Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 80 81 [82]

Author Topic: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs  (Read 875914 times)

grinningsphinx

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1215 on: April 01, 2024, 11:50:15 AM »

Is this mod still giving ships efficient flight decks when the ship doesnt have and has never had any flight decks?
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1216 on: April 01, 2024, 01:52:31 PM »

Only ships designated as carriers can get that trait. A ship is considered a carrier if its hull type includes "CARRIER" in the list of hints defined in ship_data.csv. That's determined by the creator of the ship, not this mod, so it is possible for a ship with no flight decks to get the trait if. The only vanilla ship with the "CARRIER" tag that isn't obviously a carrier is the Shepherd (which still benefits/suffers from carrier-only traits).

perenoel

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1217 on: September 07, 2024, 12:35:58 PM »

Hi,

I wanted to drop by and say I used the mod for a new game. As I am currently with 4 colonies and managing the persean blockade, it has become clear that the spirit of the mod works against my way of playing. As I have different officiers for different ships, by playing with luddic church I tried to go towards some being agressive and focused on armor and hull for "suicide attacks", or at least some kind of big agression.

That means the mod penalizes those officiers and forced me to move them around non stop. It became tedious, and at the same time I was encountering bigger and stronger fleets who gets insane bonuses, while mine is slowly getting worse. So I disable it, but I wanted to say it was a nice addition and it feels like you encounter "unique" fleets. Just not for me.

Regards from Tibicena, who I could sneak colonize (running nexerelin), but gosh it is so hard to maintain. Need to kick those stupid yellow fleets.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1218 on: September 07, 2024, 03:32:31 PM »

Hey, thanks for the feedback! With default settings the loyalty system can certainly be harsh for tactics and fleet compositions that involve frequently having your ships disabled. For playthroughs like that I recommend adjusting the loyalty settings to be more forgiving, or perhaps disabling the loyalty system alltogether. LunaLib makes it easy to do either.

The PL blockade is a tough one. I hope you emerge victorious!

Shoey

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1219 on: September 11, 2024, 05:36:37 PM »

Hey, thanks for the feedback! With default settings the loyalty system can certainly be harsh for tactics and fleet compositions that involve frequently having your ships disabled. For playthroughs like that I recommend adjusting the loyalty settings to be more forgiving, or perhaps disabling the loyalty system alltogether. LunaLib makes it easy to do either.

The PL blockade is a tough one. I hope you emerge victorious!

Funnily enough I came here to give feedback and this is exactly what I was thinking about. 
I started a new playthrough and have been enjoying it a lot excepting the what feels like disproportionate loyalty loss when I'm pretty much always running Blast Doors and Reinforced Bulkheads. 
I did notice that it does scale with crew casualty reductions. If it's something you are interested in addressing, maybe scale down the loyalty loss with higher recovery chance as well? 
I'm not sure how stock settings math out, but it does leave me feeling like I can have my crew getting livid with me because I got disabled once out of two dozen battles over 5 years.

Edit: This is a few days later, but after playing a lot more with it, it has started freezing my game for several seconds every interaction dialog and will display well over 100 instances of the fleet commander in the interaction dialog; I tried counting but after I reached 30 I realized I was less than a tenth of the way down.

Edit 2: I butchered together an IntelliJ project for SL to add a duplicate counter. 

https://github.com/MildlyFootwear/SLButchered

Unfortunately it looks like mostly the fault of my mod (BetterSaves); I'm guessing saving consecutively without sparing a frame results in a duplicate listener. That is the behavior I observed, at least. 
Changing the function in SL to
Code
void removeScripts() {
    Global.getSector().removeScriptsOfClass(script);
    Util.removeRepHullmodFromAutoFitGoalVariants();
}
would fix it (so would making the listeners true transient listeners with the boolean overload) but I'm probably better off spacing out the saves to make sure the beforeGameSave and afterGameSave overrides are executed properly. Don't really think I can make that work with save and exit, though...
« Last Edit: September 14, 2024, 02:35:18 AM by Shoey »
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1220 on: September 16, 2024, 08:54:00 AM »

I started a new playthrough and have been enjoying it a lot excepting the what feels like disproportionate loyalty loss when I'm pretty much always running Blast Doors and Reinforced Bulkheads. 
I did notice that it does scale with crew casualty reductions. If it's something you are interested in addressing, maybe scale down the loyalty loss with higher recovery chance as well?
Thanks for the feedback! Sounds like I should re-assess how loyalty loss works during my next playthrough. I think the biggest problem is that loyalty growth being based on earned XP makes it too slow in the early game, since smaller battles grant so much less XP.

Edit: This is a few days later, but [snip]
Thanks for investigating the issue so thoroughly! I should be able to look into it soon. I don't remember why I didn't make those listeners transient in the first place. I might've had a good reason, but it was probably just because the option wasn't available when I first made this mod...

Also, good work on Better Saves! I haven't played since you released it, but it's one of the few mods that I feel "should be vanilla" (StarSector is well designed enough that it leaves little room for truly objective improvements)

lonmwe

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1221 on: November 19, 2024, 05:03:48 AM »

Listen to storyteller returned a weird error telling me that I should let you know, you know? :o
What I don't know is what to send you. It didn't crash or anything, save-and-load afterward still gave the same error.
AFAIK, it's probably due to the bars in the Thracia system from the Imperium mods, or the fact I stopped by after a huge battle?
I checked with bars on other system, but didn't manage to replicate it.
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1222 on: November 19, 2024, 08:33:11 AM »

Thanks for letting me know! Errors like that are logged to a file in your Starsector installation folder at "Starsector/starsector-core/starsector.log". If you can send me that file (or a link to it) I should be able to find the clue I need to prevent the error from happening again.

