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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97] Tahlan Shipworks  (Read 1308289 times)

Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1770 on: October 21, 2024, 01:04:13 PM »

The blackwatch npc isn't always in the same location, and pirates don't get invaded unless you specifically allow it.
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Neroxen

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Re: [0.97] Tahlan Shipworks
« Reply #1771 on: October 26, 2024, 03:29:22 AM »

Will this mod ever be fixed for Linux users, because I'd really like to use this mod on a Steam Deck?
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Modo44

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Re: [0.97] Tahlan Shipworks
« Reply #1772 on: October 26, 2024, 12:01:04 PM »

The setting "enableDaemons": false does not appear to work. I just fought a Legio vengeance fleet sporting these things.
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Killsode

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Re: [0.97] Tahlan Shipworks
« Reply #1773 on: October 26, 2024, 10:27:25 PM »

The setting "enableDaemons": false does not appear to work. I just fought a Legio vengeance fleet sporting these things.

when did you toggle the setting? i doubt that it would alter fleets that already existing fleets.
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Modo44

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Re: [0.97] Tahlan Shipworks
« Reply #1774 on: October 28, 2024, 02:28:51 PM »

I have added Tahlan Shipworks after starting a Nexerelin campaign. The setting to disable demons was toggled before first enabling the mod.
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TimeDiver

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Re: [0.97] Tahlan Shipworks
« Reply #1775 on: October 28, 2024, 03:20:15 PM »

I have added Tahlan Shipworks after starting a Nexerelin campaign. The setting to disable demons was toggled before first enabling the mod.
There's part of the problem; adding mods mid-campaign (even if literally after the first save) doesn't always work-as-intended.

Most mods aren't even coded to be added mid-campaign; those that ARE will (mostly) say so, and list the caveats of doing so.

You might want to test if said LunaLib setting works-as-intended by starting an entirely new campaign to verify that.
« Last Edit: October 28, 2024, 03:25:18 PM by TimeDiver »
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Modo44

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Re: [0.97] Tahlan Shipworks
« Reply #1776 on: October 29, 2024, 07:49:51 AM »

Thanks, I see what I did wrong there.

On a related note, the demons being taken over by Legio fleets is a very cool behaviour. I love that they don't simply switch sides, instead behaving erratically.
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ArcBlaze

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Re: [0.97] Tahlan Shipworks
« Reply #1777 on: October 29, 2024, 08:02:41 PM »

Whenever you have a chance, I recently found a bug with the mod tied to a base game event. I will look on my end to see fixes but I wanted to run it by you.

The bug in question is that a certain quest giver npc who belongs to one faction, when the location they were at changed ownership they became the faction that now owns the location, prevent access to the original faction in that save

I think you might need to be more specific about the factions and market transfers involved?

Right sorry, I am talking about the Black watch NPC. The pirate base in the tourial turns to independ after you finish the resulting quest. This then cause that NPC to be part of the independ faction and not the black watch

Sorry for the poor spelling. I struggle with English at times
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Killsode

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Re: [0.97] Tahlan Shipworks
« Reply #1778 on: October 31, 2024, 12:52:49 AM »

Right sorry, I am talking about the Black watch NPC. The pirate base in the tourial turns to independ after you finish the resulting quest. This then cause that NPC to be part of the independ faction and not the black watch

Sorry for the poor spelling. I struggle with English at times

Oh! Oh thats really weird, and explains why its not encountered very much. I would guess that most people playing with mods run nexerlin which makes you skip the tutorial.

The vanilla tutorial must force set the coms contacts to be independents when the market changes owner. I think that might technically be the only instance of markets changing ownership in vanilla too.
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shadowwolf666

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Re: [0.97] Tahlan Shipworks
« Reply #1779 on: November 08, 2024, 11:02:26 PM »

Will this mod be updated for out of the box compatibility with Linux?



