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Messages - bodeshmoun

Pages: [1] 2
1
Mods / Re: [0.95.1a] Space Truckin' [v0.9.1]
« on: February 01, 2023, 12:16:35 AM »
Still working on the next update, here's what I have so far:

-XP and relation reward: done
-ui standardized around 1280x768 so it always scales correctly
-initial config faction selector, completely redesigned for people with a thousand mod factions
-redesigned contracts board for multiple levels of contracts (and ui improvements
-reward scaling is both configurable and scales down with more cargo

I was hoping for such mod, thanks a lot.
I tend to play with vast unarmed civilian transport fleet with escort, and past a certain point I use to not finding enough cargo to transport, but not anymore 8).
So few suggestions :
  • The contracts generation are strictly similar, and only size vary depending of your reputation with faction.
    I would love to see randomization : no cap to 1000 items but random number between 100-1000, with a x2 multiplication button (similar to the parcel ones) limited by the size of the market (1-3 not available, 4 only x2, 5 x2 and x4, 6 x2 x4 and x8) both for the sender and the destination. This would implies different contracts generation for each level, maybe.
    I would love to see randomization in time constraints. Your delays are quite short compared to vanilla ones, it is great. You could add shorter delay (maybe with a warning) only fastest fleet could accomplish this more rewarding  contract. And slight longer delay contracts, with less credits.

  • The contracts does not depend of production, needs of planets or stations. For instance, on my just newly founded colony I have contracts to export tons of supplies, heavy armaments, volatiles ...
    Would it be possible to restrict contracts to items really produced here ? Even if this means no contracts at all on some places.
    And also restrict contracts destination to places where there is demand for such items.
    Another solution could be use new item, a sealed container for instance.
    Maybe it is only relevant with Nexerelin and Industrial evolution because I do not play strictly vanilla anymore.

  • The contracts seems to focus on the longest way and does not care of lawfull items and hostilities between factions. I have very rarely found a contract for neighbor star system, whereas I have several contracts for same system at the other end of sector.
    I would suggest a more random contract generation here (and combined with previous suggestion only the rarest items would be exported at the other end of sector).
    And as suggested earlier, maybe some bad reputation from the planet if illegal items or hostile destination are in the contract (if combined with first suggestion, only in higher tier contracts).

  • When you will integrate mod content, some mods (HMI - not tested, Scy and VIC) add new high value items that are included in contracts (mod integration already works !).
    The problem is the item value is so high that contract are overpriced : the worst is the information chip from SCY, 10 000 creds for one, that generate contract of 1 million for ~150 items. Other are in line with heavy armaments and drugs.
    You could either add inclusion of them within configuration page, limit max cash of contracts, or just ban them for contracts. Note that my other suggestions will limit or erase the problem.

2
Hello

There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 over the maximum number of industries on the planet :
Techmining and refining are present in vanilla.
And ad you know Everybody Loves KoC add two more industries and increase the size of the market to 6 (making 4 the max number of industries).
Industrial.Evolution add a new industry Salvage Yards making the count to 5.

As a workaround, I remove heavy industry, as I play with both mods and this industry seems the most redundant with Salvage Yards.

After I reported the problem in Everybody Loves KoC topic, Great Wound suggested Industrial.Evolution mod could remove heavy industry if present.
[...] The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.

What do you think of this solution ?

3
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: October 11, 2022, 07:40:01 AM »
Thanks.

I'm aware of the clash with Industrial Evolution. There' not much I can do with this one, I could switch off Salvage Yard on my end, but I have no idea how Hartles would take it. Have you tried dropping Hartles a message? The best solution is probably to set IE to autoremove Heavy Industry when detected on Arcadia. I don't have an issue with this.


Looks like someones recently cleared the map... I could shift the systems but without the modiverse map being I could quite easily end up on top of someone else. I'm more curious as to why it was wiped. Clearly not an outdated mods thing because my own were wiped off.

You are welcome.

No I did not contact him yet, I will post your proposal in Industrial Evolution topic.

In my game I have shifted periphery more on the periphery [-11200,-19500], and wurzle a bit farther [-4750,-21250].
I have also added back some mod I use in the map.