Hino58

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1223 on: December 12, 2024, 09:07:58 PM »

there is a error after the enemy fleet tries to retreat
( ERROR starship_legends.ModPlugin Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getId()" because "target" is null ) and spams it multiple times a second i have
AI-Retrofit - Version: 0.9.4
Adjusted Sector - Version: 0.6.2
Amazigh's Ship Foundry - Version: 1.2.2
Autosave - Version: 1.2b
Battletech Portrait Pack - Version: 1.1
Combat Chatter - Version: 1.14.2
Crew Replacer - Version: 0.7.2
D-MOD Services - Version: 2.1.0
Diable Avionics - Version: 2.9.2
Domain Phase Lab - Version: 1.5.8
Fleet Journal - Version: 1.1.3
Galactic Constellate - Version: 1.13.0d
Grand.Colonies - Version: 2.0.f
High Tech Expansion - Version: 2.0.4
Hyperdrive - Version: 2.5.2
Illustrated.Entities - Version: 1.2.b
Industrial.Evolution - Version: 3.3.e
Interstellar Imperium - Version: 2.6.4
Larger Zoom Out - Version: 1.1.1
LazyLib - Version: 2.8b
LunaLib - Version: 1.8.5
MagicLib - Version: 1.4.6
Marvelous Personas - Version: 1.2.1
More Bar Missions - Version: 0.0.5
Nexerelin - Version: 0.11.2c
Perilous Expanse - Version: 1.4.0
Planet Search - Version: 1.2.2
Progressive S-Mods - Version: 1.0.0
Realistic Combat - Version: 2.0.6
RetroLib - Version: 1.0.1
Roider Union - Version: 2.1.0
Second in Command - Version: 1.2.4
Star Lords - Version: 0.3.1
Starship Legends - Version: 2.5.2
Stellar Networks - Version: 3.1.3
Terraforming & Station Construction - Version: 9.0.10
The Metelson Federation - Version: 2.0.3
Too Much Information - Version: 0.98a
Tri-Tac Expansion - Version: 0.6.1
Unknown Skies - Version: 2.0.1
WhichMod - Version: 1.2.0
Xhan Empire - Version: 2.51 Gramada
ZZ Audio Plus - Version: 1.2.1
market retrofits - Version: 0.2.3
zz GraphicsLib - Version: 1.9.0
zzz Mikohime Additionals Settings - Version: 1.1.1

its a lot if mods ik but wanted to see what might be the conflict
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1224 on: December 13, 2024, 04:49:03 AM »

Hey, thanks for reporting this! The error message tells me enough to know where the issue is occurring, but I won't be able to fix it properly unless I can make it happen on my PC. I have a few decent guesses about the source of the conflict, but could you help me understand exactly how to force the error to occur? Does it occur during battle as soon as the enemy starts retreating? Do you always get the error, or only sometimes? Thanks in advance for any additional info!

EnigmaniteZ

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1225 on: December 13, 2024, 05:20:28 AM »

seeing this mod pop up with recent responses made me remember a question I had:

I have ships stuck with negative traits, and throughout all the bars and the random crew suggestions, I have never seen anything to get rid of those negative traits. In settings, I saw an option about trait upgrades, presumably for bar events. Is that about removing the negatives, or are those just permanently stuck?
Logged
Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1226 on: December 13, 2024, 05:13:23 PM »

There's a bar event that can "flip" a trait from bad to good, but it only occurs for ships with crews that are sufficiently loyal. By default it also won't occur for ships with only one negative trait left, but you can change that by setting "Absolute Minimum Negative Traits" to 0. You can make the event more common by adjusting some of the settings in the "Other" tab. Those settings are perfectly safe to change mid-game.

EnigmaniteZ

  • Commander
  • ***
  • Posts: 134
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1227 on: December 13, 2024, 05:24:27 PM »

ah, so it was a setting I was missing. Friend said not to touch that one. Next time i'm just gonna do it anyway >.>
Thank you :D
Logged
Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

Dear fellow coders: please use more null checks...

Hino58

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1228 on: December 15, 2024, 01:35:49 AM »

Hey, thanks for reporting this! The error message tells me enough to know where the issue is occurring, but I won't be able to fix it properly unless I can make it happen on my PC. I have a few decent guesses about the source of the conflict, but could you help me understand exactly how to force the error to occur? Does it occur during battle as soon as the enemy starts retreating? Do you always get the error, or only sometimes? Thanks in advance for any additional info!
almost always tbh especially big battles
Logged

Sundog

  • Admiral
  • *****
  • Posts: 1775
    • View Profile
Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1229 on: December 18, 2024, 11:23:37 AM »

ah, so it was a setting I was missing. Friend said not to touch that one. Next time i'm just gonna do it anyway >.>
Thank you :D
No problem  ;D

almost always tbh especially big battles
Ok, gotcha. Thanks for the answer!

I spent an hour or so today trying to reproduce this issue without any luck. I excluded some of the mods from your list that I thought were unlikely to be involved in an issue like this, so it's possible that's the reason I'm not getting the error. I also noticed that your list doesn't include Market Retrofits, which is a dependency of one of your other mods (AI-Retrofits). That probably wouldn't cause this issue, but it's probably best to install it, if you haven't already.

Based on where this error occurs in the code, my best guess for what's going wrong is that something about certain battles is causing an issue with how Realistic Combat reports hull damage information to starship legends at the end of the battle. I just realized I was testing with version 2.1.0 or Realistic Combat instead of 2.0.6, so updating might solve the problem.

If you wouldn't mind, could you get the error to occur again and send me the stack trace at the end of the log file? Instructions for how to do that can be found here
Pages: 1 ... 80 81 [82]