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Messages - boggled

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841
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 01, 2020, 05:16:19 AM »
Just tried this mod - and am currently loving it.
Question, though: is there plans to perhaps add novel and new terraforming options or station types? Currently stations and terraforming seem expensive in the beginning, then become trivial later on - so would there be more fancier types? Perhaps a city planet for extreme cost, or special super stations for very late game?
Sorry if asked previously.

I had plans to include an arcology world type, but I was unable to find a satisfactory texture. If someone with artistic talent is willing to spend the time to create one, I would be happy to implement it.

842
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 29, 2020, 05:18:39 AM »
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.

843
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 28, 2020, 10:00:58 AM »
"Conquest (EUTCS)"

It is an offtopic, but which word that "S" correspond to?  :o

For a general name problem, it is for "hullName":"Conquest", line in a conquest_olympians_boggled.skin. You can repair it by yourself, until Boggled makes a fix. I mean, no one will do an update, consisted only from one string change, and larger changes would probably takes some time.

EUTCS = Eridani-Utopia Terraforming Corporation Ship

Thanks for bringing this to my attention. I'll include it in the next update. I don't plan on releasing any new updates until the next version of starsector comes out unless someone finds a bug or there's a good suggestion for new content.

844
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 25, 2020, 03:50:53 PM »
Would there be any possible way to translate the Volatile (mining) station into a regular mining station. Say like if there was a Moon or Volcano that had ultrarich on both rare and regular ore, we could build an orbital station?

This has been discussed at length previously in this thread. I think it's not a good addition to the gameplay for a number of reasons, including that mining would require surface operations (unlike a gas giant siphon station) making the low station hazard unrealistic. That being said, it's something I'm keeping in mind for the future if there are changes to vanilla that would make mining stations a good feature.

845
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 24, 2020, 10:54:39 AM »
I've just realize Ody's ride need 400 meatbags to operate.

How did he maintain it by centuries all alone? He don't even have hands, probably. Maybe it should be an "automated ship"?

That would be over a top, as it is a strong buff, tho'

He probably just never used it.

I thought about making the ship automated, but it wouldn't make sense because the player can swap which ship Odysseus captains. The way I would explain it away is that Odysseus can operate the ship by himself, but he "allows" meatbags to crew it so as to hide his existence from everyone except the player's bridge crew (because most people are hostile towards rogue AI cores).

I can't seem to get the Volturnian lobster quest to activate...

The lobster quest relies on the vanilla Starsector bar quest population code, and sometimes it refuses to spawn the quest. Try clearing/doing all other quests in the bar on Umbra, and try leaving the system and doing other things in the sector for a while. If Umbra ever got decivilized/captured/etc during your run and the quest was in the bar, I think that will unfortunately preclude you from ever doing it.

846
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 23, 2020, 12:44:29 PM »
Oghh... What did I do wrong?

Spoiler
Penelope's secret quest. I found an Ody, bribe corrupted heg dude, bring data back, Ody is in my fleet. Quest complete. Description say something like: AI core was unable to determine reason. And... that it... nothing happen next.
[close]

So, where did I made a wrong step?

Spoiler
If you pay the credits bribe rather than letting Luyten examine an Astral, he never gives you the Astral gate blueprints because he couldn't complete them without an AI core draftsman and the experiment results from the Astral.

I suppose it might be too harsh to prevent the player from obtaining the blueprints just for lying to him, but this way it does make the Astral gates less lore-unfriendly because it's clear to the player that the Domain gates can't be reactivated and the Astral gates function differently.
[close]

847
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 23, 2020, 06:54:56 AM »
How complicate would be to add a deeper US integration? I mean, if US have a "terraformation drone" planet condition, why not it generate some terraforming points? Some other US conditions can be removed via TASC (or added). And those "archipelago world", seems like lobsters could live there too.

That could cause lesser TASC stability in vanilla, tho'.


I believe lobsters should already be able to be seeded on archipelago worlds. If you find that it doesn't work, please let me know so I can investigate.

