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Messages - krisslanza

Pages: [1] 2
1
Mods / Re: [0.97a] Hiver Swarm - V1.11 - 02/03/24
« on: March 17, 2024, 03:44:26 AM »
  I do have a few modded factions, including the UAF.  Very rarely does UAF interact with other factions for some reason though, they just stay in their core worlds on the lower left of the map most of the time.  I have definitely seen Hiver and Iron Shell invade each other, and the Hivers have definitely successfully invaded Iron Shell colonies.  They completely wiped out Approlight's core system Augustin? I think its called in my playthrough, which is kind of hilarious, because that faction is super overpowered.

  I'm not complaining, I do enjoy an actual looming threat like the Hivers, because otherwise the game is not too threatening if you follow some orthodox playstyles.  I just enjoy factions interacting with each other and such, but these guys just come in and clean house most of the time, unless I intervene with my specific anti-Hiver loadouts.  I wonder if taking out one or two of their colonies will slow them down.

The UAF doesn't interact much because they're flagged with 'pacifist', I think in Nex. Given their location, and the circumstances of their arrival, they don't have much interest in actually conquering the Sector.

Personally, I hear these stories of how dangerous they get, but I haven't usually seen the Hivers snowball at all... I have certainly seen them take some impressive colonies from time to time, but then they usually get stuck struggling to hold them due to the stability issues, and everyone raiding it. I might simply have too many faction mods though, so the Hivers just can't as easily get the ball rolling because they can't take out any major players.

2
SNIP
Ah! Perfect! Cheers for the find! I'll make a patch for that and roll out a version that works with 0.97 alongside it!
Worth noting that Kaysaar has talked about the next update for AOTD being a complete rework of the Cryosleeper module, so... should be out in like, 6 days or something?

3
Mods / Re: [0.97a] Ashes of The Domain
« on: March 14, 2024, 06:49:40 PM »
Fracking is either too good or the alternatives don't offer enough. The only way I would use any of the alternatives is if I already had a colony with fracking.

I'm still not entirely sure what maglev was doing for my colonies? From the description it seemed like it reduced demand of everything by 1 unit but it didn't feel like it really had any impact.
Similarly terminus? I upgraded all my waystations but didn't really feel a difference.

Add incremental upgrades to the tech tree. Add bonuses to existing industries instead of adding new ones. eg better mining tech reduces the upkeep of the mining industry by 20%, medical improvements increases growth rate by some small amount (less than hazard pay). Stuff that would affect all your colonies when they are researched without building anything new but give minor improvements that turn the tech tree into ... more of a tech tree and add a consistent payoff without really affecting the end game colony too much.

Yeah I pretty much agree, the mod is really well made, but due to the nature of Starsector itself, all these new buildings fell like a bit of bloat. I was also a bit clueless about how some things worked. The current amount of buildings is at it's maximum for me, while it's great for fantasy and roleplay to have incrementally more techy buildings, it would become overwhelming eventually, while more techs that give passive bonuses would be great.
Fracking doesn't produce advanced resources and is inferior to Mining with a Mantle Bore installed.
And to add, the Terminus is just 20% more accessibility then the Waystation. So its a little increase, nothing massive, but as the Waystation can only grant more accessibility with an Improvement, its still something!

4
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.6)
« on: March 14, 2024, 06:40:12 PM »
Is it a bug or what, I have no ability icon for terraforming and space habitat build ?
Did you research them?
Hmm not im not. Since when should we research this tech(I suppose) and where could I research ?
Is it Academy thing or what? Played last time year ago +
If you're running Ashes of the Domain, you need to research it through the Research Facility. Otherwise they won't show up.
And to add on, they are not 'starter' techs, so you're going to need to research a bit.
TASC content is basically once you reach the 'new' stuff in research.
Which does mean you'll need a colony. Not sure if a Settlement can work, I haven't tried those.

5
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: March 14, 2024, 06:29:01 PM »
Another question, if I wanted to disable the UAF faction and nothing else (keep all ships weps etc.) what files would I need to remove?

I ask this because Nex currently does not allow me to disable the faction in non-randomized sector playthroughs and I would like to play all the new quests in .97 without any funkiness (but with UAF pizzazz!).

I don't know if you could do this, but as a side effect if you did, there wouldn't be any place in the Sector to buy UAF things, since they only spawn on UAF faction markets.

