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Starsector 0.98a is out! (03/27/25)

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Topics - nnubnubnub

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1
Bug Reports & Support / 0.98a-rc8: Intel map setting persistence
« on: April 19, 2025, 09:02:45 PM »
Fresh game.  Land on planet.  Hit "E".  Intel map doesn't show the fuel range; this is the default for new games.  Hit "W", and it shows fuel range.  Hit ESC, then "E" again.  Now it no longer shows fuel range.  The setting didn't persist.

Settings like "show fuel range" do persist if you change them by pressing "E" while flying around, but not if you change them by pressing "E" while landed at a planet.

The same seems true for any other intel map setting, like shift-clicking the "Exploration" tab: changes persist if you make them inflight, but not if you make them at a planet.

Another wrinkle: If, while planetside, you make changes in the intel map, and then hit "E" again, and then hit ESC, the changes do persist.  I might almost imagine this could be a deliberate feature, but I see no reason to make it behave one way during flight and another way on a planet.

Maybe this is related to the following 0.98a release items:
Quote
  • Intel
    • Can press Ctrl-S to save current set of selected tags, and press Q to restore it
      • Shift or Ctrl - Q will add the saved tags to the currently selected
      • Works on intel screen only, not general to all tag displays
Maybe it's not supposed to persist the settings at all, unless you deliberately save them?  Maybe the fact that it saves the changes when made inflight is considered the bug now?  I would strongly recommend against making it that way, unless you (a) add a visible button that does this saving, so a player who hasn't read the release notes will learn how to persist the settings; and (b) add some kind of feedback when Ctrl-S works (a noise and/or lighting up the new save button; perhaps the save button should in general be illuminated if and only if the saved settings equal the current settings).  Otherwise, I expect lots of players to say "WTF, intel map settings don't persist now and I can't figure out how to fix it".  (Somehow I didn't notice until this rc8 release the non-persistence of from-planet settings; I guess either I made all the changes inflight, or, upon noticing the changes disappeared between planet and inflight map checking, I simply shrugged and re-made the changes and forgot about it.  That means I got by without learning Ctrl-S, and I suspect I'm typical in this.)

Also, is "E" intended to be a save key?  Because it's acting like one.  Seems like a decent choice, actually.  Though it would also be decent for "reload the intel map, reverting to last saved settings", equivalent to hitting ESC followed by E.

Just to complete the discussion, while I'm on the subject, a thing that has always irritated me is how, if someone offers you e.g. a bounty at a bar, and it shows a minimap with a "Show Intel (E)" button, and you click it (or press "E", I forget), it brings up a fresh map with only the "New" mission category selected, and it overwrites your preexisting intel map category selections, making me re-select them all and hope I didn't forget anything important.  (This also happens if, when creating a map marker, you leave the "Open after creating" box checked.)  Thus I've learned to never click on the minimap, and to uncheck "Open after creating".

So perhaps this non-persistence stuff is a side-effect of an over-broad fix for that?  If you are fixing that, then I'll mention that, in my ideal world, my preexisting intel map settings would carry over to the bounty's map screen when I click on it (not necessarily before I click—seeing a nearly empty map is fine for the initial view—but definitely after clicking, because I want to see the destination alongside gates and other accepted missions, so the simplest policy is to let it be the full preexisting selection).  Likewise for viewing a new map marker.

2
This isn't new to 0.98.  A minor but frustrating inconvenience.

If I click on "unofficial" destinations—nascent gravity wells, or arbitrary points in space, but not jump-points or fully formed gravity wells—within a couple of seconds of entering hyperspace, then the game ignores or reverses those orders, depending on exact timing.  So either my fleet wastes a few seconds sitting idle, or I must click and hold the destination for those seconds—during which time the destination moves under the mouse, which by default means overshooting.

This tends to happen when I'm on a mission deadline and going from one end of a system to another via transverse jumping and moving through hyperspace.  But the behavior happens regardless of whether I enter hyperspace via Transverse Jump or a jump-point.

The "seconds" are in-game time: if I enter hyperspace, immediately pause, spend a minute consulting maps, click on the nascent gravity well (or arbitrary point in space), and unpause, then the ignoring/countermanding behavior happens.

Here's an attempt to describe the exact timeline.  Actual time values might be off by a factor of 2.

T+0 seconds: enter hyperspace.

T+0 through T+0.5 seconds: Left-click move orders to "unofficial" destinations during this time are ignored, although if I click and hold, my fleet does start moving.

T+0.5 through T+1.5 seconds: Click orders are followed, even if it's just a single click.  However...

