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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25  (Read 381684 times)

Amoebka

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #465 on: September 30, 2021, 09:52:14 PM »

I think it's basically just bounties that don't despawn properly. By the lategame the sector becomes littered with them, like every single planet has a fleet or two.
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Kadatherion

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #466 on: October 01, 2021, 12:39:30 AM »

I've been told the small fleets that hover around planets outside the core systems are from this mod. Can someone spoiler me about the purpose of these guys? Is it just flavor? Right now I'm looking at a small planet with 4 of these fleets, "Howard's Fleet", "Ganymede's Fleet", "Cleveland's Fleet","Rosi's Fleet". Just random names, but they are always hostile? Should I kill them? Is it quest related?

I think it's basically just bounties that don't despawn properly. By the lategame the sector becomes littered with them, like every single planet has a fleet or two.

Yeah, it definitely has something to do with bounty generation/despawn, as sometimes you can even find one that has an exclamation mark, and killing it fullfills an actual *real* bounty currently active somewhere else in the sector. Apart from these cases, though, it seems killing them has no other secondary effect, so go ahead and clean them up. As they usually are very small fleets, they can end up being a little supply/fuel source while exploring with no risks involved, which isn't a bad thing. Them multiplying as you get to the late game though might be, as they could cause slowdowns in the long run. A dozen cycles in, everything is still under control in my sector though, so hopefully they won't be able to become really troublesome unless you play *extremely* long campaigns.
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Godvana

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #467 on: October 08, 2021, 01:36:54 AM »

Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.
« Last Edit: October 08, 2021, 02:00:30 AM by Godvana »
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Space_Lettuce_OG

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #468 on: October 08, 2021, 09:48:25 AM »

Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.
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PreConceptor

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #469 on: October 08, 2021, 10:08:17 AM »

Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development
« Last Edit: October 08, 2021, 10:53:20 AM by PreConceptor »
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Godvana

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #470 on: October 08, 2021, 05:42:51 PM »

Just posting to let peeps know that theDragn has hopefully fixed this in an update (5th Oct), the download is on page 30

EDIT: Just to add, I believe the only file that has been changed is the VayraSector.jar in the jars folder. If like me you want to preserve custom settings and alterations you can just replace the existing VayraSector.jar with the updated one, looks like its save compatible.

Where can one acquire this little JAR update? I took a look on the Discord Channel's "mod updates" section and saw nothing new for Vayra Sector.

Download the file linked by Dragn on page 30 (updated today), delete the old VS jar and extract the new jar from the most recent update in its place. However, its a much better idea to update new mods in their entirety so no new elements of updates are missed.

If you want to preserve settings, a much better method imo is to move the old VS folder somewhere else, extract the new VS folder to mods as normal, then go back to look at the old settings and manually alter the new settings file to what you had previously. A compare tool in your text editor of choice can be of great help in identifying what is different between old and new settings files and what to change. A bit more involved? Yes. Likelihood of new updates being broken? Dramatically lower.

Also, VS updates will be in modded_gameplay not mod_updates, as Dragn isn't officially taking over development

Personally I've edited my VS to remove/alter all her meme stuff spread throughout. Not really to my tastes, so I ran a file comparer and just figured out which files had been changed instead of having to go through and remove all the memes again. That's why I suggest you only need to replace the .jar
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Lance

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Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« Reply #471 on: October 10, 2021, 02:39:29 AM »

Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

If you set to false ALL the vayra raiders from all mods, the performance is destroyed. I think the script keep trying to initialize each frame. The trick, if you do not want to use the vayra raider function, is to set

warhawk_republic,FALSE
hegemony,TRUE

in raider_factions.csv

 it needs to be done for each mod in their own folder in \data\config\vayraRaiders)

example for prv
prv,FALSE
rb,FALSE

So leave hegemony TRUE in vayra original mod or the fps dips to 40 in campaign.


I always hated the feature because raiders are an annoyance. It reduces framerate, it spawns pirate-like fleets that intercept convoys, it decivilizes worlds... it also forces the player to be hostile to the factions if he wants to do bounties (if the bounty was pirate or luddic, it would have been better unless special roleplay)

 And ropelay wise, it doesnt make sense... the cost to make such stations is astronomical yet they spawn each 15 days... There must be a reason why colonies only have one fortress station and not more. Kadur & warhawk are supposed to be underdog yet they spit 1 000 000 each 15 days to raid their enemies? ye sure. For luddic and pirates, they are everywhere (pather cell & such, black market) and have huge networks ( colonies or intel in a lot of system) to act in the shadows. It's not the case for others factions.

In my opinion, the feature could be good if it was a rare event, once in a while, with the purpose to invade systems & planets after a while.  Something that seems planned and well organized without apparent randomness.
« Last Edit: October 10, 2021, 03:18:39 AM by Lance »
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