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Messages - TimeDiver

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121
Mods / Re: [0.95.1a] Fleet Journal v1.0.0
« on: February 15, 2023, 11:25:20 AM »
Fairly easy to implement in terms of API, but I'm not sure which specific kind of intel you have in mind - would need to delete intel entries by given class, since blanket remove everything wouldn't be desirable, I presume. Do you mean vanilla fleet log entries, like cargo pods and distress beacons?
Precisely that, as well as occasional 'quest' entries that persist even after they've been completed (less frequent of an issue, but it occurs on occasion for me, even with me keeping my list of mods as current/updated as possible).

EDIT: Alternatively, due to poor Java coding, there could be doubled entries for a single 'quest', with only one of them being removed from the Intel tab after completion.

122
Mods / Re: [0.95.1a] Fleet Journal v1.0.0
« on: February 15, 2023, 10:17:25 AM »
Any plans to expand the functionality of this mod to outright delete already-present entries that are in the Intel tab?

Far too often, I end up with duplicate entries that are an absolute pain to remove via editing the save's .xml file.

123
Honestly, the question belonged here, rather than in the Starship Legends discussion thread, so here goes: At any point in this mod's history, was reputation gain tied to a battle's difficulty rating and NOT experience points and/or levels gained?

I have a vague recollection from 1-2 years back that even though my player character's + officers' levels were all at least 10 (raised the limit on 'officerMaxLevel' to 15 in settings.json) that I regularly got double-digit rep gain from winning lopsided battles (that is, I was outnumbered)...

...that is, until updating to v1.3.0 of this mod and/or updating Nexerelin to its own latest version (which come to think of it, might have its own internal mechanisms that control reputation gain between the different factions it has to handle, but I can't be entirely sure of that).

EDIT: As further evidence that I have little idea how the increased reputation gain is supposed to work... after a fight against a large Remnant Ordo, I did get the expected reputation gain, but not when doing Bounty Board missions (implemented via MagicLib).

124
Im getting a crash if I try to start a new game with version 3.2b or 3.2c, but version 3.1f works flawlessy.

Mods:
Spoiler
{"enabledMods": [
  "PAGSM",
  "yunrutechmining",
  "$$$_lightshow",
  "pantera_ANewLevel40R",
  "Adjusted Sector",
  "raccoonarms",
  "lw_autosave",
  "CaptainsLog",
  "chatter",
  "lw_console",
  "istl_dassaultmikoyan",
  "hm_flagpack",
  "diableavionics",
  "exoticatechnologies",
  "HMI",
  "sun_hyperdrive",
  "IndEvo",
  "Imperium",
  "timid_xiv",
  "lw_lazylib",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "niko_morePlanetaryConditions",
  "nexerelin",
  "officerExtension",
  "ORA",
  "pt_qolpack",
  "tahlan_scalartech",
  "SCY",
  "shadow_ships",
  "swp",
  "speedUp",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "tahlan",
  "presmattdamon_takenoprisoners",
  "Terraforming & Station Construction",
  "TORCHSHIPS",
  "transfer_all_items",
  "underworld",
  "uaf",
  "US",
  "vic",
  "vayrashippack",
  "shaderLib"
]}
[close]
Have you updated Tahlan Shipworks to the latest beta version, v0.9 Beta 4?

Because v3.2a (or newer) of this mod won't work with v0.8.666a (the current release version) of Tahlan's.

The link to the beta release of Tahlan Shipworks is in this thread's opening post, just below the two 'Requires' links.

125
Sundog, ever since this mod was updated for v0.95a and newer (so, v1.5.0 and newer) it now seems to override the XP multiplier that would normally result from lopsided battles via your Ruthless Sector mod; I've tried adjusting as many of Starship Legends' own XP multipliers (via the LunaLib in-game menu) to 1.0 to see if it would compensate, but no go.

I've done this because I am far too impatient to build up reputation the 'intended' way, and picking lopsided fights (that is, lopsided against my fleet) to get rep gains in the double-digit range... and using Console Commands to adjust the faction reputations is too far for me.

Is there a setting in either of those two mods of yours that would let Ruthless Sector's post-battle XP multipliers have higher priority than those of Starship Legends? Or would that require a re-compile via the Java SDK (or similar) after editing the source files?

EDIT: Pardon, it seems that I've misunderstood how these mods interact; adjusting those multipliers in Starship Legends only affects the gain of traits and ship/officer loyalty, NOT player/officer levels and reputation. Now I have to go through each and every one of Ruthless Sector's .ini file settings to see which one will work instead...

126
I used the transpoofer consumable once but i am still being shown to everyone as a diable avionics member. is that a bug or did i just not use it properly?
i thought it would be disabled after a few days but ive been stuck like this for months.

Yep thats unfortunately a known bug. currently the only way to fix it is to basically get your fleet killed. put all of your ships&cargo away and then go get yourself wiped in like a single shuttle, or you can use the suicide command in consolecommands
Wrong~ the bug has been fixed in the latest release, all you have to do is update the mod and use the transpoofer again.
Wait, I was under the impression that v3.2(a/b/c) were incompatible with v3.1(f) or earlier, requiring a New Game start.

Since the transpoofer was added in v3.1(a) according to the changelog, is v3.2(c) actually save-compatible after all?

