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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25  (Read 333728 times)

Smartfolk

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #300 on: May 27, 2020, 11:05:05 AM »

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Mondaymonkey

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #301 on: May 28, 2020, 09:28:36 PM »

I came here from this thread.

Quote from there
Quote
vayras sector has a setting / feature that makes pirate & pather bases stop spawning if all of their markets are destroyed.
this includes established markets, not just the hidden stations they raid you from, so removing the pirates entirely would probably take a bit. as far as i know it works standalone
[close]

So, is that true?

Do I have any chances to have that feature without having all another Vayra's super-cool, but unwanted things?

Thank you!
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I dislike human beings... or I just do not know how to cook them well.

Lokoth

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #302 on: June 03, 2020, 08:45:33 PM »

So this didn't get an update for a while now, but ever since I've updated a couple few mods for a new playthrough I can't seem to be able to recover ANY unique ships from higher value bounty. I've read in the thread somewhere this was a known bug but what bothers me is that It used to work fine before updating a few of the mods I'm using that I believe anyway have nothing to do with this. Like, maybe Nexerelin can conflict somewhere, but it seems a bit exaggerated. Hopefully OP can fix it.
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xzzx1997

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #303 on: June 22, 2020, 09:58:24 PM »

Hey, i couldnt find info, so do bounties for unique ships respawn ?
I over clicked and passed Continue on couple of them :c
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snicka

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #304 on: July 09, 2020, 05:02:09 AM »

https://ibb.co/nczFLVz
https://ibb.co/VVBWzLS


Bruh.

I imagine toning it down in settings would be nice. Very soon random bounty huters escalate to have the most advanced, numerous and fearsome fleets in the sector.

Also, those two allied on contact.
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Hiroyan495

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #305 on: July 20, 2020, 03:26:52 PM »

Is there a limit to how many raider bases can exist at once?
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?

EDIT: Tested it myself now. So far it seems like the "pool" is indeed shared between all factions in the raiderFactions.csv, together with the pirates. This means that effectively, only up to the value of "maxPirateBases" (in settings.json, vanills Starsector file) can exist at once. I am not 100% sure if this is the case, but an hour or two of constant fast-forwarded testing has resulted in this conclusion for me.
« Last Edit: July 21, 2020, 06:18:24 AM by Hiroyan495 »
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mora

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #306 on: July 20, 2020, 05:04:00 PM »

Is there a limit to how many raider bases can exist at once?
If so, does that limit apply to all bases spawned by this mod, together, or is this individually tracked for each faction listed in the raider_factions.csv files?
I had the same question and looked through the VayraRaiderBaseManager.java file; It seems that vayra bases use the vanilla settings "minPirateBases" and "maxPirateBases" for min and max respectively. And the limit probably applies for all bases from this mod with shared count.
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Hiroyan495

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #307 on: July 20, 2020, 05:11:30 PM »

I will have to test that then, but thanks for sharing your experience with me, that already helps a lot.  ;D
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Sinosauropteryx

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #308 on: July 20, 2020, 06:23:32 PM »

I'm getting this NPE crash:
Spoiler
337470 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager.removeCurrentBounty(VayraUniqueBountyManager.java:240)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.cleanUpFleetAndEndIfNecessar y(VayraUniqueBountyIntel.java:411)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.notifyEnding(VayraUniqueBountyIntel.java:396)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endAfterDelay(BaseIntelPlugin.java:99)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.endImmediately(BaseIntelPlugin.java:89)
   at data.scripts.campaign.intel.VayraUniqueBountyIntel.<init>(VayraUniqueBountyIntel.java:107)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.createEvent(VayraUniqueBountyManager.java:460)
   at data.scripts.campaign.intel.VayraUniqueBountyManager.advance(VayraUniqueBountyManager.java:399)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

The crash happens at Aug 3, 207 exactly as the date rolls over. I'm guessing there's a bounty event scheduled for that time that is making it mess up.
Here's a list of mods:
Spoiler
  "lw_autosave",
  "lw_console",
  "Aic",
  "interestingportraitspack",
  "Imperium",
  "kingdomofterra",
  "lw_lazylib",
  "MagicLib",
  "sun_new_beginnings",
  "nexerelin",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "swp",
  "speedUp",
  "sun_starship_legends",
  "underworld",
  "vayrasector",
  "shaderLib"
[close]
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voltaxic_rift

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #309 on: July 26, 2020, 07:14:27 PM »

I feel that there are too many pirate bounty that only use pirate ships eventhough  you have used many Faction Mods.

there are also some pirate bounty that betrayal from some faction and use the faction ships, these are good but betrayal bounty are too rare.
the only way to increase  faction bounty is decrease their attitude to you.

so I think increase the betrayal bounty is necessary especially we can't keep hide to attack other faction ships.
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Burminsky

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #310 on: August 24, 2020, 05:12:21 AM »

How exactly does the stopSpawningRaiderBasesWhenFactionDelet option work?

I have destroyed all the pirate and luddic bases (in civilized worlds), but their bases still appear in deep space and raids continue.
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Afghani84

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #311 on: August 28, 2020, 05:17:30 AM »

Hi Vayra,

thanks for making this mod. Improves the vanilla game greatly!
However, the last couple of days I had two errors popping up. Any ideas on how to resolve it?

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Terethall

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #312 on: August 29, 2020, 02:13:31 PM »

This is an error with VersionChecker.
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oklews

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #313 on: August 30, 2020, 12:25:34 PM »

Amazing mod, I usually spend the game with my sound off listening to podcasts, I lost my mind when I turned it on for the communistic faction. Additionally, I adore the ability to get bounties on your head, it always somewhat bothered me that no faction would try it when I sat bombed planets as I pleased.
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WWladCZ

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Re: [0.9.1a] Vayra's Sector 3.1.5 - seizing the means 2020-01-24
« Reply #314 on: September 11, 2020, 09:29:24 AM »

Hello boys I have problem with my setup of the game or the Nexerelin. The upstart factions that used to work before do not spawn for me anymore. I did try to modify the settings to cycle 206 just to try if it even works but still no dice. None of the factions spawned in both the new save and the one which had cycle 209  :-\
Edit: So I just let the game run with infinite suplies and sped up and two factions did arrive the Council and Keepers. Still it takes the new factions way too long before they actually launch the colony expedition. In the version before they launched the expeditions pretty fast after one another after the cycle 208. Is there any way to modify this?
« Last Edit: September 11, 2020, 12:02:04 PM by WWladCZ »
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