4
Modding / Re: New Map of the known Modiverse
« on: October 11, 2022, 07:34:58 AM »
An update (seems to be the 25 September at 18h57, but it is what google tells me with my time zone UTC+2) has removed much, if not all the coordinates of modded systems.
I added back some of them : Dassault-Mikoyan, Scy Nation, Outer Rim Alliance, Diable Avionics, Luddic Enhancement, Legio Infernalis (from Tahlan), Volkov Industrial Conglomerate.
Not sure I have completely understood the market force (I have converted all market size, then make the sum for the system).

Hope that it will help.

5
Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.7
« on: October 09, 2022, 06:42:27 AM »
Hello, from linux, here is a usual case sensitive problem :
40513 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/weapons/A_S-F_spellbind_hardpoint_base.png] resource
The file are named graphics/weapons/A_S-F_Spellbind_hardpoint_base.png

Similar problem for A_S-F_spellbind_hardpoint_glow, A_S-F_spellbind_turret_base and A_S-F_spellbind_turret_glow.
Fixed for me after rename.

Thanks for the update !

6
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: October 08, 2022, 02:03:42 PM »
There is a small mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5 :
Techmining and refining are present in vanilla.
Industrial.Evolution add a new industry Salvage Yards making the count to 3.
And ad you know Everybody Loves KoC add two more industries.
As a workaround, I think I will remove heavy industry, as I play with Industrial.Evolution and this industry seems the most redundant with Salvage Yards.

There is also a small mod compatibility issue between Angry Periphery and Dassault-Mikoyan Engineering (and maybe with Volkov Industrial Conglomerate) on the placement of the new systems :
The periphery system overlap the nikolaev system on the starmap, values in the New Map of the known Modiverse are not present currently, but there coordinates are quite close. Extract from their respective starmap.json :   
      "nikolaev":[-6800,-19200],
      "periphery":[-6000,-18500],
And the wurzle system is close to the empyrean system introduced by Volkov Industrial Conglomerate mod, even if they does not seems to overlap (I did not find starmap.json file in this mod and I do not know where to find precise coordinates).

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 08, 2022, 01:07:09 PM »
I'm not sure what you mean - TASC already replaces all vanilla techmining industries on NPC colonies at the start of the game.
Ok sorry, I play with lots of mods, and I forgot what is in vanilla, and what mods add.
So my suggestion was to replace dynamically all techmining industries including the ones added from the other mods.
I have done it manually in my game, but I understand this is more complex and prone to issues than the actual behaviour, so feel free to discard it.

And for information there is a mod compatibility issue between Everybody Loves KoC and Industrial.Evolution that increase the number of industry on Agreus to 5.
But TASC has nothing to do with it (the techmining replacement work fine), as I though in the first place.

But there might be a mod incompatibility between TASC and Content Unlocking Missions, as Content Unlocking Missions seems to need techmining industry on Agreus.
It is not clear to me but Everybody Loves KoC, in previous version, was removing techmining and refining industries which caused some problems (seen in their respective topic).

8
Suggestions / Re: Game needs an 'Admiral Mode'
« on: October 07, 2022, 07:01:53 PM »
I would add the ability to make formations with ships.
My command point are lacking because the line cruiser of my fleet wander to go after a frigate, want to go the other side of a strong point (capital, station), or just decide to clump together (then push the ship in difficulty toward the enemy, cutting line of fire )
Or I just does not understand how to correctly control them ?

9
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: October 07, 2022, 03:30:17 PM »
A suggestion for domain archeology industries : replace all techmining industries that does not seems to do anything unless controlled by the player.
It will favor compatibility with mods (I think specifically to Everybody Loves KoC which change the status of Argeus and add industries).

10
Mods / Re: [0.95.1a] Mayasuran Navy 8.3.8 RC2
« on: October 03, 2022, 07:57:56 AM »
[...] the MSS_SuperDes.png  does exist [...]
Under linux ? It is the usual case sensitive error tests under windows does not detect.
On previous page, similar problems were described.
Rename mayasura/ships/MSS_Superdes.png in mayasura/ships/MSS_SuperDes.png
Tested, and works after rename.

By the way, great mod !

11
Nothing major, fixed a crash on linux ...

I have still the problem : lines with *Indevo* miss the capital E in file /Starsector/mods/Industrial.Evolution3.0.a/data/weapons/IndEvo_cryoartillery.wpn.
The solution given by Chairman Suryasari still works.

