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Messages - Ovid

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1
Mods / Re: [0.96a] Emergent Threats/IX Revival v0.3.7
« on: December 12, 2023, 02:30:12 PM »
I was messing around with IX Revival and Ind.Evo, and decided to see if I could use IndEvo's Engineering Hub building to get me some sweet sweet IX blueprints. And for most of the IX fleet, you can definitely do so.

But several of the ships are oddly on the Reverse Engineering Whitelist, and can't be reverse engineered. Ships like the Banteng (IX), Tigershark (IX), the Temblor (IX), and the Flourish (IX). I can understand why the Radiant (IX) isn't allowed to be RE'd (first is it's a former Remnant ship, but it's also quite rare for the IX fleets), but why are the others prevented from being reverse engineered?

It just seems a bit odd when all the other ships the IX has can be, like the Paragon and Hyperion, but these select few are exceptions.

2
I've got an oddly consistent glitch occurring. When I go to the Avery system (where VRI's Stalos Station is), do the survey event at Eminence (terran world), when I go to my contacts menu to call the VolGen lady to report about Eminence and get paid 150k creds, the second I back out of that menu, my fleet immediately dies and I get the respawn mechanic message. And considering I also lose money, I lost more money than the VolGen lady paid me (I lost like about 300K).

Due to a convenient save, I was able to consistently repeat this.
Thankfully, I got lucky, and decided to test what happened when I went to her in person, as opposed to calling via the Contacts system. Went to Geir's Slab directly, reported Eminence, and yay, my fleet didn't poof.

So something about the Contact-Call system isn't being friendly with this mod. I've been using that feature with other contacts like the lady on Agreus from the main story, and never had this issue before. 

3
Mods / Re: [0.96a] Emergent Threats/IX Revival v0.3.7
« on: December 06, 2023, 06:53:17 PM »
I have ET: IX Revival 0.3.7, and I saw a tooltip that caught my eye. Apparently there's supposed to be a Nexerelin (0.11.0x) Background option if you go with a IX start? Well, I don't see that background available to me, only Unknown and Heavy Debt backgrounds. I even turned off RAT, just in case it's additional backgrounds were overwriting, but still no IX background.

Something ain't working like it should, cap'n.

4
Mods / Re: [0.96a] More Bar Missions (v0.0.3)
« on: December 06, 2023, 05:40:03 PM »
I updated to v0.0.3 from v0.0.2, and I'm running into a Crash-to-Desktop everytime I try to access a market/planet. If I turn off this mod, then I no longer get the crash. I also tried redownloading from the Forum's download link, and the CTD still occurred.

248078 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: java.lang.String.join(Ljava/lang/CharSequence;Ljava/lang/Iterable;)Ljava/lang/String;
java.lang.NoSuchMethodError: java.lang.String.join(Ljava/lang/CharSequence;Ljava/lang/Iterable;)Ljava/lang/String;
   at mmm.missions.MbmBarEventManager.toString(MbmBarEventManager.java:465)
   at mmm.missions.MbmBarEventManager.computeActiveEvents(MbmBarEventManager.java:532)
   at mmm.missions.MbmBarEventManager.reportPlayerOpenedMarket(MbmBarEventManager.java:619)
   at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Unknown Source)

EDIT: I also tried the download from the Discord for 0.0.3, and that also CTD'd. In the meantime, I still have a copy of 0.0.2, which was working fine before this.

5
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: November 15, 2023, 09:38:17 PM »
Could someone tell me the least buggy path through the currently incomplete Buried Treasure quest? cause right now, 3 of it's "talk-to-this NPC" paths are complete dead ends, and Jakk Tannen (or whatever the pirate's name is) can't be talked to after the initial encounter without running into a TBD dialgue exit, and as far as I can tell, if you stumble across the salvageable Excelsior, it's permanently stuck in mothballs and doesn't seem usable at all.

Here's the path I did. I found the unique silverhaired pirate in a bar, paid him to share the details of his old pirate buddy. He pointed me to a couple of leads: A pirate contact, a salvager contact, and I think if you have the Starsector story complete, you can talk to the TriTachyon corpo on Eochu Bres about the Tritach black site. Talk to the corpo, he'll tell you about someone named Da'at, but also I think a general location for the blacksite.
 Da'at doesn't exist yet, so that's a dead end.