I suppose the terraforming drone could add some terraforming points. I'll implement this in the next patch. I don't want to go too deep on adding content that depends on US because not all players install US. Also, it would be a headache for everyone if an update to US breaks compatibility with features in this mod that depend on it.

848
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 22, 2020, 07:23:58 AM »
Lots of spoilers
Quote
Then again, you fight a TT armada for Volturnian lobster seeding,
Is it true? When I did this quest last time (and that was really long time ago) there was a possibility to acquire lobsters without single fight. Just dialogues. And some money. And marines...
[close]
Spoiler
I also remember completing it without a fight at some point in the past, but when I did it last time, the guy I had a deal with came in to kick my ass with a bunch of Paragons and Astrals. Not sure if that's new or if I was just unlucky when picking my responses.
[close]


Spoiler
If you smash your TriPad during your conversation with Vega before she tells you the lobster nanoforge is at Ilm, you won't have to fight Simmons/Zhang's fleet. The implication is that he sent you malware on your TriPad to track your progress, and if you don't smash it he hears Vega say where the nanoforge is and ambushes you.
[close]

849
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 22, 2020, 06:27:50 AM »
why would Ody pilot Conquest, not Odyssey?

Spoiler
I initially wanted him to pilot an Odyssey, but I found that the Odyssey hull is good enough that giving it a powerful unique hullmod would make it very OP, especially in the hands of the player.

I think level 40 is probably a good number. I'll just have to make it clear to the player somehow that they're not high enough level to get the quest.
[close]

850
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 22, 2020, 06:04:16 AM »
Spoilers for the astral gate quest.

Could you like... tone down
Spoiler
odysseus and his ship? For the amount of effort taken to get it, it's both extremely proportional in terms of effort to relative power, and odysseus himself is an insanely powerful officer that is LITERALLY THE MOST POWERFUL OFFICER IN THE ENTIRE GAME. And all it took to get him was get the comms request, press 1 a few times, go to his planet, press 1 some more, salvage a tri-tach invasion fleet, nab an astral, mothball it to the scientist, press 1 quite a lot more, go back to his planet, and then press 1 a few final times.
[close]
And this is all relatively early game.
Spoiler
Alpha Cores are the best admins in the game, so it makes sense for them to be the best officers, too, and Odysseus' ship is held back by being a Conquest, which is fairly weak in AI hands.
Then again, you fight a TT armada for Volturnian lobster seeding, which is a much weaker reward. I suppose Boggled just didn't want to make unlocking the gates too much of a hassle, but the extras do make it a disproportionately rewarding quest. Perhaps there's room for a major Pather/Hegemony bounty hunter fight?
[close]

Regarding the astral gate quest balance:
Spoiler
1. Uhlang is correct that the Conquest is a very weak hull in the hands of the AI, and the unique hullmod isn't enough to make it overpowered. Further, if the ship gets destroyed in battle there's no way to reacquire it, so it's risky to deploy it in a fight you might lose.

2. Outside of battle carriers (which are largely bad in vanilla), there are few hulls where Odysseus can make use of all his abilities. If he crews a combat ship, all the carrier skills will go to waste.

3. Odysseus always has the "steady" personality, which means he can't be used in roles that require a different personality.

That being said, I can understand concerns that the quest can be completed too early in the game, especially if the player has done it before and knows the steps. One possible solution is to prevent Odysseus from contacting the player until they reach a certain level. Any other ideas?
[close]



851
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 21, 2020, 04:28:03 AM »
It worked! That's nuts, thanks for the help!  :)

However, it is not possible to change the new position of the gate, which I'm assuming has already been calculated. Is there a command to reset the gate positioning as well?


The gate must be placed on an orbit in the system where a stable location could be. It first tries to find a possible stable location orbital path right next to the player, and if it can't, it picks a random one in the system. If you don't like the random spot, try to build the gate somewhere a stable location orbit could possibly move through. If you upload a picture of the system in question, I could likely identify some spots that would work.