Great mod, and thanks for this update  ;D

12
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.13
« on: March 06, 2022, 04:41:53 AM »
I am running Starsector on linux (I know that it can be usefull to know as system is case sensitive).
Here is the log, but I am afraid there is not more information than in my previous message:
Spoiler
Code
7994 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading hull skin [data/hulls/skins/roider_gambit_p_early.skin]
7994 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: /home/[REDACTED]/.jeux/starsector/./mods/Roider Union (data/hulls/skins/roider_gambit_p_early.skin)]
8000 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
java.lang.RuntimeException: Ship hull spec [roider_gambit_p] not found!
at com.fs.starfarer.loading.oO0O.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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(Unknown Source)
[close]

13
Mods / Re: [0.95.1a] Roider Union - Expeditions - 1.3.13
« on: March 05, 2022, 05:01:24 PM »
I had a crash on game start with the version 1.3.13 until I change "baseHullId":"roider_gambit_p" to "baseHullId":"roider_gambit_p_base" in roider_gambit_p_early.skin file.

14
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: March 05, 2022, 03:51:32 AM »
Thanks, I just have to understand how to do it ... Done !  ;D

For info, if other are interested
Spoiler
To be launched with Console command
Code
Runcode SectorEntityToken fleet = Global.getSector().getPlayerFleet(); StarSystemAPI system = (StarSystemAPI)fleet.getContainingLocation(); Misc.setAbandonedStationMarket("mariegalante_station_market", system.getEntityById("mariegalante_station"));Misc.setAbandonedStationMarket("patrol_station_market", system.getEntityById("patrol_station")); Misc.setAbandonedStationMarket("customs_station_market", system.getEntityById("customs_station"))
[close]

15
Mods / Re: [0.95a] Terraforming and Station Construction (v8.0.2)
« on: March 04, 2022, 12:58:08 AM »
This is a great mod, many thanks for it.

I was playing with Dassault-Mikoyan Engineering v.1.6a, rollplaying to restore an decivilized colony to its full potential : Marie-Galante and the whole Kostroma system.
There are several abandoned stations in this system, but none could be used with Colonize Abandoned Station, the tooltip saying the station was in extreme disrepair state.

After some code investigation, I understood that the problem is these stations are not created with any market with the abandoned station condition, I am right ?
Spoiler
Extract from Kostroma.java from Dassault-Mikoyan Engineering v.1.6a :
Code
                // Abandoned orbital terminal.
                SectorEntityToken derelictTerminal = system.addCustomEntity("mariegalante_station", "Orbital Terminal", "station_side03", "neutral");
                derelictTerminal.setCircularOrbitWithSpin(system.getEntityById("istl_planet_mariegalante"), 210, 240, 45, 7, 21);
                derelictTerminal.setInteractionImage("illustrations", "space_wreckage");
                derelictTerminal.setCustomDescriptionId("station_mariegalante");   

[...]

                //Two small pirate stations, pirate when market perf improves.
                SectorEntityToken derelictPatrol = system.addCustomEntity("patrol_station", "Patrol Station", "station_side05", "neutral");
                derelictPatrol.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 225, 4400, 210, 9, 27);
                derelictPatrol.setInteractionImage("illustrations", "space_wreckage");
                derelictPatrol.setCustomDescriptionId("station_pirate1");
               
                SectorEntityToken derelictCustoms = system.addCustomEntity("customs_station", "Customs Port", "station_side05", "neutral");
                derelictCustoms.setCircularOrbitWithSpin(system.getEntityById("kostroma"), 345, 4400, 210, 6, 18);
                derelictCustoms.setInteractionImage("illustrations", "space_wreckage");
                derelictCustoms.setCustomDescriptionId("station_pirate2");

Extract from boggledTools.java form Terraforming and Station Construction v8.0.2 :
Code
    public static boolean colonizableStationInSystem(SectorEntityToken playerFleet) {
        Iterator allEntitiesInSystem = playerFleet.getStarSystem().getAllEntities().iterator();
        while (allEntitiesInSystem.hasNext()) {
            SectorEntityToken entity = (SectorEntityToken) allEntitiesInSystem.next();
            if (entity.hasTag("station") && entity.getMarket() != null && entity.getMarket().hasCondition(Conditions.ABANDONED_STATION)) {
                return true;
            }
        }

        return false;
    }
[close]
Is there a way (edit save file, command to add market, ...) to be able to colonize such station ? Or must I (or the mod owner) update these station creation in Dassault-Mikoyan Engineering mod with a market ?

(Double posted in Dassault-Mikoyan Engineering and Terraforming and Station Construction threads)

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