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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Shinr

Pages: [1] 2 3 ... 7
1
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: December 30, 2024, 08:39:28 AM »
Had a most random thought of trying to match the Aptitudes with the Alpha Centauri characters without duplications:

Diedre Skye - Strikecraft

If SiC had an Industry aptitude and it had pollution-type hazard reduction skills, that would've been her pick. Instead she gets Strikecraft because 1) Its green like her faction color and 2) Kind of simulating her lore preference of using worms as "auxiliaries";

Sheng-ji Yang - Automation

It is not like Yang treats people any better than drones;

Prokhor Zakharov - Technical

Self-explanatory, really. High Tech all day, every day;

Nwabudike Morgan - Starfaring

If SiC had an Industry aptitude, Morgan would've had it and speced for maximum exploitation. Instead he gets the aptitude that give hims the most opportunity for trading;
 
Corazon Santiago - Warfare

Really, the Spartan lady has her pick of combat flavor here, but Warfare is the most obvious choice.

Miriam Godwinson - Smallcraft

Horde of pather zealots incoming;

Pravin Lav - Management

For maximum officer-related bonuses similar to his extra Talent bonus in SMAC;

-

Crossfire bonus:

Aki Zeta-Five - Symbiosis from Emergent Threats

For Cybernetic goodness;

Ulrik Svensgaard - Piracy

The Pirate is gonna Pirate;

Foreman Domai - Improvisation or Dustkeeper XO

The former if it was just the "vanilla" aptitudes, but the Dustkeeper XO would make him a lore-appropriate mirror to Yang;

Sinder Roze - Tactical or Improvisation

Out of the remaining scraps, the Hacker lady gets a pick of Tactical (for flexibility) or Improvisation (cause Cyberpunk)

Prophet Cha Dawn - ???

No matter what is left, it doesn't fit him. The only other alternative is for both Manifold factions to share an Aptitude so that Cha gets a freed one, and out of those two only the Abyssal one barely fits because of "attuned to something supernatural" thing.

Manifold Usurpers and Caretakers - Abyssal and/or Exotech

Alien(-like) aptitudes for Aliens.

2
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 29, 2024, 02:40:32 PM »
It works.

Thanks.

3
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: December 29, 2024, 12:46:25 PM »
can u mod the files to unlock slots for all officers?
can u unlock more slots by levling up somehow?

There is nothing to unlock, the three slots is all there is.

And Lukas04 already answered, many times, that they had no intention of changing that.

4
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 29, 2024, 11:54:56 AM »
If you're getting reputation with factions other than your commissioned faction, that's unintended behavior and could be the result of another mod's reputation plugin, as it's not behavior I've experienced.

With the bolded in mind, I started a test run WITHOUT the provided .jar first:

Found a Fortified Cache, and just as you said there was no relation change upon mopping it up.

Then I found another Fortified Cache with the Volantian Relclamation Initiative ships, made them hated by nearly everyone via console, waited until the factions posted Faction Bounties (which is not a vanilla bounty type according to Wiki) that rewarded for destroyed ships of every faction the client factions were hostile with, looted the VRI fortified cache, and relation points had gone up with those factions.

Which also explains why the Legio got the biggest rep gains in my game: They consistently have one of the longest enemy lists in the modded games with lots of factions, which feeds into them posting Faction Bounties frequently against those said enemies, guaranteeing a consistent rep gain.

Also did a test with the provided .jar, and it did not prevent Faction Bounty rep gain.

5
Not sure if this is a Accessories submod bug, a Ship Browser bug, or both:

Was looking at the submod's Capital ship page, moused over the leftmost ship (as shown on 1920x1080), the info did not pop up, the music stopped, the game freezed and then closed.

The log:

Quote
10261484 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.M.createSystem(com.fs.starfarer.combat.entities.Ship)" because "<local10>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.M.createSystem(com.fs.starfarer.combat.entities.Ship)" because "<local10>" is null
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.oO0O.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.title.Object.oO0O.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.o00o.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o0O0.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.render(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.render(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:1447) [?:?]

6
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 29, 2024, 04:34:32 AM »
Can there be an option to disable reputation gains and/or enable rep deductions when fighting fortified caches?

After a while I found out that a lot of the "evil" factions were now quite friendly with me after looting a few Heg and other "lawful" faction caches, while not getting any rep hits with aforementioned "law" factions, which is a bit silly.

7
Mods / Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« on: December 25, 2024, 08:19:06 AM »
Thanks, it worked.

But a few questions that came from spending some time looking at the settings, and not engaging (but planning to) with Colony mechanics since vanilla:

1) Does disabling Saturation Bombing by NPCs also disables the Sindria Crisis?

2) Using Vayra Merged, and AFAIK extra factions spawn when a player establishes the first colony. Do I need for Nex's Respawn Factions setting to be set to All (the description of which says that Factions not present at start can show up that way) for that to work? And do other colonization options (which I set to false for a more vanilla experience) influence that?

8
General Discussion / Re: The new weapon filter, BlueSky response
« on: December 25, 2024, 07:15:06 AM »
1. you have to install 40 new weapons (no, I play vanila)

There is a separate no-weapons-Utils-only mod download link for that case.

