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Author Topic: [0.95.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - *hotfix* 4/14/22  (Read 722495 times)

susitsu

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #510 on: December 11, 2019, 08:54:31 AM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #511 on: December 11, 2019, 09:09:56 PM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.

For now, what I've gathered:

Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0

Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #512 on: December 12, 2019, 05:54:28 PM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.

For now, what I've gathered:

Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0

Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0

life is suffering with just those 2 Ship mods
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #513 on: December 12, 2019, 07:29:06 PM »

For now, what I've gathered:
life is suffering with just those 2 Ship mods

 ;) Not a complete list yet- just what I had time to verify last night. I'll try a few more and update the list as I verify no crashes on variants. It won't guarantee other bugs won't crop up but it is the best thing I can realistically do to verify a mod list.
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Eliteempire

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #514 on: December 12, 2019, 09:34:16 PM »

For now, what I've gathered:
life is suffering with just those 2 Ship mods

 ;) Not a complete list yet- just what I had time to verify last night. I'll try a few more and update the list as I verify no crashes on variants. It won't guarantee other bugs won't crop up but it is the best thing I can realistically do to verify a mod list.

Bless lad, was just a joke. Wish i could help but I am techno *** dumb.
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #515 on: December 12, 2019, 11:26:18 PM »

Bless lad, was just a joke. Wish i could help but I am techno *** dumb.

I'm a little awkward at text sometimes and tone is always ambiguous through that medium, haha, but yeah. *sheepish grin*  ;D

In general, though, I do want to convey a helpful, open-minded and receptive attitude towards feedback. In this case, I recognize that there are those out there who would appreciate a compatible mod list of all kinds and I will work towards that. I, myself, am very excited to try out all the mods I haven't had a chance to play in a couple of years now, anyway, but for the moment my free time has been dedicated to making this mod better and working towards what is an admittedly ambitious lore update that will come in several parts. Speaking of, current notes:

Spoiler
--- Campaign Changes:
-------------
    - Adamantine Consortium no longer trades when hostile to the player with their transponder on. (Can use tribute to avoid fighting in some cases)
    - Adamantine Consortium still pursues an otherwise neutral player with their transponder off. (Can use tribute to avoid fighting in some cases)
    - Lockdown Protocol changed to reduce chance to recover the vessel by 25% if not player owned instead of completely preventing recovery.
    - Increased the amount of dialogue variance for some interactions for new factions.

 --- Colony Changes:
-------------
    - More custom colonies have custom descriptions upon docking with that colony that are centered around that systems lore.
    - Xelion is now a free port to allow some limited and dangerous access to Adamantine Consortium tech even while hostile to that faction.
    - Dialogue descriptions are now unique between planetary markets and the more notable lore based stations that guard them.
    - Many of the new factions' colonies have changing dialogue based around the players reputation with that faction.
-----


Bug Fixes
-------------
 - Fixed issues with Galar description text under certain circumstances.
 - Fixed some inaccurate cease fire result decriptions for the Adamantine Consortium.
-----
[close]
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Igncom1

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #516 on: December 20, 2019, 06:50:26 AM »

Not sure what version I am playing compared to what you are working on, but is the Revanant supposed to have a more efficient fuel/light year jump cost then the Justicar? You'd figure a larger ship would take more fuel to move around.

Having fun so far, just surveying and salvaging for money. Played 'king maker' by selling the order and the science guys 3 fuel cores to make their fuel industries better. At very least it might make long term fuel purchases for everyone cheaper by flooding the market.

Now I just need to decide what to do. Was going to commission myself with the church but they have no fuel or heavy industries, making them awkward targets to ally with and support due to relying on imports. So I dunno, might colonise and might not.

edit: I have the Devastator super weapon on my falcon. I can't be 100% sure, but I think I killed a pirate dominator in one volley. Holy crap is this a cool gun!
« Last Edit: December 20, 2019, 09:49:26 AM by Igncom1 »
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #517 on: December 20, 2019, 03:39:57 PM »

Not sure what version I am playing compared to what you are working on, but is the Revanant supposed to have a more efficient fuel/light year jump cost then the Justicar? You'd figure a larger ship would take more fuel to move around.

Yes I agree that was not intended. Thanks for pointing it out.  :)

I adjusted the fuel per light year and fuel capacity of a few vessels for the next release.

