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Messages - Rei Akiba

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1
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: July 28, 2023, 12:13:23 PM »
Well, there isn't much I can do as an artist for the mod other than continuing on with my plan of remaking my sprites until everything is up -to-date. My co-developer whom are in charge of the coding are in quite a predicament irl which troubles her even 'till this day. The recent public donation thing are being spent wisely but that'll never be enough. Her mother just got submitted into ICU and her condition have been up and down last I heard. So, like it or not - UAF as it is are currently stuck in this version until further notice.

Anyway, that's why the next major patch could be the final one. We don't know what the future have for us and the mod scope is rather ambitious in terms of story telling and art production-wise, my realistic goal is to simply leave it in a playable state with maximum replayability. Story be damned if I couldn't make it but hey - I can always do that outside the game and mod.. so why din't I find another coder? Well, I made a promise with Vermy waaaay back then - we'll stick together no matter what as friends and finish the mod together. We'll take our time but she have the final saying when it comes to bringing the mod into life. After all, a ship wouldn't work without its engines.

Owh im so sorry to hear that, i hope her mother is ok and recovering fast

Spoiler
problem:
the 120 day bounties are way too short, especially missions that require you to return with a new deadline.

for RP reasons, I wanted to do a lot of missions for UAF - despite running my own independent colony in Nexerelin w/o random core.

so I went to UAF territory, which is quite far away, took as many missions as I could and tried to do them in time. I could barely do 2 - one of them being right in a neighbor system.
120 days is simply not enough.

the biggest reason for this is a "break this guy out from a pirate base" mission. after you do the breakout, you have to *return* in a crazy short time span considering the distances. which voids all other missions that require further travel in the opposite direction (all of them unfortunately).

my fleet does 20 in hyperspace and I could not even get back in time for the return mission after buying fuel and supplies - which took quite a while due to some markets being in trouble.

I think this *surprise new deadline with travel obligation!!* is not a UAF issue specifically - it's a horrifically bad designed quest blueprint from the base game, I assume (never give the player a surprise new deadline with a surprise distance to travel. seriously: why does it matter *after I break the guy out* when I return him? -- just tie the reward to the return and the player WILL do it.)

but the 120 days is something that UAF could maybe change? specifically since the system is always far away from the core, and doing missions for the faction without gate travel is completely unfeasible. the gas prices alone eat up the quest reward, and the reputation increases are minuscule for the time investment, so the only reason to do them is RP it feels like, unless you play as the faction.

the most efficient way to do it is repatriate a whole lot of prisoners that you collect elsewhere, go to UAF, do that, grab all missions, leave and come back a year later and so on -- that's what it looks like at least.
too much efficiency can make it a lot less fun


solutions:

one way to solve it is simply increase the rewards significantly, but it *feels bad* to have one faction give way better rewards, even if it makes sense in the context. this is not the game for such a solution.

a better way would simply eliminate the timeframe completely, or at least triple it. kill missions send you to a map corner very often, and from UAF you take most of the time getting there. you can't stop and explore a system on the way, you can't fight anyone, cause that costs supplies and so on.
it punishes you from playing the game basically.

a more involved way that adds some RP:
tell the player the pirate/criminal you got to get rid of is there for 200 days, and after that, the faction's intel agency will update you on the location -- it's gonna be in a starsystem that borders the original one. but for exact location, you have to build a communication satellite somewhere, or have to be in a system that already has one. then you get a new *important* message that updates the location of the quest target.
 
I may just post in Nexerelin or maybe as a suggestion for the base game -- but I think chances are slim this gets implemented. the last idea seems it's too much work.

I think this is the wrong place for it. but I really don't know. 120 days seem "ok-ish" for unmodded Vanilla in a sector with standard size when the starting point to go anywhere is always the center. but the game is getting way too big for 120 days limits.

maybe it's like the 120 days is just a "max" setting in some json file and one can just triple that and UAF will automatically apply "max" since the system is far away?
[close]

Worry not, lessons learned from this proof-of-concept mission and we'll make a better one if time and fate allows it. FYI, the mission was a work-in-progress - that's why you get 2 level 7 officers and a unique wing so easily because we also wanna have fun while developing the mod. Everything needs to be tested in-game and see if its good or not. Thanks for feedback.