852
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 20, 2020, 04:30:23 PM »
Is there a way to completely remove the remains of an astral gate station? I accidentally built one over a planet and it got shifted to the farthest jump point in the system. My last save was yesterday and I really don't want to just leave it as is.

Paste the following code into the console using the console commands mod:

Spoiler
runcode LocationAPI system2 = Global.getSector().getPlayerFleet().getContainingLocation(); List<SectorEntityToken> entitiesList = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_astral_gate"); SectorEntityToken rementity = (SectorEntityToken)entitiesList.get(0); system2.removeEntity(rementity); List<SectorEntityToken> entitiesList2 = Global.getSector().getPlayerFleet().getStarSystem().getEntitiesWithTag("boggled_gatekeeper_station"); SectorEntityToken rementity2 = (SectorEntityToken)entitiesList2.get(0); system2.removeEntity(rementity2);
[close]

That should delete the astral gate station and the astral gate in the current system where the player fleet is located. Please let me know if it works for you. Be sure to save before using the code. Thanks.

853
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 20, 2020, 08:09:24 AM »
To Boggled: red-bold on a top of the screen is a joke. Mostly. What is definitely need to be improved - post is too long. Suggest to hide changelog under the spoiler, except of the last update (or few last).

Good point. Changes made. I also changed the wording and color of the text about adding the abilities to your ability bar. Thanks!

854
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 19, 2020, 02:42:04 PM »
I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.

Yeah, thanks for replying man, big ups. So yeah, here's the mods I got:

Archean Order - (TC off)
Better Colonies - (I'm pretty sure this is it, but idk. I looked in mod_info.json and the mod plugin was data.scripts.GDModPlugin so I think thats what you're talking about.)
Cari UI Purple
Commissioned Crews
Common Radar
Console Commands
Fuel Siphoning
Grand Sector
GraphicsLib
Interesting Portraits Pack
LazyLib
MagicLib
Missing Ships
Nexerlin
Planetary Shield Access Control
Second Wave
Ship and Weapon Pack
Skilled Up
Speed Up
Starship Legends
Supply Forging
Terraforming and Station Construction - (Ik, obvious.)
Unknown Skies

So there's all of them. Again, pretty sure it's Better Colonies because it works after I disable one or the other.
Plus, I looked in the mod info thing and it had that line of text you mentioned for the plugin, but I don't know coding, so I'm
not 100% sure. Both mods deal with colonies kinda so my guess is they conflict in that regard.
Thanks for any insight you can provide, and thanks for replying and looking into this already.


So I just downloaded Better Colonies and I have no problem loading SS with both mods enabled on my system.

Try disabling all mods except Nex, my mod, Better Colonies and the support libraries (version checker, LazyLib, etc.) and see if the game loads. If it does, then that will confirm the conflict is between Better Colonies and some other mod you have installed. Anything that makes changes to core game files related to how markets/colonies work might cause the issue - my mod actually doesn't do that! I hope this helps!

855
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: May 19, 2020, 01:51:02 PM »
Is it safe to update this mod without starting a new game?
I'd imagine it would be ok to. Unless it outright removes major features, but I don't think anything's been removed, so you're good.

This mod is backwards compatible with itself up to 5.0.0. If you had separately installed Player Gate Construction or Boggled's Terraforming Mod, this is NOT backwards compatible with saves that already have Player Gate Construction or Boggled's Terraforming Mod in them. This mod can be added to a save in progress without any problems.

I tried to start a new game with this mod and got this:

268574 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:148)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.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)

I know very little about coding, this is gibberish to me, but I disabled mods that deal
with colonies because I saw text including orbital stations and singled it down to Better Colonies to and now it works.
I kinda want both mods so if anyone knows what to change to fix this error,
or if it actually can be fixed, any help would be appreciated.

This problem doesn't appear to be related to my mod. The class in question causing the error ("data.scripts.GDModPlugin") is not associated with this mod. If you post your mod list, I or someone else here could probably identify the culprit. Thanks.


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