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Messages - Seleukus

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1
Sorry, perhaps it is not from this mod then.

https://i.imgur.com/9qyAAyQ.png

2
Hello! A bunch of planets I survey have already X population on them, like this last one has 10^7 (tens of millions). Yet, when I colonize them, I only have 10^3 pop. Is this normal?

3
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 29, 2021, 08:16:23 PM »
Thanks for the tip, I will try that.

Regarding radiation, I was under the impression that protection from radiation was a plausible terraforming action.
https://phys.org/news/2017-03-nasa-magnetic-shield-mars-atmosphere.html

Another question: I remember that transforming a world into Tundra added some level of organics in previous version. I was quite disappointed this did not happen in my game. Is there a way for me to restore this functionality?

Thank you again for all the feedback.

4
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 29, 2021, 04:03:45 PM »
Hello, I've tried every building (I think) in attempt to remove or counter Irradiated modifier but nothing worked. Finally, I used EUTECK to transform planet to Paradise, still, the modifier isn't removed. Please advise.

https://i.imgur.com/Z2qb2LJ.png

5
Mods / Re: [0.95a] Battlestar Galactica Portrait Pack v1.0.6
« on: June 28, 2021, 08:35:09 PM »
Some of them I don't like, others I do, but Hotdog really stands out. Not only does the picture look really good, but his uniform even seems to fit in the universe.

6
Hello, in previous game version 091 I would use operative (from nexerelin) to boost standings, buy ships and do other stuff. In new new version 095, I can't find these guys anymore. Please advise.

7
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 26, 2021, 12:59:55 PM »
Thanks for the feedback. This is my first run with 095 so I have no idea to know if I'm being lucky or unlucky. I'll explore more and see if I can find at least one, worst case, I'll take your advice and use the console command.

8
Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: June 25, 2021, 07:06:45 PM »
so i have colonised 2 planets so far , 1 which produces artifacts and the other i wish to terrraform , i have the genelab installed but how do i get or build the E.U.T.E.C.K

The E.U.T.E.C.K. is an installable item that can be salvaged during exploration, similar to nanoforges, synchotron cores, etc.

If you don't want to spend time finding one, just use the console command addspecial boggled_euteck.

for what's it worth, in my current playthrough i've surveyed roughly 1 third of the sector and i have no no EUTECK, and only ~4 vanilla special items. This seems WAY too rare.

9
Hello, is it ok if I ask for help here regarding a crash?

I'm trying to raid a word every ~3 days to get blueprints, and after a few raids, every time I click "show military options", the game crashes.

Quote
48561 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:365)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:134)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.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:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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)

I doubt someone can help, but doesn't hurt asking.
Been really enjoying the mod thus far. Thank you for all.

edit: i don't know javascript or anything about modding this game, but i searched the files and as far as i got was line 365 of Next_MarketCMD.java
Quote
for (CampaignFleetAPI fleet : b.getNonPlayerSide()) {
                     if (fleet == responder) continue;
                     if (!fleet.isStationMode()) {
                        hasNonStation = true;
                        hasOtherButInsignificant &= Misc.isInsignificant(fleet);
                     }
                  }

Looks like it is iterating on fleets that don't belong to my faction, but I don't know how to follow Misc.isInsignificant(fleet).I don't understand if that's a file or a method... can't make sense of it.

edit2: looks like Misc is actually in core game Fractal Softworks\Starsector\starsector-core\starfarer.api.zip. Indeed "isInsignificant" method does not exist. Well, that's as far as my sherlock holmes goes.  :'(

edit3: the lines containing isInsignificant were introduced in commit 84561b5f27c33d193dbd83cb7fb782dd45a715ca in 5/23/2021.
Quote
* Fix battle join logic when taking military action against a market
I'm going to try raid without any ships around or something.

edit4: yup, trying to click "military options" in a station/planet with nearby enemy fleet causes crash consistently. No fleet nearby, no crash.

10
Mods / Re: [0.95a] Terraforming and Station Construction (v6.0.0)
« on: April 23, 2021, 12:25:40 PM »
Well.. I used to min max my colonies by building both a spice farm and dinosaur park, before turning it into terran or tundra, which required massive amount of time & money. The special thing  about those "industries" is that their output is independent of sector economy, no diminishing returns.

In any case, i'm still looking forward to the future of this mod. In previous version, it was a must have. Good luck and godspeed.

11
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.1
« on: December 30, 2020, 11:40:24 PM »
Hello, is it possible to make IBB missions appear again? I really want to fight them again in my current campaign!

12
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.6)
« on: December 27, 2020, 05:36:28 PM »
Hi, how can I terraform gas giants? I've checked the settings.json but couldn't find any line about gas giants.
Thanks in advance.

13
Mods / Re: [0.9.1a] Adjusted Sector
« on: August 19, 2020, 04:57:02 AM »
Hi, can someone please suggest me a set of settings that make the sector "denser", with more stars, ruins, cryosleepers, etc, without being bigger (height/width)? I don't like traveling very long distances to kill bounties. I'm afraid of changing the values, screwing it up and only noticing the problem hours and hours into the campaign.

14
General Discussion / Do bounties scale with distance?
« on: September 14, 2019, 08:46:43 AM »
It always bothered me the sheer amount of supplies and fueld I would spend to get to bounties, rarely profitable. But now that I'm playing with Grand Sector mod, it seems worse. 40k bounties at the very edge of the sector.

But trade missions definitely factor distance in the reward!

15
General Discussion / Re: Varus, where are my ships?
« on: September 07, 2019, 08:49:27 AM »
2. There are at least two mods that allow NPC faction to colonize new worlds. Nexelerin and Vayra's Sector I believe.
3 & 4. No. Your patrol's ship quality is defined by doctrine you choose first and then further improved by the availability of Orbital Works and Corrupted/Pristine nanoforged installed in said heavy Industry or Orbital works. I think in Nexelerin you can gift colonies to a faction - that's the only gifting i've read about.

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