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Messages - Straticus

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Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: August 27, 2019, 03:04:29 PM »
Work on this is continuing, but I won't be releasing a hotfix until my current round of changes is done.

Here's the confirmed changelog:
  • Officerless fleets - this has been reworked so that Remnant fleets, and automated drone fleets have some officers (or AI ancillae)
  • Bar encounter never appearing - this does still work, but from testing I've noticed that either a change between 0.9 and 0.9.1, or the 'priority' flagged bar events added by lots of other mods seem to drown it out most of the time. I've added the priority flag to this event to make it almost certain to appear, and this seems to do the trick. (The whole way of interacting with the mod is subject to change in future)
  • No Vesperon in Nex custom scenarios - I've made the rep also appear in player colonies to account for the Independents not having any markets

Version 2 should generally address the gameyness of what I've implemented so far - the current version's encounters basically occur in a gameplay vacuum, which makes it too easy, and I'm not satisfied with that. Stay tuned ;D

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Mods / Re: [0.9a] Vesperon Combine 1.2.0 - 03/03/19
« on: March 03, 2019, 11:23:42 AM »
New point release. Should not break existing saves, and will make Vesperon recruiters cycle properly through Independent worlds every so often. Also, Vesperon agents should now appear (and disappear) when worlds are colonised and change hands.

Code
v1.2.0
---

- Add a second recruiter
- Move recruiters around independent worlds more reliably
- Vesperon cache reps spawn/despawn dynamically on worlds run by Independent authorities
- ...and also player colonies, for extra convenience :)

Download v1.2.0

3
Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 24/01/19
« on: February 11, 2019, 01:55:08 PM »
It seems as though I got the bar event logic wrong, which means the agent rotation doesn't work and the event creator ends up never getting fired again. So, the next version will have two agents who will randomly move around two different Independent markets once every 30 days, and that should hopefully sort this out for the long term. (If you're running Nex, and all the Indy markets have been wiped out, you can always 'donate' your own colony to the Indies for the agent to appear at!)

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Mods / Re: [0.9.0a] Outer Rim Alliance v0.83 (2019/01/05)
« on: January 28, 2019, 05:22:37 AM »
Hey there, Tart.

Through a combination of Nexerelin's random systems and ORA, I seem to have broken ORA stations. These stations have existed in system for longer than I have so I'm not sure what's causing the breakage. Flying to one results in an inability to attack it and hovering over it in the campaign map crashes the game to desktop with this error. I *did* update Nex from 0.9 to 0.9b but nothing in the changelog would indicate a fiddling with stations to me. I'm gonna crosspost this to the Nexerelin thread because I'm not entirely sure if I'm at fault for updating mods mid-campaign (probably), Nex is wigging out on me or ORA is wigging out on me.

I noticed this happened when updating some mods during an early playthrough in Nex; although some updates may not immediately break saves, there will be fleet definitions that include content that no longer exists or has been renamed. When you arrive in system, the game tries to 'inflate' those definition to actual fleets and crash when it encounters any content that it can't resolve. The only cure (for me) was to start a new game...

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Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 24/01/19
« on: January 28, 2019, 01:51:33 AM »
I’ll change this in future because it’s frustrating as far as gameplay is concerned. Also need to take into account some of the more dynamic universe offered by Nex!

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Mods / Re: [0.9a] Vesperon Combine 1.1.2 - 21/01/19
« on: January 24, 2019, 04:05:04 PM »
This one should prevent issues with Kadur when Junk Pirates is not enabled, and more generally for any mod including content from others.

Code
v1.1.2
---

- Fixed crash on referenced ships/weapons/fighters not existing

Download v1.1.2

7
Mods / Re: [0.9a] Vesperon Combine 1.1.1 - 21/01/19
« on: January 24, 2019, 12:45:52 AM »
Hey, just a note:

Code
97798 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [junk_pirates_hammer] not found!
java.lang.RuntimeException: Ship hull spec [junk_pirates_hammer] not found!
    at com.fs.starfarer.loading.do.super(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
    at com.fs.starfarer.settings.StarfarerSettings$1.getHullSpec(Unknown Source)
    at org.stratic.fs.starsector.api.impl.campaign.intel.VesperonIntelManager.getKnownBlueprintsForFaction(VesperonIntelManager.java:318)
    at org.stratic.fs.starsector.api.impl.campaign.intel.VesperonIntelManager.<init>(VesperonIntelManager.java:106)
    at org.stratic.fs.starsector.api.impl.campaign.intel.VesperonIntelManager.getInstance(VesperonIntelManager.java:83)
    at org.stratic.fs.starsector.api.impl.campaign.intel.VesperonIntelManager.getInstance(VesperonIntelManager.java:76)
    at org.stratic.fs.starsector.api.impl.campaign.VesperonLifecyclePlugin.onGameLoad(VesperonLifecyclePlugin.java:32)

