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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Starship Legends 2.5.3 - Extra flavor for ships, crew, and NPCs  (Read 922456 times)

KvaNTy

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1230 on: December 26, 2024, 09:02:59 PM »

It there some way to increase change of bad trait fix suggestions?

I feel like as your fleet grows it becomes much more difficult to fix traits of ships you actually care about. In my current run my flagship and couple of others were legendary and fiercely loyal/inspired for like last 10 cycles, and I still haven't got any opportunity to fix their last bad traits.
I've already tripled frequency of bar events in settings, but vast majority of them are just rumors. At this point I feel like I have to drop everything I do, get to the core and hop from bar to bar for Ludd knows how long, and this isn't fun.

Maybe something has changed, or am I doing something wrong? I remember you could fix all the traits in 0.95.
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Sundog

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1231 on: December 26, 2024, 09:23:12 PM »

You might try increasing the "Trait Upgrade Opportunity" setting under "Bar Event Frequency" in the "Other" tab. You could also lower the chance for other events to increase relative frequency of upgrade opportunities

KvaNTy

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1232 on: December 27, 2024, 10:39:02 AM »

Bloody hell, I'm stupid. I've spent whole evening playing with frequencies and bar hopping only to realize that "Absolute Minimum Negative Traits" was set to 1. :-[
So it is the intended default, apparently. Was it always like that?
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Sundog

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1233 on: December 27, 2024, 05:33:46 PM »

Yes, 1 has always been the default minimum (starting with version 2.0, anyway. Before that it wasn't a setting). Sorry, I should've considered that possibility and mentioned it! I could've saved you some trouble

EnigmaniteZ

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1234 on: December 27, 2024, 08:55:41 PM »

even funnier since we just discussed that on the last page  ;D. oops...
though I vaguely remember that setting's description being a bit long, might be why people miss it.
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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...

KvaNTy

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1235 on: December 27, 2024, 09:57:38 PM »

Heh, indeed. I did a little search at first, but looking for "absolute minimum" never crossed my mind.
Well, now I'm conflicted. On one hand minmaxer in me wants to fix every trait and forget about it. On the other, it is more interesting when ships have at least some quirks to distinguish them. Plus you don't feel obligated to make them legendary before you put them into storage and transition to something new.
Anyways, thanks for help. And thanks for awesome mod!
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catfish

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1237 on: January 15, 2025, 01:32:03 AM »

From time to time I encounter such a bug, here is a picture, here is a log. It does not lead to a crash, but it drops fps very much. It goes away after a couple of minutes. My mod list is large, I do not exclude conflicts. I can't repeat it on purpose.

Code
15507912 [Thread-2] ERROR starship_legends.ModPlugin  - Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getId()" because "target" is null
    starship_legends.CombatPlugin.getFpWorthOfDamageDealt(CombatPlugin.java:236)
    starship_legends.CombatPlugin.compileDamageDealt(CombatPlugin.java:220)
    starship_legends.CombatPlugin.advance(CombatPlugin.java:136)
    com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
    com.fs.starfarer.combat.A.new.super(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1447)




