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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: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod  (Read 387708 times)

(REDACTED)

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #540 on: August 30, 2024, 08:17:44 AM »

I've noticed that after colonizing the Mia's star system the Dust Keepers and basically every faction to visit for one reason or another pick fights with eachother
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Inventor Raccoon

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #541 on: August 30, 2024, 09:05:03 AM »

I've noticed that after colonizing the Mia's star system the Dust Keepers and basically every faction to visit for one reason or another pick fights with eachother
Dustkeepers are hostile to most major factions. Can be handy since they'll attempt to murder fleets spawned by impending colony crises. Colonies in Mia's Star don't spawn trade fleets to avoid this causing any issues with disruptions.
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(REDACTED)

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #542 on: August 31, 2024, 05:47:55 AM »

I've noticed that after colonizing the Mia's star system the Dust Keepers and basically every faction to visit for one reason or another pick fights with eachother
Dustkeepers are hostile to most major factions. Can be handy since they'll attempt to murder fleets spawned by impending colony crises. Colonies in Mia's Star don't spawn trade fleets to avoid this causing any issues with disruptions.
If they aren't trade fleets they must be alliance related since I've seen large fleets from factions I'm allied with fighting the Dust Keepers, I've attempted the
(I am using Nexerelin, probably should have mentioned that before)

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.
I tried this as a way to prevent factions Im allied to from fighting with the Dust Keepers, the first attempt caused the game to CTD during launch, second attempt I thought failed, turns out they simply didn't want to join because they are hostile to everyone except the Independents and the player(assuming the player is on good terms with them)

Solution idea I've had: Would it be possible to make it so they are friendly with pacifistic and pro-AI factions but wont normally interact with factions other than the player's?
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dragoTwos

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #543 on: September 02, 2024, 06:05:36 PM »

"The haunted" mode gets extremely difficult in later games ,since it force u to play in the same map when encounter strong enemies and constantly put bastions a little bit closer to the enemy spawn. Even if ur fast ships captured the bastions in time the secret soul will just take it back before ur main force arrives. So normally u think it's a 200 to 200 deployment fight, due to the soul it gets to 120 to 280, and 2 or 3 gunnery or hanger bastions at enemy side, if u dont go find stronger dustkeeper ships it'll completely make ur bounty hunting job a suffer.
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Simbach Vazo

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #544 on: September 02, 2024, 08:21:08 PM »

So, can/are you meant to/is there anything interesting for
Spoiler
beating "Eidolon, if you will" in the Wayward Star? I tried once with my full fleet, lost spectacularly, then reloaded and just ran Sierra into them so I could just recover the ship.
[close]
Oh and can I just say, the encounter was actually really cool, seeing the Tri-Pad take up the screen completely blank for a second. Chilling.

Edit: I see now what to do. Ludd save me, Ludd protect me.
« Last Edit: September 02, 2024, 08:30:50 PM by Simbach Vazo »
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G r o o v y
We moddin' up in dis 'oe.

Siffrin

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #545 on: September 05, 2024, 01:28:28 AM »

Hypnos Bug Report (Spoilers)
Spoiler
When you defeat Barrow you can salvage the debris field to get his ship twice, once from the wreck that spawns in and another one if you salvage the debris field which will spawn another Repose in with the same s-mods/d-mods.
[close]
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Gods most reckless Odyssey captain.

fbrt

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #546 on: September 06, 2024, 12:25:48 PM »

Hey, first post on the forum, hope I don't mess up the forum etiquette.

Anyway, I'm having a small problem with "The Wayward Star" quest.

Spoiler
I used the neutrino detector and the distress call once I was in-system and I got called into the spooky special encounter with no issue (really cool btw). I decided to retreat immediately as I felt that I was underequipped for the fight and come back later. I came back and ended up spamming all the scanning/increase signal abilities for a long time; I looked online to see what other people did to see if I was forgetting something and, well, long story short I can't start the encounter again. I left and came back another time with no luck.

Granted, I'm running a somewhat heavily modded save, but I wouldn't know whether another mod -or which mod- might be interfering or why exactly this isn't working. I checked the wiki to see that it said that it can be retried granted Sierra is alive, so I'm just kinda stumped here. Thank you for all your work on the mod and I hope this isn't too much trouble.
[close]
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Arthur_The_Ok

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #547 on: September 07, 2024, 10:29:52 AM »