9
Mods / Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« on: December 25, 2024, 05:59:35 AM »
After two hours of tweaking, most of which was spent in several 10+ minutes (EDIT: 10 minutes the first time, around 5 minutes for subsequent times) of just starting Starsector on my aging system, editing both via LunaLib and directly with the JSONs, and even re-downloading the mod just in case I somehow missed the hotfix, I still have a problem:

The game gives me a Victory via Galatea on game start (EDIT: on Free Start).

My modlist, just in case, though the only mod here to have major changes besides Nex was the Refit one (EDIT: And Mikohime 23 > 24):

Quote
"enabledMods": [
    "A_S-F",
    "aaacrew_replacer",
    "advanced_gunnery_control_dbeaa06e",
    "alcoholism",
    "Angry Periphery",
    "apex_design",
    "aptlysimplehullmods",
    "assortment_of_things",
    "AttunedDriveField",
    "better_variants",
    "bruh_ship_browser",
    "BSC",
    "carrierui",
    "CFT",
    "chatter",
    "CJHM",
    "clearCommands",
    "Csp",
    "dex",
    "dex-ae",
    "Diktat Enhancement",
    "dp_mnemonic_utils",
    "dpl_phase_lab",
    "EmergentThreats_IX_Revival",
    "EmergentThreats_Vice",
    "Everybody loves KoC",
    "fleetsizebydp",
    "GMDA",
    "GrandColonies",
    "guarantee-rare-items",
    "HMI",
    "HMI_brighton",
    "HMI_SV",
    "hostileIntercept",
    "hte",
    "Imperium",
    "IndEvo",
    "JYD",
    "kazeron",
    "knights_of_ludd",
    "largerZoomOut",
    "leadingPip",
    "logisticsNotifications",
    "LTA",
    "luddenhance",
    "lunalib",
    "lw_console",
    "lw_lazylib",
    "lw_radar",
    "MagicLib",
    "Mayasuran Navy",
    "metelson_release",
    "more_hullmods",
    "MoreBarMissions",
    "MoreMilitaryMissions",
    "ness_saw",
    "nexerelin",
    "ORK",
    "particleengine",
    "PirateMiniMegaMod",
    "pt_qolpack",
    "PT_ShipDirectionMarker",
    "refitfilters",
    "RetroLib",
    "roider",
    "Rouge_Redstar",
    "second_in_command",
    "secretsofthefrontier",
    "shaderLib",
    "sicdustkeeper",
    "speedUp",
    "stelnet",
    "StopGapMeasures3",
    "su_CarrierHullmod",
    "suitablestarsystems",
    "sun_flux_reticle",
    "sun_starship_legends",
    "supportships",
    "swp",
    "System_Marker",
    "tahlan",
    "timid_admins",
    "timid_commissioned_hull_mods",
    "timid_supply_forging",
    "timid_tmi",
    "timid_xiv",
    "TORCHSHIPS",
    "TouchOfVanilla_vri",
    "TTE",
    "TTSC",
    "underworld",
    "unthemedweapons",
    "variants_lib",
    "vayramerged",
    "WEAPONARCS",
    "whichmod",
    "whichtmi",
    "wyv_decolib",
    "wyv_mirror",
    "wyv_planetaryShieldAccessControl"
  ]
}

10
Blog Posts / Re: Anubis-class Cruiser
« on: December 21, 2024, 03:11:47 AM »
The blog and the thread reactions reminds me of the Buff HBL for the next release suggestion thread, and my own impression back then:

The impression I'm getting here is that it would be easier for devs to create a new useful high tech ship with built-in HBL as an extra than to make HBL worth taking on its own.

11
Mods / Re: [0.97a] Unthemed Weapons Collection 0.6.6 (12/13/24)
« on: December 19, 2024, 10:17:31 AM »
A question:

The Collection already has the utils integrated, yes? So no need to download the utils?

12
Mods / Re: [0.97a-RC11] Domain Phase Lab
« on: December 15, 2024, 12:44:27 AM »
After installing the mod, a fleet of "Mysterious Riders" appeared near my colony. They shoot down everything that flies because they are much stronger than the forces in the system. On the comlink they say you need to fly to the laboratory in the "Muspelheim" system, but I don't have such a system. I have saves from the previous version 0.96, I loaded and also did not find such a system. Please help.

I assume that you installed this mid-save?

In that case the system, which is usually located just a bit West by Northwest of the coreworlds, won't appear.

In general, it is not recommended to install big mods, factions included, during an ongoing game, since most of the stuff in them has to be generated at the Start of the game.

13
Modding / Re: [0.97a] Postmodern Carriers
« on: December 01, 2024, 10:51:09 AM »
Good news, downloaded again and the Defender did not make a fuss this time.

14
Modding / Re: [0.97a] Postmodern Carriers
« on: December 01, 2024, 09:58:42 AM »
Could both of you try redownloading it? I made an adjustment to those names and hopefully the false-positive is taken care of.

No, still gives red lags before getting auto-deleted.

Guess I have to get it on the Defender's whitelist.

15
Modding / Re: [0.97a] Postmodern Carriers
« on: December 01, 2024, 05:31:13 AM »
I’m unable to download the file because it’s being flagged as a virus. I’ve tried using Chrome, Edge, and Firefox, but the issue persists.

Same here, Defender thinks it is a trojan.

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