Spoiler
I don't know how this mod slipped by me till I watched IroncladLion video, and I've been into Starsector on and off with major updates since it was still Starfarer. Fantastic mod

Few questions, and a bug maybe?
Novaeria and Solvernia showed up on market on New Auroria for 127mil each, is this the way to obtain the 3 supercapitals currently in game?
'claim end-game reward' dialog option showed up for me when talking to Aeria offering Solvernia for 60mil, what are the conditions for this end-game in current version?
Is there a way to boost Solvernia Auroria relationship to cooperative, or is it pointless for now because it's just fluff?

makeshift shield generator can be installed on Novaeria sections making missiles and ballistic pass through them, energy weapons still hit, but I suspect you're not supposed to be able to install shields there in the first place anyway
[close]

Unfortunately that's how the game works, as far as I know - I don't really have any means of micromanaging what ship spawns where, how, when and what. Some ships will randomly appear in the market despite our intention of making them unique and rare. My co-developer also mistaken my request and accidentally made the 'End-Game Reward' to require all named character reputation to be maxed out. ( originally suppose to be one character = one ship ) Furthermore, the super capitals were created during the time where my co-dev and I are exploring the options and things on what we could do and whatnot. We have acquired experience already and ready to implement them in our next and final iteration. The Trios are currently waiting for a graphical remaster as we speak. You have no idea how hard is it to paint a big ship, let alone three of them!

Spoiler
what happens when you have 80 relation with them cooperative, and you STILL NEED to be commissioned with them???

UAF is annoying when it comes to content, dont get me wrong ok, what happens when you want to make a colony?, you still need to be commisioned with them? are you kidding me right now, DUDE ATLEAST MAKE THE ALLIANCE IGNORE THAT EFFECT

if the player already have a strong faction, their colony is strong and basically already succeed, and you have nexerelin, and you STILL NEED to commissioned with UAF, dude why we cant use the alliance feature rather than commisioning with them? if UAF have this feature we can have a diplomatic relations and can access their content, imagine youre already strong, but still need a commision, your basically making urself a vassal to them, thats ridicilous

literally many ppl in the discord have been asking about this, damn even sindria fuel content is still forgivable

you can make a dialogue like this, after you end your commision with them or something

you contacting Nia

Nia: "How can i help you"
player : "i wish to end my commision, but can i make an alliance with your faction, because i have a faction on my own"
Nia : oh really your own faction?, well this is not my expertise when its about diplomatic between faction, but i can help you with that, ill try to contact our Queen auroria about this, maybe bring something special for her i guess
player : good, then it settled

*commision with UAF ended*

then you go to New Aurora meeting the Queen, and then talk about this, maybe some information about other factions, our tech via player ship blueprints, cooperative trading and tech, monthly trade or something, but if that is too complicated, then just make it simple, make an alliance and after the deed is done, you get access to their tech especially the super one, and you can still undergo their storyline while having an alliance, WITHOUT COMMISION



[close]

Believe me, we tried to allow alliance stuff for awhile now but this issue just keep resurfacing each time we add more into it. The current rules.csv are such a messy jungle of codes and dialogues that it's far better for us to start over from scratch rather than trying to rework from existing ones. So yeah, apologies for the inconvenience.

P.S - Thank god the story elements are being pushed back all the way to the final development phase, the longer I wait - the better the chance I can fix or update things before then.

---

I am also regularly updating the mod behind the scenes ( listening to external and internal feedbacks / concerns ) and allowing people to test it out in return for meaningful feedback in my discord server. I will only release the patch when I'm confident that it's safe, stable and functional. Hence my earlier statement of 0.74a1 being the last public patch for the time being. It's better for me to hold the update and let it bake in its own time and pace until it's ready to be served.


Oh well about that, i mean the alliance feature is not easy to do, but in nexerelin, when you make an alliance with a faction, their technology will become accessible if youre cooperative with them, i think you can check that code in nexerelin

Oh yeah and also, how do i get Omniscan feature, you said in the last post you need to have a good relation to cooperative, which i did, and cooperative with Nia, which i did as well, and i bring the eyeseau, which i did bring it as well, plus i have a good relation with the queen as well, but theres no dialogue or something about that, so can you help me explain the steps again in detail, how much reputation is needed?, do i need to bring eyeseau and equip it with the eyeseau hullmod?, and how to trigger that quest to unlock omniscan abilities, pls help i have no clue anymore

2
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: July 17, 2023, 09:25:38 PM »
what happens when you have 80 relation with them cooperative, and you STILL NEED to be commissioned with them???