Game crashed when I chose to recover Inky's ship for the Dustkeeper mission

Code
2987992 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.rules.MemoryAPI.getFleet(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.CampaignFleetAPI.getFleetData()" because the return value of "com.fs.starfarer.api.campaign.rules.MemoryAPI.getFleet(String)" is null
at data.scripts.campaign.rulecmd.SotfNightingaleCMD$1.pickedFleetMembers(SotfNightingaleCMD.java:72) ~[?:?]
at com.fs.starfarer.ui.newui.FleetMemberRecoveryDialog.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.O.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.ui.thissuper.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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Charnel Spectre

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I love the feelings this mod give me.
« Reply #548 on: September 08, 2024, 10:56:05 PM »

The modding scene of Starsector has always been a magical place for the community, but I think it is a bit too focused on the eternal arms race of who can turn the base game's balance inside-out the most, and who has the most clashing art style--they are all fine and cool, really, I dig many of the OP ships that those mods bring, but I preffer a more immersive experince, so to speak. Anyway, really really like this little mod. A likeable companion you can chat with is something I didn't know I need. And they are well-written and also has their own questline too? Genius is what this is. And the vibes that this mod exudes is so... positive? Does that make sense? An bunch of friendly, expressive and characterful AI who has their own personalities, who also want to save humanity from itself instead of being murderous emotionless psychos. Like, how? This plane of existence is so cruel why are you so positive? You seriously just want to explore the universe? Why are you not interested in enslaving everything that you don't kill until you the only things left are you and your throne? Are you ok in there? Do you need me to call a engineer? Or a techician is more your thing?

That's the thing I love so much about this mod. It's so hopeful. Sierra's dream is to dance across the stars and twirl through the veil of the beyond. She's just a girl. Despite her mind being a million times more advanced than any human, she acts like a 23 yo fresh out of college and now want see the world. She even likes to SING. This machine kills terrorists and hums the tunes of her own making while I scramble to find the next Luddic Path base that has been messing up my economy. I LOVE IT@#UGH#@YBIKUG?!?

I think the song Fine by Lemon Demon really fits her vibes. Like the part that goes:
Light is on the way, we'll be having a fun time
It's such a lovely day, we should pocket the sunshine
And never give it back, even if there's a heat wave
Or terrorist attack, it will just be a close shave
I know (I know)
That every bomb has a silver lining
I know (I know)
It won't be long until
Everything works out nice in the end
The sun will marry the moon
It'll be fine
Why don't we sit back, mellow again
And have a nice afternoon?
It'll be fine

It's so cheerfu, just like her.

Anyways... thank you, Inventor Raccoon, for making this fanstastic mod. You are truly wonderful. Don't die, and have good one.[/font]
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Spacejunkhauler

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #549 on: September 22, 2024, 11:16:52 AM »

Hi, first of all: I absolutly adore this mod and its work. That aside, what prompted me to write a reply here is a post a just saw somewhere else, were someone was asking my in his expenses 1x Lobster was charged. Now it ofc has nothing to do with this Mod but what if....id did? What about a certain someone DID buy it? I knwo she get allowance but id be funny.
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vagabond1

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #550 on: September 25, 2024, 10:14:30 PM »

Not sure if this was reported before.

By taking over the Respite, Seraph's ship, during combat by losing your flagship and continuing an engagement, I was able to make a copy of Seraph's chip.

Edit: found out that even if you integrate Seraph to a ship, if you store that ship, pull out that extra seraph chip, and have it officer a ship (not integrate), it removes the integrated Seraph chip.
« Last Edit: September 28, 2024, 10:43:14 AM by vagabond1 »
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McNutty145

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #551 on: September 28, 2024, 05:00:31 PM »

Bug report: attempting to hack a terminator drone while it is under the effects of Termination Sequence crashes the game. This appears to be because getWing() returns null for that drone. A null check for SotfCyberwarfare.java:901 should fix things.
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Inventor Raccoon

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #552 on: September 29, 2024, 08:17:50 AM »

Bug report: attempting to hack a terminator drone while it is under the effects of Termination Sequence crashes the game. This appears to be because getWing() returns null for that drone. A null check for SotfCyberwarfare.java:901 should fix things.
Thanks, moving about the nullchecks to fix this.
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TehGanker

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #553 on: September 29, 2024, 02:28:32 PM »

Salute. Any chance to see some arsenal's old ships again ? Revised variants of kindling, tremor ?
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TheMuffinOfEvil

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Re: [0.97a] Secrets of the Frontier (0.14.2c) - indev campaign mod
« Reply #554 on: October 13, 2024, 03:17:07 AM »

Hey,

Is there a console command or a way to check the save file and see where the cryosleeper is?  I want to test something and dont want to spend a day trying to find it the normal way.

Thanks!

Edit:

I figured out how to read the save file, please ignore.

Excellent mod though!
« Last Edit: October 13, 2024, 03:19:22 AM by TheMuffinOfEvil »
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