Thanks,


(>^_^)>

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pigeonholed

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Re: [0.97] Tahlan Shipworks
« Reply #1780 on: November 15, 2024, 12:57:57 PM »

Hi, new user to the game and I'm really enjoying your mod.   I'm running into an issue with the
Spoiler
Rosenritter
[close]
storyline.  I've finished the research, and it's telling me to go look for a constellation ('m assuming it's randomized, for each playthrough,  in this case, the Draco constellation. )  And...there's no Draco constellation in my playthru.   I've done a little bit of research and I'm supposed to be looking for something to salvage.   Is this something I can check to see if I've already found by accident and not realized it?  Or could it have spawned out of the game map?  Or am I just not looking hard enough?  I've surveyed most of the systems and I don't think I've found much beyond the
Spoiler
Haldenb support carrier and a sibelung I managed to make by sacrificing ships to a forge.
[close]
.   A small reddit search said that it sometimes does not spawn and that command line stuff could be used, but first, I have no idea how to do that, and secondly, I'd just rather see if I'm just missing someothing obvious first.   :)   Tbh it's my first playthru of the game, so I'm having quite a lot of fun, even if it's a save scumming frenzy!  Anyways, is there anything I can do to check and figure out if I'm missing an obvious clue somewhere?  Thanks!
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Belkai

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Re: [0.97] Tahlan Shipworks
« Reply #1781 on: November 16, 2024, 11:35:07 PM »

Hi, new user to the game and I'm really enjoying your mod.   I'm running into an issue with the
Spoiler
Rosenritter
[close]
storyline.  I've finished the research, and it's telling me to go look for a constellation ('m assuming it's randomized, for each playthrough,  in this case, the Draco constellation. )  And...there's no Draco constellation in my playthru.   I've done a little bit of research and I'm supposed to be looking for something to salvage.   Is this something I can check to see if I've already found by accident and not realized it?  Or could it have spawned out of the game map?  Or am I just not looking hard enough?  I've surveyed most of the systems and I don't think I've found much beyond the
Spoiler
Haldenb support carrier and a sibelung I managed to make by sacrificing ships to a forge.
[close]
.   A small reddit search said that it sometimes does not spawn and that command line stuff could be used, but first, I have no idea how to do that, and secondly, I'd just rather see if I'm just missing someothing obvious first.   :)   Tbh it's my first playthru of the game, so I'm having quite a lot of fun, even if it's a save scumming frenzy!  Anyways, is there anything I can do to check and figure out if I'm missing an obvious clue somewhere?  Thanks!
Spoiler
you're looking for a special Rosenritter ship called "Traumtänzer"
[close]
it should be a derelict ship in a star system that's part of the Draco constellation, you can open your save's campaign.xml and search for "tahlan_schneefall_traum" to check if it spawned at all. if you have the console commands mod installed, you can also just press ctrl+backspace and type in "addship tahlan_schneefall_traum" to simply add a copy of that ship to your fleet if it didn't spawn.
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pigeonholed

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Re: [0.97] Tahlan Shipworks
« Reply #1782 on: November 17, 2024, 07:01:30 AM »

Thank you very much!  I was looking in the thalan campaign in the mod folder!   After taking several minutes to puzzle through the xml file, I finally had  what I think was the system name.   Turns out the constellation wasn't labeled on the map, it appeared nameless, and I had already explored it. I found it!  And the defenses are proabably why I left it alone in the first place.   I now have the captains log mod so I can make system notes for things like this in the future.  Once again, thanks for your help!
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FiCho

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Re: [0.97] Tahlan Shipworks
« Reply #1783 on: November 23, 2024, 03:58:03 AM »

Got huge fps drops while fighting Legio. Should I disable them? I really like how challenging the daemons are tho.
Anyone know how to fix this?
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ohsnapdragon

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Re: [0.97] Tahlan Shipworks
« Reply #1784 on: November 27, 2024, 10:48:25 PM »

I enjoy this mod a lot for what it adds.

I've noticed a pattern however - the Legio, which is supposed to be the challenging end-game faction, is constantly wiped out by the other factions fairly early into the game. The Hegemony is particularly good at doing so, especially when Iron Shell is added. They simply invade Lucifron with large invasion fleets and are able to conquer it without any player involvement whatsoever, even after the "Legio Rising" event that gives them daemon ships.

In my most recent game, they were able to wipe out Legio in ~5 cycles, with essentially nothing more than the worlds they have started out with (plus the two extra from Iron Shell). I think a big problem here is that Legio basically goes to war with everyone, and they never want to ceasefire. So inevitably, they will end up at war with the entire Sector. It's a bit disappointing to have the endgame anti-player faction get destroyed so easily with no player involvement whatsoever. Daemon ships might be great in combat, but autoresolve invasions don't care about that, so they inevitably just get ganged up on.
« Last Edit: November 27, 2024, 10:50:27 PM by ohsnapdragon »
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