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); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 ... 30 31 [32] 33 34 ... 41

Author Topic: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod  (Read 390429 times)

Killsode

  • Admiral
  • *****
  • Posts: 501
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #465 on: June 06, 2024, 11:57:34 AM »

Hiya, i'm trying out the Courser protocol on negative relation (-65) to see what the new interaction is, But nothing's coming, do i have to be lower reputation?

How'd you lower your relations? its possible that just console command lowering it doesnt trigger the right flags
Logged

Siffrin

  • Captain
  • ****
  • Posts: 399
  • Thermal Signature Detected
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #466 on: June 06, 2024, 04:01:11 PM »

How'd you lower your relations? its possible that just console command lowering it doesnt trigger the right flags
You can kill some Dustkeeper fleets with your transponder on at
Spoiler
Mia's Star System near the left of the Core Worlds.
[close]
Logged
Gods most reckless Odyssey captain.

Ruddygreat

  • Admiral
  • *****
  • Posts: 566
  • Seals :^)
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #467 on: June 06, 2024, 04:09:08 PM »

afaik you can also be given bounties on dustkeeper fleets by military contacts.

Captain Toga

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #468 on: June 06, 2024, 08:11:56 PM »

I'll try to avoid spoilers, because the spoilers text tool comes out wonky.

I've found a quest bug, where I found the ship from "A lost thread" by accident while doing my explorations. Later because another mission spawned in the system, I traveled there and I noticed the greenish light this time.

Interacting with it gave me the mission "A lost thread", but I already have the the thing and the quest is stuck now.

"A lost thread" is the E-war destroyer, isnt it? Which is unrelated to "A promise" which gets you the phase destroyer.
I wasnt aware there was a quest for lost thread, i remember just either finding them out in the sector, or taking the unique start.

Yeah, the E-war destroyer.
Logged
"We have the AI cores and the robotics technology. So just hear me out on this."
~ Tech Chief before the killer robot maid incident

Captain Toga

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #469 on: June 08, 2024, 03:40:45 AM »

Tried to make an alliance with the dustkeepers, but it said they don't take part in open diplomacy. Is there any way I could enable it? I have RP reasons.
« Last Edit: June 08, 2024, 06:44:35 AM by Captain Toga »
Logged
"We have the AI cores and the robotics technology. So just hear me out on this."
~ Tech Chief before the killer robot maid incident

Inventor Raccoon

  • Captain
  • ****
  • Posts: 481
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #470 on: June 08, 2024, 12:01:18 PM »

Tried to make an alliance with the dustkeepers, but it said they don't take part in open diplomacy. Is there any way I could enable it? I have RP reasons.
Near the bottom of the rules.csv file in data/campaign, there's a line with id sotfDisableDKAlliances. Deleting that entire line will allow asking for Dustkeeper alliances.

Hiya, i'm trying out the Courser protocol on negative relation (-65) to see what the new interaction is, But nothing's coming, do i have to be lower reputation?
Hi, this encounter actually has a small issue in it that prevents it from normally firing, it seems. If you have the console command mod, you can type "sotf_dev wch" to properly cause it to trigger... in due time (the effects are not immediately obvious)
Logged

sawert42

  • Ensign
  • *
  • Posts: 38
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #471 on: June 10, 2024, 04:50:21 PM »

My planet seem to not spawn the fleet from "Hope for Hallowhall", as a note, The colony is size 4, I have the latest version of the mod, already recruited Seraph, and idk if it's important but the "Hope for Hallowhall" traker has dissaeared from my intel screen

Edit: Nevermind after 8 cycles or so, they started spawning, tho i have no idea why it took them that long
« Last Edit: June 15, 2024, 12:48:43 PM by sawert42 »
Logged

KonpakuYoumu

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #472 on: June 11, 2024, 05:42:38 AM »

Tried to make an alliance with the dustkeepers, but it said they don't take part in open diplomacy. Is there any way I could enable it? I have RP reasons.
Near the bottom of the rules.csv file in data/campaign, there's a line with id sotfDisableDKAlliances. Deleting that entire line will allow asking for Dustkeeper alliances.

Hiya, i'm trying out the Courser protocol on negative relation (-65) to see what the new interaction is, But nothing's coming, do i have to be lower reputation?
Hi, this encounter actually has a small issue in it that prevents it from normally firing, it seems. If you have the console command mod, you can type "sotf_dev wch" to properly cause it to trigger... in due time (the effects are not immediately obvious)

Appreciate the help man, love the mod so far :D
Logged

Droid803

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #473 on: June 16, 2024, 10:42:27 AM »

Loving the mod, and new content added in the update so far.  Everything seems to be working smoothly, but I did notice one potential hiccup(?) in "A Hope for Hallowhall":

Spoiler
The Luddic Path attack mentioned on the progress bar seems to have failed to materialize, unless I totally missed it happening somehow.

