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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - prav

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Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: September 10, 2022, 09:56:56 AM »
I've got this MagicBounty that's supposed to send the player to any system with a particular theme ("prv_agni_presence"), but the theme is optional and not always present in the sector. If it's missing the bounty will still spawn in the bar event list, but players can't view or accept it. This triggers the "No suitable spawn location could be found for bounty" log error message.

Commenting out "location_themes": ["theme_prv_agni_presence",], gets the bounty to work as it should, except now it obviously won't send players somewhere interesting. "location_defaultToAnyEntity": true, doesn't seem to help.

The bounty json, parses as valid:
        "trigger_min_fleet_size": 75,
        "trigger_marketFaction_any": ["prv"],
        "trigger_marketFaction_alliedWith": true,
        #BOUNTY DESCRIPTION       
        "job_name": "Flight Into the Unknown",
        "job_description": "Your prv naval intelligence contact is as terse as always: \"There is an exploration ship, the 'Flight Into the Unkown'. It has found something it should not have. Destroy the records within it without delay.\" His mild voice and melodic accent stand as a curious contrast to the crude intentions he represents.",
        "job_comm_reply": "A grouchy man in a curious brown felt hat eyeballs you through the commscreen. No one says anything. In the background you can see a tabby cat chasing a white hen. What kind of person brings chickens onto a starship bridge? The silence continues. After a few minutes of standoff the cat jumps onto the command console, turning it off. It is time for action.",
        "job_intel_success": "Strange things found deep in space, hidden away from inquisitive sensors and telescopes, a spacer tale as old as interplanetary flight. Bizarre creatures from the dark side of the moon, the outer fringes of the domain frontier, or merely living in the closets of our imaginations. Things real enough to kill over.",
        #"job_intel_failure": "",
        "job_intel_expired": "It was always a tough timetable, finding a fleet in deep space in under three months. By now they are likely to have safely returned to the core with whatever spoils - and information - they could have managed to gather.",
        "job_forFaction": "prv",
        "job_deadline": 90,
        "job_credit_reward": 150000,
        "job_reward_scaling": 0.3,
        "job_show_type": true,
        "job_show_captain": true,
        "job_show_fleet": "vanilla",
        "job_show_distance": "vanilla",
        "job_show_arrow": false,
        "job_difficultyDescription": "auto",

        "target_first_name":"Old Man",
        "target_rank": "citizen",
        "target_post": "spacer",
        "target_personality": "aggressive",
        "target_level": 5,
        "target_skill_preference": "YES_ENERGY_NO_BALLISTIC_NO_MISSILE_YES_DEFENSE",
        "fleet_name":"Exploration Fleet",
        "fleet_faction": "rb",
        "fleet_flagship_name":"Flight Into the Unknown",
        "fleet_flagship_recoverable": true,
        "fleet_flagship_autofit": false,
        "fleet_preset_ships": {
      "prv_flock_rb_strike":1, "prv_gremlin_rb_strike":1, "prv_gremlin_rb_support":1,
        "fleet_preset_autofit": false,
        "fleet_scaling_multiplier": 0.85,
        "fleet_min_FP": 90,
        "fleet_composition_quality": 1,
        "fleet_transponder": true,
     "fleet_no_retreat": false,
        "fleet_behavior": "GUARDED",
        "location_distance": "FAR",
        "location_themes": ["theme_prv_agni_presence",],
        "location_themes_blacklist": ["theme_already_occupied", "theme_already_colonized", "theme_hidden", "no_pulsar_blackhole"],
        "location_prioritizeUnexplored": true,
        "location_defaultToAnyEntity": true,

In particular MagicCampaign.findSuitableTarget seems to be returning null since it's treating seek_themes as hard requirements, while the method comments suggest it to be a preference. May be related to comment //TO DO: check if ALL lists are empty: the final fallbacks end up working on an empty distance_priority list since systems_core..systems_far never got populated.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: September 10, 2022, 08:56:47 AM »
OK, I figured it out: FITU is set to require a system with the Agni theme, and if your sector doesn't have any MagicBounty will still spawn the quest, but it can't be accepted.

