3571
Bug Reports & Support / Re: [0.7.2a-RC2] Crash when starting a new game
« on: March 19, 2016, 01:01:10 AM »
Update your Nexerelin.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
New idea for Nexerelin: ability to colonize a planet.
How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)Quick idea draft I wrote up. To answer some questions
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two thingsThat's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
Please: elaborate on the "writing off SS+ compatibility" part
Quick question about the random generation: is it possible to change the max planets and stations in the configuration?You can add your own starting planets/stations options or modify the existing ones to get enough planets/stations. (Nexerelin/data/campaign/rules.csv, lines 33-59)
I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)QuoteMy wishlist
...
Revamped capture system
Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?Works for me. If it's not just because Blackrock is dead (or someone broke rules.csv), put up a save and I can take a look at it.
When is compatibility updating for 0.7.2?I haven't had time to do a campaign playthrough yet, but the 0.7.1a version should work fine. At least the missions do.
Will this work with 7.2a? Are there any real changes that need to be made to it?Haven't tested but it should work as it currently is. If it doesn't, well, let me know!
Spoiler5335853 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
at com.fs.starfarer.combat.entities.ship.A.G.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.render(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)[close]
Sidenote. With Nexerelin, The different starting levels are incorrect, presumably because Starsector+ alters experience requirements.Which one? I fixed the level 16 start when it was reported a few months back, and while you do end up with extra XP on the level 6 start with either vanilla or SS+ (can't remember which), it doesn't quite reach the next level unless I'm really misremembering things.