I colonized Hallowhall as Seraph asked, raided Chicomoztoc and sold its pristine nanoforge to the Forgeship, then turned in some AI cores, which was enough to cause the progress bar to move past two milestones at once. I then waited around for several in-game months, but no Pather attack ever spawned. Eventually I got bored and just went and kill Pather fleets spawning from Epiphany to top off progress. Did I perhaps skip the attack by pushing progress past the next milestone? For reference, I had already finished Scythe of Orion and defeated the Luddic Path Colony Crisis prior to starting the mission (planetkiller is still in my inventory).  I also 'liberated' Chalcedon from the Luddic Path well before I started the mission (if the attack needed that planet to spawn.)
[close]

Also just an observation regarding the final reward:

Spoiler
Seraph might like some reduction in automated ships modifier when using her own ship (kind of like how Barrow has to encourage use on his own ship instead of the Sentinelslaught)?  As it currently stands, Seraph's multiplier combined with the DP of the Respite results in severe overcapping automated ship points, which imposes a harsh penalty to her CR even if she is the only automated ship in the fleet.  It's not a big deal and it might be better to just leave things as is for balance reasons, but the current result is that it just seems better to give Seraph's ship to Inky and vice versa.
[close]
Logged

lustfull

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #474 on: June 18, 2024, 03:42:23 AM »

Bug report : I turned off the objectives expansion and as a result , during the fight again the Vow , i couldn't command to the spawning ship. Not big problem but a bit surprising even if understandable if it couldn't be fixed.
Also the VoW class was using a banished portrait instead of Eidolon one , and as such, it had weaker random skills.
« Last Edit: June 18, 2024, 03:44:06 AM by lustfull »
Logged

Inventor Raccoon

  • Captain
  • ****
  • Posts: 481
  • Digging through trash for a hydroflux catalyst
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #475 on: June 18, 2024, 09:14:31 AM »

Bug report : I turned off the objectives expansion and as a result , during the fight again the Vow , i couldn't command to the spawning ship.
Do you mean the reinforcements from the Hyperwave Transmitters? Those can't be controlled directly unless they're remotely piloted by one of your own AI cores (which requires the Automated Ships skill)

Loving the mod, and new content added in the update so far.  Everything seems to be working smoothly, but I did notice one potential hiccup(?) in "A Hope for Hallowhall":
Hmm, is it possible there were no active Luddic Path bases? That (or Holdout somehow not existing) seem like they'd be the two factors that would cause the purifiers to never attack (although it probably ought to fall back to a proper LP colony in that case - I'll fix that)
Logged

lustfull

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #476 on: June 18, 2024, 03:08:20 PM »

Bug report : I turned off the objectives expansion and as a result , during the fight again the Vow , i couldn't command to the spawning ship.
Do you mean the reinforcements from the Hyperwave Transmitters? Those can't be controlled directly unless they're remotely piloted by one of your own AI cores (which requires the Automated Ships skill)


Well in an other run , I have been able to order them like they were my ship.

ANOTHER BUG REPORT:

I put the Vow in hull forge( industrial  evolution)and got sierra go to the first ship that was created , but since this version didn't get the right hull mod I wanted , I scuttled it but sierra didn't reappear in any of the two Vow left. She just disappeared. Could be great is she could be stored lock in the cargo.

« Last Edit: June 19, 2024, 03:41:30 PM by lustfull »
Logged

Phenir

  • Admiral
  • *****
  • Posts: 1092
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #477 on: June 23, 2024, 12:18:28 PM »

Reinforcements from beacon acting weird, all just sitting at this point and not helping
Logged

lustfull

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #478 on: June 26, 2024, 03:05:24 PM »

Bug report; mod interaction "armaa armatura "

A added converted hangar to the Vow class and used it to refit my Strikecraft but it locked the Vow class into phase space after it used it's system and eventually caused it to overload until my Strikecraft was refitted.
Logged

Phenir

  • Admiral
  • *****
  • Posts: 1092
    • View Profile
Re: [0.97a] Secrets of the Frontier (0.14.1b) - indev campaign mod
« Reply #479 on: June 30, 2024, 11:52:16 AM »

One of the dustkeeper patrol fleets "caught" me after I reached the forge ship and got permission to be in the system but the patrol wouldn't let me go.
For some reason I can offer the exo processor and neuro core from rat and they are present in the list twice, once as a normal core and once again with the special tooltip to show their unique ability.
Barrow's ship wasn't available for recovery after the battle. There might have been too many other ships. I had hull restoration and lost a few ships. Unless you get his ship somewhere else now.
Logged
Pages: 1 ... 30 31 [32] 33 34 ... 41