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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]  (Read 266020 times)

Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #375 on: April 16, 2021, 02:28:02 AM »

And Again

- Fixes the ARS base reveal bar encounter from repeatedly showing up in the same bar.

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Flacman3000

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #376 on: April 22, 2021, 10:42:56 PM »

I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.
« Last Edit: April 22, 2021, 11:17:46 PM by Flacman3000 »
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Lightning Dog

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #377 on: April 22, 2021, 10:59:56 PM »

I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.

Vayra pulled Raider support as it was *terribly* buggy. 
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Flacman3000

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #378 on: April 22, 2021, 11:19:41 PM »

I love this mod so much! The music is a perfect fit my friend whoever made it has vision! And the faction has reasonable lore for existence. However, if there's one thing I noticed it's that almost all of the ships follow a similar design template. will you be exploring niches soon or possibly some off-the-wall designs for the future? Also, is the ARS considered a raiding faction if so would you consider raider implementation into Varya's sector she has a CSV and scripting framework for raiders to create bounty basses like pirates and such. Although a suggestion perhaps you avoided this to avoid raiding clutter in our campaigns I imagine? Besides, I see you have a mechanic for society raids. However, this doesn't get the ARS much attention in terms of relations into war. I found myself ignoring them as a threat for most of my previous campaign but maybe this is just me. I use randomized sector btw with Nex.

Vayra pulled Raider support as it was *terribly* buggy.

Ah well great I have the kadur and rust belt using this however I have not noticed anything game-breaking so far may be an oversight. Regardless so far ARS is working as intended.
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #379 on: April 23, 2021, 02:08:03 AM »

Vayra pulled Raider support as it was *terribly* buggy.

Which is generally my attitude toward's Vayra's work

They have a lot of very cool and fun ideas but a lot of it is just so much spaghetti in execution I have neither the time nor energy to unravel on my end for such cross-mod integration.

Regardless, in time I would like to expand the ARS raiding mechanics domestically, making them more in-depth and interactive, but current plans aren't concrete, and right now I just cant afford to spend vast swathes of time modding, so I wouldn't expect such things anytime soon.

As for your previous statement about the Society's design aesthetic, they very much suffer from the level of experience I had when I envisioned them. The hypothetical design bible for the ARS is rather restrictive in what it would allow if you want a ship to fit within the faction, strictly speaking the Donovan was intended to be the last ship I added to their roster (The Gaillard was made on a whim) So while you can expect divergent designs from me in the future, should I find the time, You shouldn't expect them to fall under the Exodus Initiative design type unless at some point all my financial obligations are solved and I can afford to do a fourth total re-design of the faction.
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Flacman3000

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #380 on: April 23, 2021, 02:59:23 AM »

Vayra pulled Raider support as it was *terribly* buggy.

Which is generally my attitude toward's Vayra's work

They have a lot of very cool and fun ideas but a lot of it is just so much spaghetti in execution I have neither the time nor energy to unravel on my end for such cross-mod integration.

Regardless, in time I would like to expand the ARS raiding mechanics domestically, making them more in-depth and interactive, but current plans aren't concrete, and right now I just cant afford to spend vast swathes of time modding, so I wouldn't expect such things anytime soon.

As for your previous statement about the Society's design aesthetic, they very much suffer from the level of experience I had when I envisioned them. The hypothetical design bible for the ARS is rather restrictive in what it would allow if you want a ship to fit within the faction, strictly speaking the Donovan was intended to be the last ship I added to their roster (The Gaillard was made on a whim) So while you can expect divergent designs from me in the future, should I find the time, You shouldn't expect them to fall under the Exodus Initiative design type unless at some point all my financial obligations are solved and I can afford to do a fourth total re-design of the faction.

Thank you for acknowledging my interest/feedback! Yes, unfortunately, the faction's ships, in general, feel underwhelming and the least diverse from a visual standpoint but please understand how your vision on description and execution is no short of a work of art hats off to your personal life and I hope your chest pains get better my friend! Life can be a struggle but when you got positivity and creativity it seems trivial.
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pingtothepong

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #381 on: April 26, 2021, 06:31:00 PM »

I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #382 on: April 26, 2021, 06:36:23 PM »

I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?

Nex doesn't seem to count Society's proc-gen bases as actual markets (not entirely surprising) and the ARS is scripted to abandon any real market they come to own (they aren't really compatible with the administrative requirements of governing a signifigant celestial body)

Meanwhile, those proc-gen bases continue to spawn as long as the society has a headquarters (if Anargaia is destroyed, their largest market will grow into a headquarters over the course of a few months).

Essentially everything is working as it should, It's just not something that Nexerelin was designed around, I'll go talk to Histidine about it.
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pingtothepong

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #383 on: April 26, 2021, 07:12:39 PM »

I got this strange bug where Nexerelin gave me a notification that the Reparation Society was eliminated. I didn't think much of it at the time, and but since then all campaign events from the RS have stopped. There are still RS bases in some systems just outside the core worlds in my save, and there are even events that trigger on them (such as remnant raids). I tried settling a planet and taking over a pirate base and transfering ownership to the Reparation Society, to which I get a notification that the faction has respawned, only for the planet/station to become abandoned the next instant and getting another notification saying that the RS was eliminated.