While 1.1.1 removed the "all blueprints known by any faction" behavior, it still checks them, which throws an NPE and crashes if any faction knows a hull spec that doesn't exist (which would normally be crash-safe). You may want to add a whitelist or blacklist for factions that prevents it from scanning ones not meant to be checked, on top of the existing whitelist for hulls/weapons/wings. Or just throw a null check in there at the appropriate place. :)

It should be noted that as a result of this, the latest version of Kadur Remnant is incompatible with Vesperon... if you do NOT also have Junk Pirates. Yeah, it's weird.

That’s really helpful, thanks! I’ll roll out a fix as soon as I can.

8
Mods / Re: [0.9a] Vesperon Combine 1.1.1 - 21/01/19
« on: January 23, 2019, 08:42:29 AM »
Look like Vesperon doesn't like Cabal from the Underworld. Game freeze and crash the moment Cabal touch me. This is tested without any other mods aside from those library mods.

I've got Underworld installed here (albeit with a lot of other stuff too, including Nex) and haven't had this problem. I can't say it's not Vesperon that's responsible though, so you can send me your affected save if you'd like me to have a look...

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Mods / Re: [0.9a] Vesperon Combine 1.1.1 - 21/01/19
« on: January 21, 2019, 03:09:41 PM »
So yes, it was definitely Vesperon that borked up Remnant and BB spawns. It also explains why spawning them didn't work via FleetFactory in my own code. Note to future generations: Faction data Collections in the Starsector API are like live wires - don't play around with them unless you enjoy getting a nasty shock! :-[

I believe this should be save-compatible with previous versions, although I can't say whether it'll fix existing games if the spawns are already broken. It definitely fixes the issue Bishi raised though.

Code
v1.1.1
---

- Updated available vanilla blueprint whitelist to use fighter wing IDs, not fighter hull IDs
- Prevent Remnant and BB spawn breakage

Download v1.1.1

10
Mods / Re: [0.9a] Vesperon Combine 1.1.0 - 20/01/19
« on: January 21, 2019, 01:38:22 PM »
Whitelisted a bunch of stuff last night for my next update - thanks so much for doing that. I left out a lot of the lower-end DME stuff because getting a lone Sevastopol blueprint in a concealed facility is like getting a single tube sock for Christmas.

It affected BB spawns for me at first, but after moving some mods and trying some fresh seeds I found that this time my blade breakers were fine but my remnant were broken.

Blade Breakers are terrible OP Mary Sue garbage, so their being broken is good and your game has been improved, since I literally designed them as a treasonous betrayal and an attack on player enjoyment, just to ruin your game. Some rando on a forum once said so! It must be true.

More seriously, I added a toggle for my random spawns, too, if you'd like a dev version in case this is partly my fault and until Straticus can take a look in his code, HMU by PM.

Thanks so much Soren - looking forward to some DME stuff appearing legitimately!

I think your mod is breaking spawns.

I originally posted here since I thought it was a Nexerelin issue : http://fractalsoftworks.com/forum/index.php?topic=9175.msg242893#msg242893

It affected BB spawns for me at first, but after moving some mods and trying some fresh seeds I found that this time my blade breakers were fine but my remnant were broken.

To replicate the issue I disabled all mods, I loaded up just your mod, console commands and lazy lib and started a new game. If you do 'SpawnFleet Remnant 50' the spawn fails. If I remove your mod and try the same, the spawn succeeds.

If it's Vesperon that's caused that, sorry! Looks like I have a crash course in Starsector-style Occam's Razor to work out what could be causing this. (Spawning those in was one of the things I couldn't do on the fly with the standard Fleet APIs, so I had to be build my own - crappier - approximation of the FleetFactory.)

are you sure the wing IDs are correct in your vanilla blueprint list? Pretty sure you'd want the wing id rather than the individual fighter ids

You're right - another noob mistake on my part! I'll roll out the corrected list with the next update.