Spoiler
Mods (48)
All the Domain Drones+ New Drones  v0.6D  [all_the_domain_drones+NewDrones]
Amazigh's Ship Foundry  v1.3.1  [A_S-F]
AoTD - Cryosleeper Options  v2.0.3  [Cryo_but_better]
AoTD - Question of Loyalty  v1.1.2  [aotd_qol]
AoTD - Virtue Of Society  v1.2.1  [aod_vos]
AoTD- Vaults of Knowledge   v3.1.0  [aotd_vok]
Ashlib  v1.1.1  [ashlib]
Battletech Portrait Pack  v1.1  [battletechportraitpack]
Better Variants  v1.4.3  [better_variants]
Building Menu Overhaul  v1.1.0  [bmo]
Carter's Junk Hull Mods  v0.9.4  [CJHM]
Combat Chatter  v1.14.2  [chatter]
Domain Explorarium Expansion  v0.0.20  [dex]
Emergent Threats  v0.9.4  [EmergentThreats_Vice]
Emergent Threats: IX Revival  v0.9.4  [EmergentThreats_IX_Revival]
Grand.Colonies  v2.0.f  [GrandColonies]
Illustrated.Entities  v1.2.b  [illustrated_entities]
Indies Expansion Pack  v2.0  [aerialcombatsuit]
Industrial.Evolution  v3.3.e  [IndEvo]
Knights of Ludd  v1.3.6  [knights_of_ludd]
LazyLib  v2.8b  [lw_lazylib]
LunaLib  v1.8.6  [lunalib]
MagicLib  v1.4.6  [MagicLib]
Missing Auxiliary Ships Fenrir Edition  v1.0.0  [missinghegemonyauxiliaryshipsfenriredition]
More Combat Terrain Effects  v1.8.0  [niko_moreCombatTerrainEffects]
More ProcGen Names  v1.0.1  [more_procgen_names]
More Ship Names  v1.13.0  [more_ship_names]
NEON's ship pack  v1.7  [NSP]
Nexerelin  v0.11.3b  [nexerelin]
Ore Refinery  v0.8  [JYDR]
PMMM  v1.7.6  [PirateMiniMegaMod]
Persean Chronicles  v3.0.9  [wisp_perseanchronicles]
Planet Search  v1.2.2  [planet_search]
Random Assortment of Things  v2.5.6  [assortment_of_things]
Realistic Combat  v2.1.0  [RealisticCombat]
RotcesRats  v0.3.3  [rotcesrats]
Second-in-Command  v1.2.12  [second_in_command]
Ship/Weapon Pack  v1.15.1  [swp]
Starship Legends  v2.5.2  [sun_starship_legends]
Stop Gap Measures  vv 1.2.5  [StopGapMeasures3]
Substance.Abuse  v1.1.c  [alcoholism]
Terraforming & Station Construction  v9.0.10  [Terraforming & Station Construction]
Tri-Tac Expansion  v0.7  [TTE]
Unknown Skies  v2.0.2  [US]
Variants Lib  v0.5.4  [variants_lib]
WhichMod  v1.2.0  [whichmod]
zz GraphicsLib  v1.9.0  [shaderLib]
zzz Mikohime Additionals Settings  v2.0.0  [Rouge_Redstar]
[close]
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Sundog

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1238 on: January 16, 2025, 05:12:22 PM »

Hey, welcome to the forum! Cute avatar  ;D
Thanks for reporting! The stack trace in particular will help me a lot. I'll try to get a patch out for this soon. The fps drop is caused by the excessively repeated error message, so I'll try to get that fixed up as well.

catfish

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1239 on: January 16, 2025, 07:14:52 PM »

Hey, welcome to the forum! Cute avatar  ;D
Thanks for reporting! The stack trace in particular will help me a lot. I'll try to get a patch out for this soon. The fps drop is caused by the excessively repeated error message, so I'll try to get that fixed up as well.

Hi thx :3

Mmm I don't really understand what could be useful in the log, so I'll attach it all: log google drive

As for repetition, I notice that this only happens closer to the end of the battle, perhaps when some of the enemy ships try to retreat + the presence of large ships is important, I never see such a bug with frigates
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catfish

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1240 on: January 16, 2025, 09:42:18 PM »

Hmmm. Was able to reproduce it again and it looks like the error occurs when the enemy fleet starts to retreat.

Spoiler
Code
12:34:53: ordering fleetwide search & destroy
12:34:53: ordering full retreat
5706953 [Thread-2] ERROR starship_legends.ModPlugin  - Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getId()" because "target" is null
    starship_legends.CombatPlugin.getFpWorthOfDamageDealt(CombatPlugin.java:236)
    starship_legends.CombatPlugin.compileDamageDealt(CombatPlugin.java:220)
    starship_legends.CombatPlugin.advance(CombatPlugin.java:136)
    com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
    com.fs.starfarer.combat.A.new.super(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1447)
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Matheld

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1241 on: February 12, 2025, 09:29:29 AM »

I had that same exact issue and it kind of made me guffaw because of how absurdly many messages it spammed across my screen xD

And yeah, mine also happened after the enemy called for a retreat in the console.