Go to the blacksite, you'll find a wreckage field. There's a recording telling you what happened, and the AI in the recording points you in Da'at's direction, while you also see the Excelsior hyperfrigate fly in some compass-direction from the core worlds. Again, Da'at doesn't exist. And now, everytime you go to the bar, you have an encounter with Jakk Tannen (pirate silverhair) that deadends in a TBD dialogue exit.

Assuming you manage to find the recoverable Excelsior, Jakk will show up with his pirate fleet. You can try to tell him what happened to his pirate buddy, but that goes to a TBD. You can fight and kill him, but the Quest in your Intel tab says "any secrets he knew died with him". You can pay him instead of tell him, but the quest doesn't resolve. Taking the Excelsior to the Core worlds does nothing, and it's still stuck in Mothballs status.

Honestly, for as cool as this quest is, I wish there was a way to turn it off in this mod until it's actually completed. 

6
Mods / Re: [0.96a] Ashes of The Domain
« on: November 11, 2023, 08:00:21 PM »
The FAQ mentions that you can find researchers at Galatia Academy, but where are they? I don't see any in the Contacts list, and there's no other option that mentions any sort of researchers.
For clarification, I've used Nexerelin to skip the main game plotline, and I'm pretty sure another mod is adding an option to have the Galatia Academy count as an officer/administrator trainer location. And I already got one event/message to do the Ouroboros quest, which I did and got the specific databanks.

Also, I have a recommendation for the FAQ. Is there any benefit to having multiple research labs (assuming you don't have the mod setting active to have them generate research databanks on worlds with Pre-Collapse modifier)? Cause as far as I can tell, it's not mentioned anywhere, and the research time seems to be the same regardless.

EDIT: to answer my own question I finally had the Researcher Sophia bar event happen, and when she's active in the research window, it tells you that she enables multiple research stations being beneficial. Before that point, only run 1 for research.

7
Mods / Re: [0.95.1a] Arsenal Expansion v1.5.5 - Housekeeping
« on: November 09, 2023, 01:38:21 PM »
yeah it's a great mod but i misss my ninth battlegroup

Looks like Vicegrip's Emergent Threats mod (https://fractalsoftworks.com/forum/index.php?topic=27284) will have a submod that adds in the IX Battlegroup, with Inventor Raccoon's permission. However, the forum version is the stable one but doesn't seem to mention the "ET: IX Revival" faction submod, so that might be currently limited to the Discord beta version (at time of this post).

8
Mods / Re: [0.96a] Ashes of The Domain
« on: November 06, 2023, 02:13:45 AM »
I haven't tested it myself yet, but is this mod compatible with the DIY Planets-Community Edition mod? I'm wondering specifically about that mod's ability to build new Hypershunts, and how it'd interact with AoTD's Lost Glory module's changes to hypershunts/etc.

9
Mods / Re: [0.95.1a] Random Assortment of Things
« on: April 19, 2023, 03:22:17 AM »
On that note, released another patch, this one has a focus on improving the outpost system overall, changelog can be found as always on the github page:
https://github.com/Lukas22041/Random-Assortment-of-Things/releases/tag/1.2.0

Awesome. Though, now I have to start another new game cause I hadn't turned on Outposts previously cause I didn't want to severely impact my reputations. Now I can try it out :D

10
Mods / Re: [0.95.1a] Random Assortment of Things
« on: April 18, 2023, 10:18:49 PM »
I tried starting up a new game, and selected Chiral Sector theme to be on. But the game crashed before I could load up into the campaign layer. Checking the starsector.log pointed to something in the Chiral theme, so I loaded the game up and tried turning Chiral theme off. And the game loaded up fine.

Unfortunately, loading up successfully has overwritten the log showing the error.
And when I tried a new game for the 3rd time, with the Chiral Theme active, I didn't get the crash. Also, of note, I was doing the same Nex start each time, which was a start with a player-owned colony. Not sure if that might be an issue.

Dang, I wish I copied that crash log.

EDIT: ooh, new version posted to discord. v1.2.0.  I'll have to grab it.

11
Mods / Re: [0.95.1a] All the Domain Drones+ (ATDD+)
« on: April 18, 2023, 08:18:59 PM »
Update for Vanilla+ that will likely need a new save.