UAF is annoying when it comes to content, dont get me wrong ok, what happens when you want to make a colony?, you still need to be commisioned with them? are you kidding me right now, DUDE ATLEAST MAKE THE ALLIANCE IGNORE THAT EFFECT

if the player already have a strong faction, their colony is strong and basically already succeed, and you have nexerelin, and you STILL NEED to commissioned with UAF, dude why we cant use the alliance feature rather than commisioning with them? if UAF have this feature we can have a diplomatic relations and can access their content, imagine youre already strong, but still need a commision, your basically making urself a vassal to them, thats ridicilous

literally many ppl in the discord have been asking about this, damn even sindria fuel content is still forgivable

you can make a dialogue like this, after you end your commision with them or something

you contacting Nia

Nia: "How can i help you"
player : "i wish to end my commision, but can i make an alliance with your faction, because i have a faction on my own"
Nia : oh really your own faction?, well this is not my expertise when its about diplomatic between faction, but i can help you with that, ill try to contact our Queen auroria about this, maybe bring something special for her i guess
player : good, then it settled

*commision with UAF ended*

then you go to New Aurora meeting the Queen, and then talk about this, maybe some information about other factions, our tech via player ship blueprints, cooperative trading and tech, monthly trade or something, but if that is too complicated, then just make it simple, make an alliance and after the deed is done, you get access to their tech especially the super one, and you can still undergo their storyline while having an alliance, WITHOUT COMMISION



3
First of all i love the mod, and right now this is my number 1 favourite aside from Yuri expedition, Aria, and Royal Azalea

I have a problem that 2 officers (yimie thompson, and mizuki) apparently cant even level up, no it is more like it needs 13 Million XP needed to level up to level 8????????????????

that is completely bizzare, any officers didnt even have that kinda weirdness, hell even sunrider mod officer Ava crescentia doesnt have that problem, and it should be followed by quality captains level adjustments, bcs im using quality captains mod that increase the max levels of the officers to 8

i hope that you can address this, that will be helpful

and i cant even post a pict and it said "file is too large", i guess you have to test this yourself, use quality captains mod, or go to starsector config/settings, and then search maxofficerlevels, change it from 5 to 7, or 8


EDIT : so i checked how many xp does officer needs to level up, so i checked it and in fact needs a 10M at least. so my conclusion is that the problem is both officer cant level up, i highly suspect its bcs of bugs or maybe a scripts (maybe its an officer got from the story, i highly possibility the code for leveling up is bugged, and maybe the unique auroran carrier skill as well)



4
Mods / Re: [0.95.1a] Custom Battle Music
« on: August 08, 2022, 09:52:30 AM »
This dude literally just put in Highfleet music, I LOVE IT

5
Mods / Re: [0.95.1a-RC6] HexShields - Shield Reskin v1.1.0
« on: July 17, 2022, 10:28:22 AM »
its really great............... but some ship still ha a default shield rather than hexagonal, example sparrowhawk from blade breakers, is this some kind of blacklist or just didnt apply, or just a bug?

6
Mods / Re: [0.95.1a] Musashi Manufactorum Ship and Weapon Packs 1.2.6a
« on: April 26, 2022, 09:36:20 PM »
this mod is really good, really sparks my inner weeb anime enthusiast for anime styled ships (like creature mods, Yuri expedition, royal azalea, aria the escalation, and the new mod United Auroran Federation), keep up the good work. I have a suggestion, im not trying it yet, for the lore purpose i think this ships should be a BP loot ships, not good for independent Open Market, bcs i give some mystery and uniqueness for this ships like "an ancient designs, but really advanced than our conventional technology counterparts". Yeah thats all, keep up the good work

7
Modding / Re: [0.95.1a] The Sunrider
« on: April 08, 2022, 05:57:18 AM »
hei, i really love the mod, really like some VN eroge stuff in SS. i want to give an ideas for the future content update. i think you should add more storyline between the player and Ava, so after you found her, recover her ship and joined you, after sometime in-game time like 2-6 months have passed, it need to trigger a dialog with her to make a bonding between her and the player, increase the relationship and intimacy. i think its a great idea, and plus after defeating many fleets she will starts a dialog with us again, and so on and on and on, until many times and many cycles has passed your relationship with Ava are getting closer until it reached at least cooperative, uh no i have an idea, i think you need to have a higher tier than cooperative like "intimate" or "romantic" regardless of gender the player is whether youre male or female, and make it higher than 100 points of relation like 150 or 200 ( i think thats too high, but you get the gist). plus in those storyline you need to add a story mission like unknown fleet chasing us or unknown vessel or fleet not identified in any domain database and surprise its another nightmare or the antagonist faction from sunrider, and maybe some story mission involving sunrider upgrades and those mechs.