Now I just need to decide what to do. Was going to commission myself with the church but they have no fuel or heavy industries, making them awkward targets to ally with and support due to relying on imports. So I dunno, might colonise and might not.

Hmm good point. They could use some fuel production at the very least. Maybe I'll add another market for the Luddic Church in Penelope's Star... but not 100% decided on where yet.

edit: I have the Devastator super weapon on my falcon. I can't be 100% sure, but I think I killed a pirate dominator in one volley. Holy crap is this a cool gun!

Thanks! Most of the legendary weapons turned out pretty good, I think. I'd say the only underwhelming one in sound and look right now is the Hivemind. I've added a mental note to take a look at that at some point.
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Timid

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #518 on: December 28, 2019, 11:15:10 AM »

Hey there! Ive been using this mod and Nexerelin for about two months now, playing Starsector off on on and Ive really enjoyed it.

I'm not done with it, but I was wondering if there were other mods people use commonly with the Archean Order? Preferably more in line with gameplay changes and not just the addition of factions and ships on top of the ones Ive already got. Although, I'd gladly take any working changes to the Remnants. They can be a little uninteresting.

For now, what I've gathered:

Starship Legends: https://fractalsoftworks.com/forum/index.php?topic=15321.0
Combat Chatter: https://fractalsoftworks.com/forum/index.php?topic=10399.0
Unknown Skies: https://fractalsoftworks.com/forum/index.php?topic=12041.0
Ruthless Sector: https://fractalsoftworks.com/forum/index.php?topic=15279.0
Second Wave Options: https://fractalsoftworks.com/forum/index.php?topic=17086.0
Grand Sector: https://fractalsoftworks.com/forum/index.php?topic=16127.0
Commissioned Crews: https://fractalsoftworks.com/forum/index.php?topic=16677.0
Common Radar: https://fractalsoftworks.com/forum/index.php?topic=7526.0
Fuel Siphoning: https://fractalsoftworks.com/forum/index.php?topic=15272.0
Sundiving: https://fractalsoftworks.com/forum/index.php?topic=15584.0
SpeedUp: https://fractalsoftworks.com/forum/index.php?topic=13394.0
Updated Rotary Weapons: https://fractalsoftworks.com/forum/index.php?topic=9446.0
Automatic Orders: https://fractalsoftworks.com/forum/index.php?topic=15128.0
Hyperdrive: https://fractalsoftworks.com/forum/index.php?topic=17157.0
Player Station Construction: https://fractalsoftworks.com/forum/index.php?topic=17094.0

Ships/Weapons/Hullmods
Tyrador Safeguard Coalition: https://fractalsoftworks.com/forum/index.php?topic=5492.0
Outer Rim Alliance: https://fractalsoftworks.com/forum/index.php?topic=11646.0

You may put Supply Forging on that list and I'd like to talk why Better Colonies seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?

Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #519 on: December 28, 2019, 01:55:55 PM »

You may put Supply Forging on that list and I'd like to talk why Better Colonies seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?

Thanks for the info! I'll add it to the list.

I haven't really had much time to work on this in the last week or two, but I got some free time today so I can take a quick look and see what I can see as far as the crash goes. Do you mean com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation when you say OrbitalStation? I haven't modified that file, no, but I have overridden the orbital station industry entries in the csv file. Does your mod need those for anything?

*EDIT*

This is the error you are getting, right? Looking into this now.





*EDIT 3*
I was wrong. I wasn't reading the error correctly. Updated info below.

Seems to be related to this line:
      
Code
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation");

in:
Code
\Starsector\mods\Better Colonies\jar\src.zip\src\data\scripts\GDModPlugin.java

So, I'll check to see if this tag is missing from my industries entries(they were correct afaik) markets and update here.

*EDIT4*

Think I found it. The industries defined in some of the vanilla stations are redefined by faction. For instance, "jangalas_rest_station" (though not actually vanilla) is defined with industry:

Code
			"industries":[
...
"orbitalstation_guilds",
],

and "sphinx" (actually vanilla) in Samarra is defined with:

Code
			"industries":[
...
"orbitalstation_heg",
],
« Last Edit: December 28, 2019, 06:03:55 PM by Morrokain »
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Timid

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #520 on: December 28, 2019, 06:09:48 PM »

You may put Supply Forging on that list and I'd like to talk why Better Colonies seems to crash for players that I believe it's more related to the OrbitalStation.java. Was wondering if you modified OrbitalStation by any chance?

