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Author Topic: [0.95.1a] Underworld 1.7.1  (Read 400881 times)

Dark.Revenant

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Re: [0.9.1a] Underworld 1.5.0
« Reply #270 on: March 19, 2021, 12:40:47 AM »

I've fixed a number of bugs with the Cabal since the 1.5.0 update.  Lots of bugs, in fact.  It's at the point that I don't think there are more bugs to find, and then you come alone with a bug that is literally inexplicable.

There is a special flag given to fleets that witness, either firsthand or given the information secondhand by a same-faction fleet you've attacked, a hostile action you took.  The flag interacts with the Transponder ability to make any fleet with that flag nearby trigger a reputation drop to Hostile if you turn your Transponder on.  There is, however, a separate flag that suppresses this behavior.

The Cabal have, for several versions, had that latter flag whilst masquerading as other factions.  Therefore, they will, say, become spooked if you attack a Cabal fleet at some point and the grapevine reaches them, but a fleet that's masquerading as another faction will never care about hostility events—not to nearby fleets or even themselves.  This leaves no opportunity to flip hostile unless, for whatever reason, you've genuinely attacked a Cabal-presenting fleet at some point.
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Histidine

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Re: [0.9.1a] Underworld 1.5.0
« Reply #271 on: March 19, 2021, 01:04:22 AM »

Semi-informed guess:
- Cabal fleet disguises as TT
- Fleet sees player commit hostile action against TT with transponder off
- Fleet therefore becomes hostile to player
- Fleet reverts to Cabal faction (thereby losing its MEMORY_KEY_NO_REP_IMPACT)
- Fleet thinks it's still hostile to player, and since the memory key is unset, it blows up faction rep when player turns transponder on

Do you object if I yeet the whole faction switching mechanic? Disregarding the past and present bugs, I think it looks pretty odd to the player and isn't really needed with the Cabal fleet size buffs.
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Dark.Revenant

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Re: [0.9.1a] Underworld 1.5.0
« Reply #272 on: March 19, 2021, 01:19:19 AM »

Semi-informed guess:
- Cabal fleet disguises as TT
- Fleet sees player commit hostile action against TT with transponder off
- Fleet therefore becomes hostile to player
- Fleet reverts to Cabal faction (thereby losing its MEMORY_KEY_NO_REP_IMPACT)
- Fleet thinks it's still hostile to player, and since the memory key is unset, it blows up faction rep when player turns transponder on

Do you object if I yeet the whole faction switching mechanic? Disregarding the past and present bugs, I think it looks pretty odd to the player and isn't really needed with the Cabal fleet size buffs.

TOffAlarm:
Code
public void notifyNearby() {
    CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
    if (playerFleet == null) return;

    if (fleet.getContainingLocation() == null) return;

    if (fleet.getMemoryWithoutUpdate().getBoolean(MemFlags.MEMORY_KEY_LOW_REP_IMPACT)) {
        return;
    }

    List<CampaignFleetAPI> fleets = fleet.getContainingLocation().getFleets();
    for (CampaignFleetAPI other : fleets) {
        VisibilityLevel level = other.getVisibilityLevelTo(fleet);
        if (level == VisibilityLevel.NONE) continue;

        if (level == VisibilityLevel.COMPOSITION_AND_FACTION_DETAILS && other.getFaction() == fleet.getFaction()) {
            MemoryAPI mem = other.getMemoryWithoutUpdate();
            Misc.setFlagWithReason(mem, MemFlags.MEMORY_KEY_MAKE_HOSTILE_WHILE_TOFF, "tOffAlarm", true, 1f);
        }
    }
}

The LOW_REP_IMPACT flag is, for some *** reason, not checked on both sides when infecting other fleets.  Is Alex aware?

And yes, I absolutely object.  Faction switching is absolutely mandatory, especially in the early game when their fleets are, appropriately, sized for the player to be able to deal with.  Without that mechanic, small Cabal fleets are almost immediately killed and thus tons of Cabal ships and high-end weapons are littered around hyperspace, waiting to be collected for free.  The AI is simply not designed to "stay alive", especially when they have to have an aggressive, no-retreat policy for player interactions.  It is no exaggeration to say that I would have to redesign the entire faction (save the actual ship skins) from scratch for want of the faction-swap mechanic.
« Last Edit: March 19, 2021, 01:25:09 AM by Dark.Revenant »
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mora

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Re: [0.9.1a] Underworld 1.5.0
« Reply #273 on: March 20, 2021, 06:06:42 AM »