T+1.5 seconds: The game appears to issue an order to move back to whatever my fleet's position had been at T+1 second, countermanding any order it was previously following.  (This is particularly infuriating if I'm holding shift at 4x and conscious of mission deadlines, and it takes me a while to notice that my fleet has decelerated too early and then started back in the wrong direction.)

In some sense, the ultimate convenience would be if, in a system, I could bring up the map, right-click on a planet, close the map, transverse jump out, hit "a", and then autopilot would take me to the planet's nascent gravity well and initiate a transverse jump in.  I'm ok with doing that manually.  But there's no need for the controls to actively fight me in the process.

3
Bug Reports & Support / 0.98a-rc5: Premature Adonya conversation
« on: March 30, 2025, 05:09:44 AM »
I'm doing the "find Scylla Coureuse" sequence of missions—diplomatic path.  I've just talked to the people on Fikenhild, including Adonya Coreuse, and haven't left the system.  I think I left Fikenhild momentarily and landed back down, and in the comms directory was Adonya Coreuse.

Talking to Adonya, I have a dialogue option: "I found Scylla on Lacaille Habitat, then... (explain)".  Selecting that, the player explains how they made the Janus Device and traversed the Gates, which hasn't happened yet.

Probably that dialogue option should be gated by "has completed At The Gates" or some such.

4
After waiting a week (per Executor Orbis's request) to enter the Hesperus shrine, during the dialogue, I get this:

Quote
The gallery is filled with parties of Luddic pilgrims dressed in traditional handweave meeting with shrine attendants.
Runtime Exception: Error initializing music source - AL error 40964
Ask to visit the shrine

And the music does not play.

starsector.log excerpt:
Quote
5787172 [Thread-3] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.missions.ShrineCMD: Error initializing music source - AL error 40964
java.lang.RuntimeException: Error initializing music source - AL error 40964
        at sound.public.<init>(Unknown Source)
        at sound.OooO.o00000(Unknown Source)
        at sound.OooO.o00000(Unknown Source)
        at com.fs.starfarer.loading.I.Ø00000(Unknown Source)
        at com.fs.starfarer.loading.I.Ö00000(Unknown Source)
        at com.fs.starfarer.D.K.o00000(Unknown Source)
        at com.fs.starfarer.D.F.super(Unknown Source)
        at com.fs.starfarer.combat.CombatMain$3.playCustomMusic(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.missions.ShrineCMD.execute(ShrineCMD.java:77)
        at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
        at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
        at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:182)
        at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:215)
        at com.fs.starfarer.ui.newui.classsuper$1.o00000(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
        at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
        at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
        at com.fs.starfarer.ui.int.processInput(Unknown Source)
        at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.newui.OoOO.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
        at com.fs.starfarer.ui.g$oo.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.newui.classsuper.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
        at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
        at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
        at com.fs.starfarer.ui.OOOo.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.base/java.lang.Thread.run(Unknown Source)

Later, re-visiting the shrine (before leaving the planet), it displays a slightly different error, and again there is no music:
Quote
The gallery is filled with parties of Luddic pilgrims dressed in traditional handweave meeting with shrine attendants.
RuntimeException: Error initializing music source - AL error - 1

I'll show just part of the log here:
Quote
6072359 [Thread-3] WARN  com.fs.starfarer.D.K  - Error initializing music source - AL error -1
java.lang.RuntimeException: Error initializing music source - AL error -1
        at sound.public.<init>(Unknown Source)
        at sound.OooO.o00000(Unknown Source)
        at sound.OooO.o00000(Unknown Source)
        at com.fs.starfarer.loading.I.Ø00000(Unknown Source)
        at com.fs.starfarer.loading.I.Ö00000(Unknown Source)
        at com.fs.starfarer.D.K.Õ00000(Unknown Source)
        at com.fs.starfarer.D.E.Õ00000(Unknown Source)
        at com.fs.starfarer.D.F.Ò00000(Unknown Source)
        at com.fs.starfarer.combat.CombatMain$3.restartCurrentMusic(Unknown Source)
        at com.fs.starfarer.api.impl.campaign.rulecmd.missions.ShrineCMD.execute(ShrineCMD.java:83)
...

(Mac OS 13.7.2 here)

5
Verified without mods in 0.97a-rc11: If you take a L7 officer, with its 5 elite skills, and retrain it to have, say, only 3 elite skills, and confirm it, then 3 becomes its new permanent maximum number of elite skills—the panel shows "Elite: 3/3".  This is true even if you take it down to 0—it'll show "Elite: 0/0", and indeed it will forbid you from selecting more than 0 next time you retrain.

I suspect that a fix for this will raise the question, "Is the max number of elite skills for L7 officers supposed to be affected by Officer Training and Cybernetic Augmentation?".  Currently the answer is no.

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