Thanks for the info! I'll add it to the list.

I haven't really had much time to work on this in the last week or two, but I got some free time today so I can take a quick look and see what I can see as far as the crash goes. Do you mean com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation when you say OrbitalStation? I haven't modified that file, no, but I have overridden the orbital station industry entries in the csv file. Does your mod need those for anything?

*EDIT*

This is the error you are getting, right? Looking into this now.





*EDIT 3*
I was wrong. I wasn't reading the error correctly. Updated info below.

Seems to be related to this line:
      
Code
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation");

in:
Code
\Starsector\mods\Better Colonies\jar\src.zip\src\data\scripts\GDModPlugin.java

So, I'll check to see if this tag is missing from my industries entries(they were correct afaik) markets and update here.
That's great, what was the solution? Just change the OrbitalStation entry into something that your csv is correlating an entry to?

Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #521 on: December 28, 2019, 06:12:34 PM »

That's great, what was the solution? Just change the OrbitalStation entry into something that your csv is correlating an entry to?

Working on this. Hopefully will have an update in a bit. Trying to keep the fix as simple as possible.

*EDIT*

So, duplicate entries like this:

Code
                                                Object OSLObj = market.getIndustry( "orbitalstation" );
if( OSLObj != null && OSLObj instanceof com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation ) {
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation shield = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation)OSLObj;
float disrupted = shield.getDisruptedDays();
float build = shield.getBuildOrUpgradeProgress();
market = econ.getMarket( market.getId() );
market.removeIndustry( "orbitalstation", null, false );
market.addIndustry( "orbitalstation" );
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation" );
if( build > 0 ) newOSL.setNewBuild( build );
if( disrupted > 0 ) newOSL.setDisrupted( disrupted, true );
}

but check for faction by:

Code
if (ArcheanOrderEnabled**See below for details) {
        if (entity.getMarket().getFactionId() = "hegemony") {
                                                Object OSLObj = market.getIndustry( "orbitalstation_heg" );
if( OSLObj != null && OSLObj instanceof com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation ) {
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation shield = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation)OSLObj;
float disrupted = shield.getDisruptedDays();
float build = shield.getBuildOrUpgradeProgress();
market = econ.getMarket( market.getId() );
market.removeIndustry( "orbitalstation_heg", null, false );
market.addIndustry( "orbitalstation_heg" );
com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD newOSL = (com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD)market.getIndustry( "orbitalstation_heg" );
if( build > 0 ) newOSL.setNewBuild( build );
if( disrupted > 0 ) newOSL.setDisrupted( disrupted, true );
}
}
}

** This is a boolean that checks for Archean Order being enabled, so I think Histidine is the best source for direction on how to check for that. If I need to implement anything on my end please let me know. I'm not familiar with how to check for that myself.

also you would have to: change each battlestation and starfortress entry to correlate to the above changes. I can give you the ids you would need if you feel like going through that effort, but no worries if not.

- change each industry check for each faction to correlate to- faction id:industry id with these implementations:

hegemony:orbitalstation_heg
hegemony:battlestation_heg
hegemony:starfortress_heg
luddic_path:orbitalstation_luddic
luddic_path:battlestation_luddic
luddic_path:starfortress_luddic
luddic_church:orbitalstation_luddic
luddic_church:battlestation_luddic
luddic_church:starfortress_luddic
pirates:orbitalstation_pirate
pirates:battlestation_pirate
pirates:starfortress_pirate
trader_guilds:orbitalstation_guilds
trader_guilds:battlestation_guilds
trader_guilds:starfortress_guilds
scicorps:orbitalstation_scicorps
scicorps:battlestation_scicorps
scicorps:starfortress_scicorps
archean_order:orbitalstation_archean
archean_order:battlestation_archean
archean_order:starfortress_archean
adamantine_consortium:orbitalstation_adamantine
adamantine_consortium:battlestation_adamantine
adamantine_consortium:starfortress_adamantine

Note: All of this code would be under the ArcheanOrderEnabled if statement block.

