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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 22, 2023, 10:57:51 AM »
... How do I build any of the space stations? I cannot for the life of me figure it out.
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.
ChangelogSpoiler### Gameplay ###
* Introduce system for faction-specific market conditions
* Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well
### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
* Fix having multiple special task groups but only paying for one
* Fix player special task groups costing supplies for repairs and CR recovery
* Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting
### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message
### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
* New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector[close]
How do I access these upgrade? So far I can only find the way to increase my ship's bandwidth but not how to install these modifications.
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.
looking into the save data, they seem to be stuck in an NaN value.
i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.
but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.
WHAT SHIP IS THIS. I MUST KNOW.
I see you put to work both of the mods "Starship legends" and "progressive s-mdos" would you please tell me which version of both are you using ? in my game i only have xp trackers don't have the traits "Well known" I'm sad...
there seems to be some kind of weird situation, where sometime far in a save, the XP value of ships (the entire fleet) just gets stuck in 0 and cannot increase the XP from 0 no matter how many battles.
looking into the save data, they seem to be stuck in an NaN value.
i only noticed this fairly recently though.
saving the NaN value as a number (i.e 500 or whatever) seems to "unstick" the XP of a ship though
went from 0(nan), edited save file xp value to 500, loaded the save, and now it can climb to 600+ after a quick battle.
but yeah, weird thing is. It happens to the entire fleet at once
so something (probably) gets *** up at the moment the mod adds XP to ships after battle which is why it includes the civilian ships as well.