11
Mods / Re: [0.9a] Vesperon Combine 1.1.0 - 20/01/19
« on: January 20, 2019, 10:34:48 PM »
Doh, I’ll put out a hotfix for that later. Thanks Meso!

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Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 20, 2019, 10:59:42 AM »
Here's the whitelisting update - sorry I haven't had a chance to get it out before now. The main change for players is that this will remove consideration from all mod-added blueprints. I'll be asking mod makers to see if they'd be prepared to whitelist some of their content, however if you prefer the non-whitelist behaviour, where all blueprints can be made available then I'd advise you stick to the v1.0.0 version for the moment.

I believe this should be save-compatible with v1.0.0, but I might be wrong.

Code
v1.1.0
---

- Added whitelisting system for other mods to opt-in
    - Add to `data/config/vesperon_blueprints.json` to whitelist content
    - See example vanilla config file
- Whitelisted all (obtainable) vanilla blueprints
- Slightly optimised VesperonIntelManager to not load new JSON structs all the time
- Move the Vesperon rep around once every 60 days to make sure market decivs (et al) can't break the mod

Download v1.1.0

13
Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 16, 2019, 11:35:10 AM »
Nobody seemed to really care about Omnifactory running on a blacklist, or players being able to subsequently turn off that blacklist in the settings file and build whatever.

I thought the same but I realised the defining difference is that you the Omnifactory could only duplicate something you already had in your fleet or inventory, without bypassing the obstacles mod creators put in to get those goodies in the first place.

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Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 16, 2019, 11:08:49 AM »
To the OP: Thank you for this cool mod. I intend to grab and start using it once im home from work tonight. Keep up the good work!

To the mod authors who are getting bent out of shape: Stop being an Arthmoor. Seriously. This is a single player game and this mod is actually pretty neat. Attacking a new modder is ridiculous and comes off as being callous.

You're welcome! I hope you enjoy it.

I don't feel attacked - a little disheartened by earlier replies I suppose, but that's what happens when you create something in a vacuum and realise what you've done could do with some improvement. And unless I've missed something everyone with a critical bent has been polite and constructive...

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Mods / Re: [0.9a] Vesperon Combine 1.0.0 - 13/01/19
« on: January 16, 2019, 09:29:04 AM »
As someone who builds (and maintains) software for a living, it's bloody annoying when someone else's cross-cutting concerns cause havoc with what you've built, and you have to deal with the fallout because some error message or UX indicates it's your thing that's caused it. So I have some empathy for other mod-makers, particularly those who have spent years on their stuff rather than the ~1.5 weeks I spent building this.

There's also the argument that collaboration, rather than unilateralism, will make things better for the community as a whole. I would rather reduce the number of the blueprints available by Vesperon but make it richer and more rewarding in other ways. It isn't intended as a cheat mod, although it may come across that way as I balanced it against a relatively mid-range fleet of my own when building it to prove the concept I had in mind.

Starsector's modding structure is super-easy and innately low-conflict by comparison but I don't think that is good reason to turn about and paint wide-ranging compatibility as an "obligation" for other mod authors.

I don't take this as pushing an obligation, but encouragement towards making mods that work well with others. I hadn't realised it was possible to make mods mututally exclusive with others. If I took a unilateral position to carry on then it would be totally appropriate for others who disagree to make theirs incompatible with mine, and I can guess which ones the community would rather play with.

Quote from: Katsumi
And, newsflash, this mod is less egregious in that regard than something like Console Commands.

The key difference is that impact of using Console Commands - something that's designed to modify the game state at the player's whim - is rather more immediate and obvious than something that's integrated into the gameplay.

Perhaps a good example of this 'breaking' other content is Tiandong's conversions system - which is IIRC based on conversions of existing hulls, and perhaps in-game the faction doesn't have an autofactory or blueprints for any of its ships. By this mod providing the blueprints, that USP is lost and people are less likely to bother with using conversions as the author intended. It might not create a support issue for Meso, but it is detrimental to the concept that his mod introduced. And I'd rather that not happen.

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