EDIT: Alternatively, was the transpoofer bug introduced in v3.2(a/b), and doesn't exist in v3.1(f) and earlier?

127
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.6
« on: February 09, 2023, 04:12:00 PM »
Hey, I believe there's a math error regarding Advanced Turret Gyros.

Specifically Capital against Frigate.  It doesn't seem like it gets a 20% bonus.  It looks closer to a 20x multiplier.
*looks at code*

Quite possibly; looking at the relevant stats.getDamageToFrigates() line, it is followed by modifyFlat, rather than modifyPercent (for all other getDamageTo<SizeClass> instances).

Changing that in the '\mods\Better Deserved S-Mods\data\hullmods\AdvancedTurretGyros.java' file to modifyPercent might fix it, but I'm not going to have the free time to test it.

128
Mods / Re: [0.95.1a] Detailed Combat Results v5.3.0 (2022-10-25)
« on: February 07, 2023, 06:42:20 AM »
Seems can't be removed safely mow? I can't find 'MaxCombatResultCount' in the json. The most similar stuff is 'Max combat results to keep' in lunalib's setting. But the value can't be lower than 10.
That is definitely an oversight by @Nick XR. To resolve:

1. Open up the LunaSettings.csv file in the '\mods\DetailedCombatResults\data\config' folder in Notepad++ or equivalent.

2. Find the line that reads as:

DetailedCombatResults,dcr_MaxCombatResultCount,Max combat results to keep,Int,50,The maximum number of combat results to store (oldest are removed first),false,200,10,

3. Change the last part of the line from ',false,200,10,' to ',false,200,0,' and the line will now be:

DetailedCombatResults,dcr_MaxCombatResultCount,Max combat results to keep,Int,50,The maximum number of combat results to store (oldest are removed first),false,200,0,

4. Don't forget to save the changes and restart Starsector (changes won't be recognized until full re-load of the game).

That should allow you to change that value in the LunaLib in-game menu to 0.

129
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: January 29, 2023, 08:05:20 AM »
Would anyone know if there is a quick way to make Seeker 5.1 compatible with Magiclib 45.2? Or is this the kind of thing that takes a lot of knowhow? XD
1. Open up the mod_info.json file (in the \mods\SEEKER_UC folder) in Notepad++ or equivalent.

2. Find the section that reads as:

            "id": "MagicLib",
            "name": "MagicLib",
            "version": "0.42"

3. Insert a '#' in front of that last line, so it is now:
             #"version": "0.42"

4. Save and then re-load the Starsector executable.

Game should no longer auto-disable the mod upon load, but you'd need to manually re-enable it first.

130
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.54
« on: January 26, 2023, 08:45:58 PM »
Building in Efficiency Overhaul as an S-Mod does not provide a 50% reduction to fuel/supply use or minimum crew as stated, but does provide the +20% combat readiness and +100% CR recovery rate
The 50% reduction to fuel/supply use and minimum crew is for civilian-grade ships only.

Combat ships are the ones that receive the increased maximum CR and CR recovery rate.

It's one or the other; adding the Militarized Subsystems hullmod does not allow for both.

131
Mods / Re: [0.95.1a]Epta Consortium - 1.5.2d
« on: January 23, 2023, 10:00:04 AM »
Unfortunately I can't mix the 2 in one, due to how different they are, and the fact that the version 2.0.0 is comming. Thx for playing the mod^^
I have to ask; will v2.0.0 be compatible with current saves? Or will it require a new campaign/start?

With the new releases (v3.2x) of Industrial Evolution, I'm already considering a new start, but still.

132
so here i am trying to look for the 3.1f version
Here ya go (and this is not linked to a re-upload, but the original):

https://bitbucket.org/SirHartley/deconomics/downloads/Industrial.Evolution3.1.f.zip

133
Mods / Re: [0.95.1a] Too Much Information 0.96 BETA
« on: January 20, 2023, 01:10:33 PM »
Hi, I'm having an issue where F2 and F3 do not cycle through equipped weapons.
Have you tried holding down those keys for at least 1-2 seconds?

I had the exact same issue, and only came up with that 'fix' by accident.

134
Mods / [0.95.1a]Epta Consortium - 1.6 SO4 - Aeolus: bug report
« on: November 27, 2022, 02:40:51 AM »
Hiyo hiyo, so well, which version are you playing? I have sure that this was fixed long time ago. Return here when you can^^
Not sure if you're taking bug reports for the Discord/Github versions on this forum, but with v1.6SO4 - Aeolus, I get the following crash in the simulator after adding every Epta Consortium ship to the battle:
Quote
280084 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.shipsystems.AI.seven_SystemAI_idash.advance(seven_SystemAI_idash.java:82)
   at com.fs.starfarer.loading.specs.oO0O$1.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
The Integrated variant of the Galevis appears to be the culprit, whenever it triggers its I-Dash ship system(?).

135
Quote
- This mod is not save-compatible, as it adds a new star system to the sector. However, future updates to the mod should be fully save compatible.
At the risk of coming off as needlessly greedy (have made quite a bit of progress in my most recent modded campaign(s))...

Why not implement some of the code from Apex Design Collective, which can be added to an in-progress save (new star systems are generated upon loading said save, mere in-game days later)?

It's easily the most notable StarSector mod that I can immediately recall that makes use of this method, although I could swear that there is at least one other mod that implements this approach...

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