You should be able to fix this locally by commenting out line 253 ("location_themes": ["theme_prv_agni_presence",],) from \data\config\modFiles\magicBounty_data.json . May require spawning the bounty again in some new location.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: September 10, 2022, 08:47:09 AM »
The LPK is due for a large overhaul really, probably an entirely custom projectile behavior. Right now it's really just left in as a curiosity.

I don't know what to do about the bounty, since it validates I feel like it's either an error in the MagicLib parser or core logic.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: September 08, 2022, 11:27:36 AM »
Excuse me, when a click on the bounty for "Flight Into The Unknown" using the magic bounty system, nothing happens. What I just see is text saying "Flight Into The Unknown" and the bounty does not start. Is this a bug or am I doing something wrong? Thank you!
Ye that mission dont work for me too.

Also there is problem with SIPD laser which dont work.

Using MagicLib 0.42.1rc3 I can't replicate either of these issues, as far as I can tell they work as they should [1] [2]. Do you have any further information?

With FITU MagicLib parses the bounty and says it's correct (278499 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - prv_gremlin_rb_rare_hybrid : VALID). I have no idea what could be causing an error like this for a valid bounty.

What's not working with the SIPD? In testing it shoots an "interrupted" beam, only drawing the tail end if it hits something, and does the burst explosion effect at the correct rate.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: August 16, 2022, 07:28:58 AM »
prv Orbital Station

Ruster Star Fortress

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: August 16, 2022, 07:26:01 AM »
DOWNLOAD prv Extraworks v2 - Always delete the old version before installing a new one.

Added the Visent (XL) Frontier Freighter
- Featuring a large shielded cargo module and some additional armaments, this hefty freighter has outgrown its powerplant by quite a bit.

Removed HIDE_IN_CODEX tag from the Gnejs (P) and Middag.

Mods / Re: [0.95.1a] prv Starworks v24 (2022-08-16)
« on: August 16, 2022, 07:24:31 AM »
DOWNLOAD prv Starworks v24 - NOT SAVEGAME COMPATIBLE. Always delete the old version before installing a new one.


Added Rust Belt-style stations.
- Built around sturdy citadels with plentiful armor, flanked by fighter hangars.
- Slow rotation rate.
- Use resilient defensive drones at all station sizes.

Added a bar event which allows you to learn how to construct Rust Belt stations and syndicates.
- War Syndicate BPs will no longer be offered on the black market.

prv Stations
- Sprites updated.
- Should now be somewhat easier to fight.

- Combat Modules
-- Flux capacity increased by 75%.
-- Weapon layouts updated, every module is now highly specialized.

- Redan Drone
-- Phase cloak upkeep increased by 60%.
-- Flux dissipation reduced by ~12%.
-- Hull integrity increased by 50%.
-- Armor increased by 20%.
-- Weapons updated, now 5x SIPD, 2x2 Atropos.

- Shield Modules
-- Will now take a moderate amount of damage from overloading, and suffer longer overloads while at low hull integrity.
-- Flux capacity increased by 33%.
-- Shield upkeep reduced by 33%.
-- Armor reduced by 30%.
-- Flux Shunt hullmod added.
-- Fixed an issue where the shield would become invisible if the module was at the very edge of the screen.

- Hypergenerators hullmod
-- Now only reload a portion of energy weapon ammunition every period.

- Narrowed slightly.
- Fighter bays restyled.

- Added additional visual asymmetry.
- Slightly increased the arc of the small shoulder energy turrets.

- Added missing Delicate Machinery hullmod.

- Sprite updated
- Hull integrity increased by 100.
- Flux dissipation increased by 20.
- Flux capacity increased by 300.
- Turn acceleration increased to 90.
- Shield upkeep increased to 50.