6
Gotta say, this certainly makes your early/mid game rough until you can find the Augmentation Suite somewhere, as randomly generated NPC fleets can be packing some seriously heavy amount of hullmods.
That being said, the new way you have things split up is certainly much nicer looking, and you only have to find the 'base' hullmod instead of trying to find each individual level. So once you get those base hullmods, you're ready to go!

Mind my early/mid game likely gets so rough because I'm running a lot of other mods that add more hullmods, so there's just a variety of good combat ones they start pulling from.

7
Woo, this mod returns!
Did run into one mouseover crash thus far though, I just recall the hullmod had a like... Domain of Man icon on it...
Quote
1273384 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.ShipAPI.getVariant()" because "ship" is null
   at data.hullmods.Augmentations.ZDA_Aug_Sui.addPostDescriptionSection(ZDA_Aug_Sui.java:80) ~[?:?]
   at com.fs.starfarer.api.campaign.impl.items.ModSpecItemPlugin.createTooltip(ModSpecItemPlugin.java:211) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.voidnew.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

8
Just a small bug I noted, though I didn't save the logs for, apologies. But if you try to s-mod in a 0 cost hullmod into a ship before it ever gets XP from combat, it'll crash the game since the 'XP hullmod' doesn't seem to trigger on the ship until you actually earn a source of legal XP (from space murder, of course).
I'm unsure if his bug existed before or not.

9
Ah, ok. That's been brought up before and I think it could be a neat option. It would need to be off by default for several reasons, but I think you're the third person to suggest it? I'll look into adding it for the next major update, but no promises!

To be honest, I already thought it kinda worked that way. It would make sense.
I can understand it being a toggle though, for sure.

10
Not sure if this bug has been reported yet but, when doing the storyline one of the new salvage events can have unintended consequences.
Spoiler
In my current game, the Hamatsu had intel to send to two factions. Sending it to neither just has the event wait. Sending it to one or the other, then makes the derelict uninteractable. It still exists there, and has its unique text, but you can't actually 'investigate' it to progress the story. The only option you have left is 'Leave'.
[close]

11
Nexerelin, I believe, adds the chance that when salvaging a derelict ship, you can find 'intel' to send to one of two factions, right? If so... well, minor storyline spoilers:
Spoiler
If so, ah, it seems that can break the 'storyline', because that event can trigger on the Hamatsu. Which then makes the ship completely uninteractable after the fact. All you have is the 'Leave' prompt, which doesn't trigger the unique interaction that progresses the plot.
[close]

12
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.1
« on: September 28, 2019, 02:59:36 PM »
Hiya,

How do you get the Yamato start?

I'm running a bunch of mods (mostly faction mods and Nex) but I can't find the option to get that particular start. Love the lore you've built up with the mod.

Cheers

Its a Custom Start in Nex

13
Mods / Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« on: September 07, 2019, 12:43:30 PM »
Quote
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions

Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.

Supplies aren't just used to feed crew, they are there for maintenance. Space isn't exactly the best place for a bunch of complex machines, reinforced steel, and other materials bolted and put together. Ships degrade in space, so the supplies are used to keep them consistently repaired every day.

Supplies kind of represent an abstraction collection of repair bits, ammo, food, and clothing for your crew. It's all lumped into one commodity for ease.

14
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 05, 2019, 08:24:39 PM »
I'll wait for your .9.4 colony patch then before I mess with colony intervals.

I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.

I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).

I'll report back how the changes feel after I do an another campaign.

Out of curiosity, does modifying that kind of variable work for an ongoing game, or would it require a new one?

15
First things first, I think you're doing amazing work bringing this mod to the community. Its really a robust and unique system for us to become more attached to our officers & crews. Thank you for your work.

That being said, I would like to ask if there are these settings I can turn off or alter.
1). What setting do I change to disable ALL REPUTATION CHANGES(+ or -) to ships who weren't deployed in combat?
2). How do I increase the ratio of good to bad traits? Should I change the multiplier of damagetaken to .5 and damagegiven to 1.5? Even with level 20 officers and d-modless ships I can't seem to get mostly good traits(Combat rating is really hard to get with big fleet battles).
3). Is there a way to increase the speed of losing reputation? Mothballing 30 days for each reputation is a bit long.

Please let me know. Thanks again!

I'm trying to figure out #2 myself (beyond just turning off bad traits), but for #3 I got you covered! In the STARSHIP_LEGENDS_OPTIONS look for this:
"daysMothballedPerTraitToResetReputation":30, # A ship must remain mothballed (in or out of storage) for a consecutive number of days to lose it's reputation

;)

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