Anyone have any ideas on whats causing this or how to fix it?

Nex doesn't seem to count Society's proc-gen bases as actual markets (not entirely surprising) and the ARS is scripted to abandon any real market they come to own (they aren't really compatible with the administrative requirements of governing a signifigant celestial body)

Meanwhile, those proc-gen bases continue to spawn as long as the society has a headquarters (if Anargaia is destroyed, their largest market will grow into a headquarters over the course of a few months).

Essentially everything is working as it should, It's just not something that Nexerelin was designed around, I'll go talk to Histidine about it.

Thanks for this info, it really helps shine some light on the situation. Curious though, its been many cycles since I've received any notification that the ARS were doing anything, and I'm under the suspicion that their remaining stations are completely dormant and not actually doing anything because the faction is flagged as eliminated. When I first started this save, there were a lot of signs of activity (ARS being hired to attack x faction fleets, etc), but since the defeat notification-nothing, no new station spawns, attacks on fleets, station spawns, etc. My primary concern is the lack of activity from the ARS, which is a really neat feature of this mod. For clarity, I tried giving them a market to see if I can "nudge" the ARS back from the coma that they seem to be in at the moment, and for the brief moment before they disband the system, it works. Almost immediately, another ARS station is spawned (seperate from the market I gave them) only for them to disband the transfered market and return to inactivity.

Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
« Last Edit: April 26, 2021, 07:37:13 PM by pingtothepong »
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #384 on: April 26, 2021, 07:38:33 PM »

Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.
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pingtothepong

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #385 on: April 26, 2021, 08:42:35 PM »

Is there a script or something that I can run in the console to restore Anargaia so I can test this further?
EDIT: After messing around with the console, I found that the Anargaia system doesn't even exist in my current save. Does the system get deleted if the 'station' is destroyed?
Yes the entire system is destroyed and there does not exist a means to restore it short of starting a new save.

Okay, thanks for clearing that up.
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Shuka

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Re: [0.95a] Legacy of Arkgneisis 1.9.4 [4/16/21]
« Reply #386 on: April 27, 2021, 05:39:58 AM »

Glad this mod is still going, MacNamara is my favorite ship and I just can't find one for sale in my current playthrough. For awhile I thought it got removed, then I saw one flying around in a patrol I think, and now I'm just biding my time lol. Thanks for all the hard work.

This next protip is for the other dummies out there, smart people can skip this. When I want to find Anargaia
Spoiler
I clicked the intel tab, and then the ARS tab.
[close]
It seems really simple but I spent way too long figuring that out.
« Last Edit: April 27, 2021, 06:45:48 AM by Shuka »
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« Reply #387 on: April 28, 2021, 04:55:38 AM »

VERSION 1.9.5
Breaking my own rules here a bit with the versioning but whatever.
---This update may or may not break saves.---

- Updated for RC15

- Increased the FP value for Anargaia, theoretically making it more difficult for AI fleets to destroy it in Nexerelin Raids

- Added a description to the hull of Anargaia, and generally cleaned up the strings surrounding it.

- Fixed a minor bug with A Scent of Adventure preventing the quest from fully completing if the final encounter was handled in a certain manner.

-  The Hegemony and the Society should no longer engage in pointless diplomacy in Nexerelin.

- Reworked the Exodus (P) variants.

     - Fox (P) Is now a makeshift 'super' frigate, undergoing numerous tweaks and changes.

     - Taylor (P) Is now a makeshift escort carrier, with built-in Converted Hangar, and a new
       DP/Maint cost of 10.

     - Burke (P) Has had it's small missile mounts removed, in exchange, it's forward hardpoint
       has been changed to 'composite'.

     - Hawke (P) Has been converted into a large, broadsiding gunboat, sporting 2 medium
       and 14 small turrets, overwhelmingly ballistic. Additionally it's system has been
       changed to Maneuvering Jets.

DOWNLOAD
« Last Edit: April 28, 2021, 06:06:46 PM by Gwyvern »
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KaptainKal

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Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« Reply #388 on: April 28, 2021, 05:22:03 PM »

Hi, just dropping in to say I have been enjoying the mod but after the latest patch I had a CTD. I checked the logs and Starsector appears to have pooped itself shortly after the error below popped up. Thanks for all the effort, modders such as yourself keep games alive!

Slot id [WS0005] not found on hull [loamtp_burke_default_D]
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« Reply #389 on: April 28, 2021, 06:04:12 PM »

Hi, just dropping in to say I have been enjoying the mod but after the latest patch I had a CTD. I checked the logs and Starsector appears to have pooped itself shortly after the error below popped up. Thanks for all the effort, modders such as yourself keep games alive!

Slot id [WS0005] not found on hull [loamtp_burke_default_D]

Hm, if you had any of the pirate hulls in your fleet with custom loadouts, revert to the previous version and strip them before updating.
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