Last but not least, you dont need to bring those sunrider characters like the MC (kayato shields, Claude, and any other heroines) just you Ava, and our officers, yeah you heard me, our officers, if you have at least 7 officer (player included 1 is you, and other 6 is your officer) at some point in the game, you guys will make a bond with each other, getting to know them etc, like in the franchise. And just in case if i forgot, a romance between a player and Ava is gonna be great, add some cuteness, and romantic scenes (you can add some raunchy stuff in the dialogue like an adult novel storytelling does, hell if you want to go bold and go big balls move and being a chad, add some "ecchi" scenes XD), yeah basically like that, if your character is a male character, its going to be a normal, ecchi and kinda lewd cute romance, BUT if your character is a female, youre gonna get a girl on girl, yuri romance, and yes ecchi and lewd too (i think theres gotta be a limit somehow, dont want ppl in discord community going craazy bcs of this, i dont want some other bad drama TvT )

i think thats all for now, remember this is all just an ideas and suggestion, the choice is yours to make, your mod i gonna be amazing if you keep continuing it. Damn almost forgot, you need to add her in the player contact list in-game, so players will always see her, our relationships, and many other things in there, and maybe some request from her



8
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 14, 2021, 03:37:06 PM »
should you add the effect of orbital array when you finished building stellar shade,stellar mirror, and stellar distributor

9
Mods / Re: [0.95a] Terraforming and Station Construction (v5.5.0)
« on: April 04, 2021, 08:13:39 AM »
hey... i think you should add "orbital solar array" condition like in vanilla, if you finished constructing the stellar shade/mirror, and maybe you should remove the industry icon and then add the planet condition, and then make the stellar mirrors orbiting your planet like eventide did. just like DIY planets after the completion of terraforming, and same for the structure icon on a market upon the completion of astropolis. i think its more realistic that way
 

10
Modding / Re: [0.9.1a] Hiigaran's Resurgence v0.4
« on: February 03, 2021, 03:54:58 AM »
i repost this from the higaaran descendants old mod forum so that you can read this

why its empty?? why the Hiigaran weapons BP is empty?? is this intentional? and it gets weirder bcs the faction fleet doctrine didnt even use their own weapon.... why?????????? i cant post the screenshot bcs the file is too big, like im not joking, the weapons blueprint didnt even have the list in it, and i cant right click to learn it??????


11
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: February 03, 2021, 03:52:17 AM »
why its empty?? why the Hiigaran weapons BP is empty?? is this intentional? and it gets weirder bcs the faction fleet doctrine didnt even use their own weapon.... why?????????? i cant post the screenshot bcs the file is too big, like im not joking, the weapons blueprint didnt even have the list in it, and i cant right click to learn it??????


12
just started the game to continue my last save and then immediatelly crashed....hel please?



634695 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.A.new.super(Unknown Source)
   at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.P.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
   at com.fs.starfarer.campaign.C.o00000(Unknown Source)
   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)

13
good start there mate...for future updates you need add this

1. increase armor at the expense of..well anything you want, like reduce speed or decrease peak operating time
2. increase missile damage but reduce missile maneuverability
3. increase damage of all energy weapons but reduce range or turret rotation
4. increase fighter replacement rate, but reduce armor,damage,shield,etc
5. add more Ordnance points but decrease Hull,armor,and Peak operating time, well depends on you

and many more...but that it for now from me, maybe more feedback from me anytime soon

14
Mods / Re: [0.9.1a] ApproLight Plus v0.3.7-RC2 (2020-7-6)
« on: July 26, 2020, 03:13:40 AM »
same problems here

304567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
java.lang.RuntimeException: Texture [AL_master_effect_2] from category [effects] not found
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.class(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSprite(Unknown Source)
   at data.shipsystems.scripts.AL_DarkPraiseStats.apply(AL_DarkPraiseStats.java:53)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)


15
i need help... This problem happened after i defeated the luddic church that invaded my colony, but they still have some ship survived, so I "join the battle" Or join the pursuit" But it crashed as soon as I clicked it

8099067 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advanceSeenEnemies(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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)

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