcrimes -> drop commission -> all is forgiven, no consequence for player actions.

I believe this is why vanilla by default incurs a -10 malus to all relationships above 0 that are restored after you resign a commission. The variable that controls this is "factionCommissionRestoredRelationshipPenalty" in data\config\settings.json btw.

12
Huh, if it breaks previous saves I need to fix that before the next release; can you post the full error log?

For new games, add the nex_skipStoryDefault variable to data/config/settings.json (look at other variables in the same file), set to either true or false as you like (true makes the skip story option the default).

I'll try once I'm home, currently in another town without access to my computer.

13

...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.


Nice.


Try the file linked in this post and see if that fixes it.

Sadly that .jar file seems to be bugged. I cannot load previously saved games with it, and I seem to be unable to start a new game due to an error relating to "nex_skipStoryDefault" not being found. Attempting to select certain dialogue options in the new game set-up or the game trying to generate the sector causes a crash. See attachment below.

[attachment deleted by admin]

14
Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.
It's a vanilla feature that relations don't reset when you exit a commission.

Well, it doesn't quite reset but in vanilla relations are restored but with a -10 malus. I've turned all my mods off (save Console Commands to adjust relations) to check. It also included the relation change messages I mentioned above.

15
Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.

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