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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 / 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.

3
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

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