- Maximum sweep arc reduced by 33%.
-- ie it now delivers the same total damage over a smaller area.
- Minimum sweep arc increased by 33%.
-- And vice versa, for very narrow mount arcs (hardpoints).
- Beam now pierces fighters.
- Fixed a bug where the beam end point would sometimes go past a shielded ship, asteroid, or split hulk.

Berguv, Berguv Launcher
- Range (nominal) increased by 50%.
- Missile lifetime increased by 1 seconds.

- Ryak High-Energy Labs Battlestation downgraded to Orbital Station.
- Rust Station Battlestation downgraded to Orbital Station.
- Removed Rust Belt access to the Plasma Cannon.

Fixed Annihilator Burst Launcher tracking description, now correctly states "None".
Fixed a Gissel Support variant weapon slot mixup.
Fixed a timing error with the Dominator (RB) gauge decal effect.
Fixed prv station axial rotation always being synchronized if there is somehow more than one station in the battle.
Fixed Fasklot hitbox.
Remission EMP autodischarge now uses applyDamage instead of direct hp adjustment.
Blueprints are no longer required to downgrade prv stations.
Adjusted Fräsare fragpoint vfx.
Improved Kartesch target detection while the projectile is moving laterally.
Fully removed old Aska missile mounts.
Laboratory bar event now also gives +5 rep with the contact.
Laboratory R&D ships can no longer roll duplicate hullmods, increasing the average number of smods slightly.
Moved Gravpjäs turret center point up slightly. Added missing hardpoint barrel edge glow.
Updated Siege Akers description.
Reduced the occurence rate of the Bergslag (P) in pirate fleets.
Typo fixes.

General Discussion / Re: What is in your opinion the best mount type?
« on: August 08, 2022, 05:19:29 PM »
HBI is better understood as a 10 OP penalty for undersizing weapons in the large mounts. Ship OP counts already presume you're taking full advantage.

The Hurricane was hilariously strong pre-nerf. You'll have to talk pretty fast to convince me it's not still good after the pretty lenient tonedown it got.

General Discussion / Re: Vigilance is bad
« on: August 06, 2022, 09:10:42 AM »
As a frigate that can launch 16 harpoons in a few seconds I think the Vigilance has pretty solid offense already. A larger problem is how easy it is to kill.

Part of it is an AI issue - it's a hardcore support ship, but the AI tends to say "hey, fast frigate - send it out to kite something" - and then it gets killed by fighters or frigates that aren't specialized in support. Maybe some hull hint to discourage this, SUPPORT_LARGER or similar? And when it does stick with its bigger buddies it sometimes gets caught in the crossfire a bit too easily - I think a little extra flux cap could be good here, surviving an extra second or tanking one more harpoon can be plenty.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 06, 2022, 08:51:54 AM »
Good thing it was something easily resolved.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 05, 2022, 11:01:59 AM »
Well, that's a whole heap of mods that are failing their initial loading. It's not impossible that you're having hardware problems - I had something similar, programs inexplicably failing to find files that did exist. Turned out I needed to reseat my HDDs's SATA cable, it had rattled loose somehow. Now, I don't know if that's your problem but I'd investigate how my drive health is, just to be sure.

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 05, 2022, 10:41:19 AM »
Hello. Game crashes on launch on the last mod version. Log:

Thank you for the report. I'm unable to reproduce this, and grepping for "prv_slag" doesn't show any likely culprits. I'd double-check that everything is the latest version and unpacked in the right location. Is this with or without Extraworks?

Mods / Re: [0.95.1a] prv Starworks v23 (2022-07-09)
« on: August 02, 2022, 03:47:49 PM »
do blueprints exist of the old ship versions with the hulls unpainted? I'm not a fan of the pink and green on the blue. Orange looks cool but still.

The unpainted-but-still-updated versions are all unreleased I'm afraid.

WIP teaser unrelated:

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 02, 2022, 03:40:53 PM »
I think Eagles are fine, but a few overpowered cruisers and caps could use a nerf.

Fine here means that sure, you could drop the Eagle's DP by 10% or give it 5% improved shield effiencency or some extra OP without causing any problems, but equally you would not be addressing the underlying problem.

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