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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 - Daidez

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1
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 04, 2023, 08:27:22 PM »
I like the custom ship additions. Those look great!  The re-sprites are very subtle but I would say an overall improvement.  :D

My only point of contention: I would like to suggest that you separate the vanilla changes from the new additions and put them into different mod folders.  I was reluctant to try the mod at first since I generally don't like to touch anything that alters vanilla ships.  You won me over with the nice sprite changes, though.

2
Archer spam is extremely satisfying!! Especially when you mix all 3 flavors together :P 

Yeah regarding the shield pierce, It looks like someone was wanting to create a similar thing a while ago and came to the conclusion it would be verrryy difficult so if some coding prodigy has a line of code I could throw into the MAC weapon file, that would be awesome!

Not sure if it's of any help, but there was a weapon in Sylphon RnD by Nia Tahl (very old mod now, code might be out of date) that had a weapon called "Enochian" with a mechanic like this. If nothing else, it's a starting place.

3
Modding / Re: [0.96a] There Be Juggernauts 0.2
« on: August 13, 2023, 07:23:01 PM »
Glad I found this.  This will fill the hole left from Missing Ships not being updated. ;D

4
I've been playing on the new save for a while, and everything seems to be working fine.  There must've been something broken in my pre-update save.

5
I still can't reproduce this issue... Here's what I tried:
Started a fresh save
Checked Jangala and Asharu for storytellers
Reloaded and checked Jangala and Asharu again (5 times)

Each time I checked Asharu had a storyteller but Jangala didn't. Am I trying to reproduce this incorrectly?
I don't know why another mod might interfere with storytellers, but it might be a mod compatibility issue. Could you attach your enabled_mods.json?

It sounds like you're trying to reproduce it correctly.

I am playing on a new save now, so I will let you know if I encounter any more problems.

[attachment deleted by admin]

6
After more testing, I confirmed that storyteller encounters do work, but they only show up the first time you've loaded a save after starting the game.  I tried finding more after loading the second time:  No dice.

They seem to work fine on a fresh save.

7
How many markets did you check without seeing any storytellers? It might have just been bad luck. It's also possible for faction mods to disable storytellers at their market's, but as far as I know no one has done that. What kinds of markets have you been checking? Were they all owned by the same modded faction?

It turns out it was bad luck.  I tried it on a new save and it worked fine.  I tried it on the Hegemony, Independents, and Neutrino Corp. (Corvus system)

I also noticed that 1.3.8 isn't working on my pre-existing save anymore.  I got one or two storyteller encounters after rolling back, but I have been experiencing the same issues with 1.3.9 now; haven't been seeing any bar encounters.

I tried 1.3.9 again on my current save, and I'm still getting the same issues as before: no "storytellers."

8
I'm still seeing plenty of new storytellers with 1.3.9 (in both old and new saves). Not sure what could be causing them not to show up. Have you edited the options file at all?

I haven't touched the options at all.  I will try 1.3.9 version again just to see if I possibly made a mistake while updating.

9
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9 - The Legio arrives
« on: October 29, 2019, 12:19:05 AM »
I did not see an advisement in the first post or change log that I shouldn't update this mod unless I make a new save. If that is the case I would like some clarification there.
Requires a new save due to campaign additions.

I'm assuming Nia probably means that you require starting an entirely new and fresh campaign.  That's what I did.

10
I'm not getting any "storyteller" encounters at all after 1.3.9.  Tried to find one on a new save, but either I was unlucky or it really isn't working.

I tried rolling back to 1.3.8, and that works just as advertised.

11
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
« on: October 27, 2019, 08:03:35 PM »
I'm now getting a crash after updating this. Based on your change log mentioning Legio Infenalis I assume it has to do with this mod even though it happens within Vayra's Sector code, but I haven't updated that since I installed it a month ago and I haven't had an issue.

It is happening when approaching what I assume must be the location, in-system, of the pirate base that is threatening one of my colonies:
Spoiler
Code
242212 [Thread-4] INFO  data.scripts.VayraModPlugin  - Applying admin Captain Gamal Claudette to market Legio InfernalisRaider Base
242214 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Added raider base in [Karkara Star System], tier: TIER_5_3MODULE
242217 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - Spawned patrol fleet [legio armada] from raider base Wendel Staging Point
242217 [Thread-4] INFO  data.scripts.campaign.bases.VayraRaiderBaseIntel  - updating target
242217 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [Seeking_Answers.ogg]
242221 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [expanse.ogg]
242482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.bases.VayraRaiderBaseIntel.pickTarget(VayraRaiderBaseIntel.java:1249)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.updateTarget(VayraRaiderBaseIntel.java:1173)
at data.scripts.campaign.bases.VayraRaiderBaseIntel.<init>(VayraRaiderBaseIntel.java:257)
at data.scripts.campaign.bases.VayraRaiderBaseManager.createEvent(VayraRaiderBaseManager.java:312)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at data.scripts.campaign.bases.VayraRaiderBaseManager.advance(VayraRaiderBaseManager.java:135)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Are you using a fresh save after updating?  The update requires a new save.

12
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.9a - The Legio arrives
« on: October 27, 2019, 04:29:28 PM »
Maybe I'm mistaken and/or there's a special mechanic in place, but it seems that the new Legio Infernalis faction doesn't work with Random Core Worlds.

There also seems to be no way to join the faction from the faction start options. (I'm assuming this is probably intentional.)

13
Mods / Re: [0.9.1a] Legacy of Arkgneisis 1.5.0 [10/24/19]
« on: October 24, 2019, 12:05:31 PM »
The new sprites look great!  They always seemed like they were missing something before, but they look more complete now.

14
Thanks for the fix!!   :D

15
Bar encounter with "storyteller" causes station UI to crash when I try to activate the dialogue in ver. 1.3.5.  The event also seems to be unusually common in the system I first start a Nexerelin campaign in.

Mods enabled:

  • Lazylib 2.4e
  • MagicLib 0.27
  • GraphicsLib 1.4.1
  • Nexerelin 0.9.4c
  • Version Checker 2.0
  • Starship Legends 1.3.5

Doesn't seem to occur in the previous version, but I haven't found the encounter on the 1.3.4 ver. either.

Looks like it's fixed in the 1.3.6 version.  Cheers!

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