Spoiler
18:22:24: ordering fleetwide search & destroy
18:22:24: eliminate Orbital Station-class Orbital Station Orbital Station [0, 2]
18:22:29: ordering fleetwide search & destroy
18:22:29: eliminate Orbital Station-class Orbital Station Orbital Station [0, 2]
18:22:29: ordering full retreat
5111237 [Thread-2] ERROR starship_legends.ModPlugin  - Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getId()" because "target" is null
    starship_legends.CombatPlugin.getFpWorthOfDamageDealt(CombatPlugin.java:236)
    starship_legends.CombatPlugin.compileDamageDealt(CombatPlugin.java:220)
    starship_legends.CombatPlugin.advance(CombatPlugin.java:136)
    com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
    com.fs.starfarer.combat.A.new.super(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
    com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
    com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
    com.fs.state.AppDriver.begin(Unknown Source)
    com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
    com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    java.base/java.lang.Thread.run(Thread.java:1447)
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Sundog

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Re: [0.97a] Starship Legends 2.5.2 - Extra flavor for ships, crew, and NPCs
« Reply #1242 on: February 12, 2025, 03:52:36 PM »

Right, sorry, I really should've fixed this by now...

I think it might be caused by SL failing to handle a specific modular ship with an "empty" module, so you might be able to prevent the error by updating any of your mods that have modular ships. That's assuming it's been fixed on their end, so *fingers crossed*
(edit: Actually, it looks like this was caused by a compatibility issue with Realistic Combat (maybe also involving the above?), to be fixed shortly)
« Last Edit: February 19, 2025, 08:37:03 AM by Sundog »
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Sundog

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Re: [0.97a] Starship Legends 2.5.3 - Extra flavor for ships, crew, and NPCs
« Reply #1243 on: February 19, 2025, 08:48:56 AM »

Starship Legends 2.5.3
Save-compatible with previous versions




- Fixed a rare error that could occur intermittently while loading saves for some users
- Fixed a rare error that could occur when listening to an animated story teller (caused by constellations with invalid/non-existent names)
- Fixed: Errors no longer spam at the end of battle when starship legends receives invalid damage data
- Fixed: NPCs at bars no longer offer to buy any ship with the "HIDE_IN_CODEX" hint, including the Ziggurat

Wyvern

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Re: [0.97a] Starship Legends 2.5.3 - Extra flavor for ships, crew, and NPCs
« Reply #1244 on: February 19, 2025, 10:35:53 AM »

A minor issue: I got a bar event offering to remove a D-mod from one of my ships, at cost of crew loyalty. I grumbled to myself, and then went and restored the ship (via the standard pay a bunch of credits). Afterwards, the bar event was still there, with the same text (though the ship preview it showed demonstrated that the ship was pristine.)

I did not test to see what would happen if I told them to go ahead and apply the fix when the ship was already pristine, though.


Also, for reasons, I recently was puttering around with a game back in Starsector 0.95.1, with Starship Legends version 2.1.2. And I found that, in that version, when you get a "swap X trait for Y" opportunity via intel, the intel item includes the full list of that ship's traits. Would it be possible to restore that behavior? (Or even just add in a config option somewhere for it?)

In particular, consider a warship with two (or more) negative traits. Let's say I've been offered a chance to swap reduced fuel efficiency for reduced weapon range. Do I want to take that trade? If it's in the first negative trait slot, then the answer is "No, definitely not", because that trait will always be negative, and weapon range is important. However, if it's in one of the later trait slots, then - in the long run - I probably do want to make the swap, as those traits can eventually be shifted to positive traits... and weapon range is important enough that I'll take a malus now in exchange for a bonus later.

So I suppose that technically I don't care so much about seeing the full list there, but I definitely do care about "Is this negative trait one that can potentially be flipped to a positive trait?", which currently requires backing out of intel and going and manually checking the specific ship.
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Wyvern is 100% correct about the math.
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