Survey Ships no longer make fleets. Only motherships.

...well, poop. I was kind of relying on the Survey ships to make renewable derelict enemies to fight, as other mods give reasons to fight and harvest Motherships. For example, Forge Production has the mothership as the gatekeeper to that mod's content for lore/thematic reasons.

Is there a way you could do some sort of mission prompt to spawn new motherships? Like how the Nex Remnant agent will give you a mission to dump resource at a spot to make a new Remnant Nexus? Or is there another way you can think of to essentially create more loot pinatas motherships in a playthrough?

Maybe a prompt at a survey ship to find a new Mothership, if you dumb in resources to [insert reason here] boost the sensors to find hidden motherships?

12
Oh wait, is it the Automated Ship tag that prevents ships from being sellable? I had an interaction to sell a ship to someone at a bar, and I gave them the shield drone one (the one with the forward shield and Fortress shield ability). But I've got the same prompt again, and noticing that off my fleet, only my Siege Tower and Barrier frigates don't have the Automated Ship tag, and are thus sellable. I don't have a second on of the Fortress shield cruiser (might be a destroyer size), so I can't check it's tags, or remember it's name.

...But why is the Barrier frigate lacking a Automating Ship tag? It's there to throw itself into enemy fire, with just a Dampener system, and the lore doesn't mention anything about possibly needing a human crew.

EDIT: found one. It's the Terminal shield drone, and yes, it's lacking an Automating Ship tag.

And can I just say how much I love that the Decimator bombardment capital looks like a sheer slab of "get off my lawn"? The advanced ground support package tag is just *chef's kiss* for it's lore.

EDIT2: So far, I'd say my favorite ships so far are the M.U.L.E. construction drone for pure functionality and the Siege Tower cruiser. The Siege Tower has probably my favorite lore, but on a Derelict Empire run in Nexerelin, it's also one of the more common early ships you can find with Ground Support, which helps with taking planets from the derelicts. Also, they can have a new derelict fightercraft that itself has ground combat support, which is cool.

13
Mods / Re: [0.95.1a] All the Domain Drones+ (ATDD+)
« on: April 08, 2023, 12:13:52 AM »
Kind of an odd question, but would there be any issues if (by using a mod manager) I were to switch from DD+ Vanilla to DD+ New Drones mid-save? I like the fleet spawn functionality, but don't want to start a save with the new drones just yet.

14
Mods / Re: [0.95.1a] LowTech Armada
« on: January 23, 2023, 08:14:09 PM »
Hey Yui, it looks like LTA is requiring a specific version of MagicLib, and the new current version isn't matching what's needed. And unlike Seeker, your mod_info.json file doesn't have the formatting specifying a specific version of magic lib, so I can't just change the required magicLib version from 0.42 to 0.45 to bypass the issue. And this means that the Starsector client is turning off LTA because of a missing requirement.

is there a way to bypass this, or can you update LTA to instead look for MagicLib 0.45?

15
Modding / Re: Remnant Defectors v1.4.2
« on: November 07, 2022, 03:06:33 PM »
I had a issue with battles not ending with the carriers need to retreat to end battle but sometime it's just one ship without fighters think it's just recognizing the ships as bad guys who need eliminated for some reason had many battles I had to back out of with the remnant but sense they where all dead they let me salvage instead of restarting combat

other then the stated issues I love the mod

I suspect you were running into what I was. Check your ships and see if any of them have a trait/hullmod called "RD Spawner". It functions similarly to the Omega ships that break up into more ships, but something about the coding of it means that any ship that uses that effect is considered a enemy that must be destroyed, or in your case, retreated. I personally experienced this with the Prototype Scintilla that comes with the RD game start in Nexerelin, but I also ran into a modspec for RD spawner, which means you might accidentally put it on others.
Unfortunately, in the case of the Proto Scintilla you get from RD start, you can't remove the effect, so your only choice is to scrap or sell it, or just not use it in combat. It shouldn't be an issue if you create more via orbital works (or if you use console commands to make an empty hull), but bear in mind that the only non-basic variant (in console, it's scintilla_defector_variant) in the game DOES come with the RD Spawner hullmod being irremovable. At least currently, as of this post.

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