I didn't fight anything in the same star system prior to encountering the cabal fleet. I just jumped into the Magec system and immediately after I got intercepted by the irregular cabal fleet.
The LOW_REP_IMPACT flag is, for some *** reason, not checked on both sides when infecting other fleets.  Is Alex aware?
Does this mean its a bug or oversight in vanilla code? Like somehow a flag that shouldn't be there ended up on a cabal fleet? I once had a independent scavenger fleet respond to the encrypted broadwave signal event and try to intercept me while still in "independent mode".(this only ever happened once so it must be some kind of very rare bug or some mod script.) Maybe this and that are related?
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peppermeth

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Re: [0.9.1a] Underworld 1.5.0
« Reply #274 on: March 23, 2021, 02:16:53 PM »

What is A diabolo canon?
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Reviire

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Re: [0.9.1a] Underworld 1.5.0
« Reply #275 on: March 24, 2021, 09:59:20 PM »

What determines whether you succeed in extorting a fleet for money or cargo? I consistently fail in extorting fleets that I can, personally, easily wipe out with a combat fleet. If you fail to extort, initiate combat (and let some ships retreat), you can't re-attempt it either.

Overall it doesn't feel great. Aside from failing when they're flying a fleet of a few freighters and I have a battleship and multiple cruisers, not being able to re-attempt it after nearly wiping them out entirely doesn't feel like what should happen.
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Achilles42x

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Re: [0.9.1a] Underworld 1.5.0
« Reply #276 on: March 29, 2021, 11:23:10 PM »

Hi Dark,
Thank you for all of the awesome mods. I had a question about this one (although I know it hasn't been updated yet). You reference DynaSector as a recommended mod to have for with this and many other factions, but it looks like DynaSector hasn't been updated in a long time. Is it still needed?
Thanks!
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Chairman Suryasari

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Re: [0.9.1a] Underworld 1.5.0
« Reply #277 on: March 30, 2021, 03:10:05 AM »

I never install DynaSector and Underworld run just fine.
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BlyatBullet

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Re: [0.9.1a] Underworld 1.5.0
« Reply #278 on: April 16, 2021, 04:21:32 AM »

Can be upgrade tothe newest version of game ? or something to run on the newest version ?
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Xeno056

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Re: [0.9.1a] Underworld 1.5.0
« Reply #279 on: April 16, 2021, 07:55:16 AM »

Can be upgrade tothe newest version of game ? or something to run on the newest version ?

Give the folks some time. Mods this size need modification not just for the new ship data, but the new story stuff as well. Also, based on the Mod page Dark.Revenant has at least one other ship pack with story items and and another faction pack that he could be working on. All on their own free time.
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BlyatBullet

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Re: [0.9.1a] Underworld 1.5.0
« Reply #280 on: April 16, 2021, 09:09:59 AM »

I see , at least i know is working on . Thanks
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Dark.Revenant

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[0.95a] Underworld 1.6.0
« Reply #281 on: April 19, 2021, 01:28:07 AM »


Download Underworld 1.6.0
Download Mirror
(Requires LazyLib 2.6) (Updated!)
(Requires GraphicsLib 1.5.1) (Updated!)

- Supported by Nexerelin 0.10.0d (Updated!) -

Git Repository

Edit UNDERWORLD_OPTIONS.ini to enable or disable Underworld features!



We recommend Version Checker to notify you when an update is ready.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.6.0:
- Updated for Starsector 0.95a
- Cabal forced combat and transponder hostility fix
- Fixed bug that caused Cabal fleets to bother the player more often than intended near high-Cabal-activity areas
- Improved Cabal TOff behavior and other interaction aspects
- Added fighter weapon descriptions
- Venom cargo increased to 90 from 65
- Starscream fuel increased to 120 from 100
- Starscream fuel per light year increased to 4 from 3
- Fleet extortion options are disabled if the other fleet is not intimidated by player
- Removed Cabal Hyperion
- Temporarily removed Cabal Scarab
- Added Story Point options to get out of giving the Cabal your stuff
- Integrated various new campaign features into existing content
- Revolver OP reduced to 9 from 10
- Razor OP reduced to 7 from 10
- Razor AI behavior tweaked
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Revontulet

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Re: [0.95a] Underworld 1.6.0
« Reply #282 on: April 19, 2021, 01:32:53 AM »

WOOOOOOOOOO CABAL YEAAAAAHHHH
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captinjoehenry

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Re: [0.95a] Underworld 1.6.0
« Reply #283 on: April 19, 2021, 01:34:05 AM »

Heck yeah!  Can I add this to an ongoing campaign without too much issue?  I'm not sure but I imagine I can't with the additional planets and such this adds?
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dk1332

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Re: [0.95a] Underworld 1.6.0
« Reply #284 on: April 19, 2021, 05:36:26 AM »

Finally! I've been dying to use the Dragon in 0.95a. Thanks for the update.
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