Note2: If any of this is unclear because I can kind of suck at explanations sometimes, PM me and I can hopefully provide code that can be added to an experimental jar to see if it solves the issue.
« Last Edit: December 28, 2019, 09:25:48 PM by Morrokain »
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #522 on: January 05, 2020, 06:42:57 PM »

There has been some really nice discussion in the suggestions sub-forum on fighters and design:

Balancing fighter swarms without nerfing fighters

In particular, something that struck me as a potential problem that I'm concerned could be even more amplified in Archean Order's design is Megas' comment on the state of optimal carrier builds:

Now, because fighters have become weapons, carriers must focus mostly or solely on fighters instead of real guns to do their basic job competently.  What is the point of weapon mounts on dedicated carriers now?

Since technologically advanced carriers like the Astral "double-down" on OP-heavy armaments and OP expensive fighter types, their OP pool is exceedingly large to accommodate this necessity when taking a comparison of their low tech counter-parts. I've tried to reduce that disparity (I think, iirc) by allowing more hullmods or higher tier weapons and fighters of the same tech level on low tech vessels, and high tech vessels also cost a fair amount more to deploy and repair. Is this enough, though?

One of the solutions I suggested for vanilla that I think has the highest candidacy for application in the mod is:

Give all carriers a hullmod like the Legion that reduces weapon costs and makes them feel more competitive. I'd even be ok with making that hullmod completely take off the "base" cost of the standard weapon of each size. Then only "upgrades" actually cost any OP. It's similar to the idea of the talon being free so there wouldn't be any fighter-less carriers acting like warships.

Any thoughts?
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NITEGHXST

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #523 on: January 09, 2020, 04:01:41 AM »

Broken Custom Faction Ships & Weapons

I have been playing with this mod for the past days and it only now occured to me something wasn't right.

NO Custom Faction uses their OWN ships or weapons. I also already played around with mods and it appears this mod breaks it.

Anyone else have this problem??

(I am currently searching around files seeing what could be causing this, will update if I find a solution if needed/wanted)

EDIT 1:

I just found a post from the past of someone also stating this problem but only with the New Galactic Order. I got it with all.
Apparently it has not been fixed yet.

Hey I'm new to mods for this game and compatability, is the Galactic Order compatible. Problem is the faction isn't using its custom shipset

Hmm, not 100% sure. I can't think of anything offhand that would cause that to happen. It would likely use its own faction file to do that I'd imagine. Nothing I've done should override that to my knowledge.

That being said, this mod is still a TC so it could be possible that I have and I didn't realize.

EDIT 2:

Well, I know where the problem is in a general area. In the "mod_info.json" I deleted all lines that belong to the "Replace" function, and all factions have their own ships.
Now it's the question which of the first 59 lines that are called breaks factions.... Because it's within that area  where something breaks it.

EDIT 3 [The File That Breaks Factions, or at least the ships]:
So, by luck and listening to my mind, I found the line of code within the "mod_info.json" file, first try.

The line I am talking about is:'        "data\\world\\factions\\default_ship_roles.json",         '. Apparently this changes the shiproles to such an extent, it actually changes the way the game reads shiproles. Because of this, the game is unable to read the shiproles used in mods as those are practically not used since Archean Order overrides the default shiproles.


Is this a fixable problem? I don't know how the mod is designed, nor have full knowledge of how to mod Starsector, but this problem is to bad for me to use this mod. I mean, custom factions are there for a reason; adding more to the game in ways of ships, weapons, hullmods, etc.


EDIT 4 (Weapons, Wings, Hullmods):
And when it comes to weapons and wings, those break because the mod overrides the following 3 files:
   "data\\weapons\\weapon_data.csv",
     "data\\hulls\\ship_data.csv",
     "data\\hulls\\wing_data.csv",

« Last Edit: January 09, 2020, 12:07:58 PM by TNB Command »
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Morrokain

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Re: [0.9.1a] TC: Archean Order: Rebalanced Combat/Lore RPG - Nex - Fixes 11/18
« Reply #524 on: January 09, 2020, 03:38:19 PM »

*snip* (problem in mod_info.json replace array replacing important custom faction mod files)

Is this a fixable problem?

First of all, thank you for pointing that out!  ;D

I hadn't considered that but it makes complete sense that it would cause that behavior. To answer the question, I'm not sure if that is legacy from older vanilla versions or if I just did it as a safeguard back when this mod was strictly a total conversion (I've been trying to ease the constraints as much as I can while preserving the combat balance of the base mod). Let me investigate removing those lines and see if there are any solutions in case that is not an option for some reason.
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