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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 - CitizenJoe

Pages: [1] 2
1
So messing about with modded derelicts, it seems like they cannot be set to have non-vanilla factions defending them the same way that it has been done in 0.95.1a. They always appear to default to being defended by either nothing, or a copy of Task Force Safeguard. The exception appears to be in some cases, if the entity is specified in salvage_entity_gen_data csv and Remnants are specified as the faction, then the defending fleet will be remnant.

When setDefenderOverride is used, it appears that it forcibly spawns task force safeguard instead of what is specified by the override.

For example the below is a guardian post in one of the systems Hazard Mining Incorporated. Same thing happens for every modded derelict that isnt intended to be guarded by remnants as far as I can tell.



2
Actually, now that I'm testing it, something is up since the latest update. I replaced the ruthless settings with vanilla settings and combat ratings are still tanking in general even with flawless battles against similarly sized fleets. Even after changing to vanilla settings, One of my fast carriers, over the course of 5 fairly large battles, has killed roughly 6 frigates, tanked zero damage, but has gone from 51% and confident to 40% and insubordinate

3
Hey, just wanted to add that the mod's default ruthless sector config isnt really working great. Its pretty much guaranteed that any ship participating in a low-difficulty battle will lose combat rating if it takes even a single glancing hit to armor and will seemingly never gain any rating for winning even on a flawless victory. Captain confidence also seems to steadily decrease if you regularly engage fleets significantly weaker than yours. Dis-incentivizing engaging in combat seems a little odd.

4
Mods / Re: [0.9.1a] Hazard Mining Incorporated (Minifix Ed., 0.2.1c)
« on: August 09, 2019, 02:53:50 PM »
Hey, I think the Ballistic Assault Suite on the TT Hammerhead is busted. Seems to increase weapon range significantly instead of reducing it

5
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: March 08, 2019, 08:33:21 AM »
Its definitely around. I found one drifting in hyperspace a while back

6
Well I know for a fact it can't happen with Diable Avionics 1.83 RC3, Nexerelin 0.8b and Starsector 0.8.1a RC8 (just retested).

For the Prism Freeport restriction: I'll change the check so it can by bypassed only by changing rules.csv at least.

Cheers.  <3 u


Also, reinstalling the game (twice) seems to have fixed the problem for me.

7
Do you have the latest version of Diable?

Yes, I just downloaded everything again to test just to make sure.

8
When trying to start the game with diable avionics faction, the game crashes to desktop with a fatal null exception. Looking at the map when spawning on a different faction, it appears that DA doesn't even spawn anywhere on the map whatsoever. I've tried starting a new game with only Nexerelin, Diable, LL, and GL enabled and both of those still happen. Options selected before game start are irrelevant as far as I can tell.

Code
170141 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
170141 [Thread-10] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
170299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(BreadcrumbSpecial.java:120)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getTokenReplacements(PersonBountyEvent.java:467)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getHighlights(PersonBountyEvent.java:480)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.startEvent(PersonBountyEvent.java:129)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Also: is there any chance we could get an option to spawn the prism freeport from nexerelin even when scy is installed? The scy one ignores the prism configs nexerelin has like the number of ships/weapons allowed (and otherwise seems iffy with the rate certain things spawn. I haven't seen a single boss ship there and the weapon selection is terrible compared to Nex Prism freeport) and I'd really rather not have to remove Scy just for that.

9
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.2.0
« on: June 07, 2017, 11:49:10 PM »
Is it intended that none of the IBB Ships show up in the codex entries? Its kinda making me worry that the mod isn't working properly. I'm only running SWP graphicslib and lazylib

10
Mods / Re: [0.7.2a] DynaSector 1.0.1
« on: April 23, 2016, 02:03:53 AM »
So not even the skill changes are being kept? Tis a sad day indeed for carrier fleets.  :'(

Really though, awesome work. We all appreciate the amount of effort you put into all of your mods Dark. Don't kill yourself working on 'em ya hear?

11
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 12, 2016, 05:36:21 PM »
So Dark, what is happening with the IBB? Some of the bosses on the chopping block like the Lancehead and Stheno don't seem to be particularly offensive in any way and provide some pretty interesting fights. Is it because of buggy behavior, lack of distinction from the original ship classes, or some other reason?

12
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 12, 2016, 02:00:43 PM »
Seems a little odd to just remove over 1/6th of the boss ships. Whats the reasoning? Are they being replaced with something else? I like the psychedelia  :'(


13
Mods / Re: [0.7.2a] The Knights Templar 0.9.5g
« on: April 11, 2016, 11:27:22 AM »
AWWW HELLL NAW

Edit: Pff, burn level 6? That isn't scary :P

14
Mods / Re: [0.7.2a] Starsector+ 3.4.0
« on: April 10, 2016, 10:06:18 PM »
Yes, adding BRDY (which appears to be vanilla-balanced) substantially reduced starting supply prices, I will see if this holds. Thanks for the info! Can't wait to have THI back though.

Theres a hotfix for THI on the 8th page of its thread  :)

15
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
[...]
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.
[...]

Thats basically exactly what I was looking for. Much obliged!

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