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Author Topic: [0.97a] Better Colonies 1.88  (Read 440180 times)

NoTalkofLowTech

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Re: [0.95.1a] Better Colonies 1.73
« Reply #135 on: July 25, 2022, 04:37:01 PM »

I don’t use Nex, I didn’t want everything the 4x aspect had to offer. Just a few things. Mostly growing AI worlds.
« Last Edit: July 25, 2022, 05:53:03 PM by NoTalkofLowTech »
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TheLemu

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Re: [0.95.1a] Better Colonies 1.73
« Reply #136 on: July 28, 2022, 02:59:26 AM »

So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
« Last Edit: July 28, 2022, 03:08:00 AM by TheLemu »
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Farya

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Re: [0.95.1a] Better Colonies 1.73
« Reply #137 on: July 28, 2022, 09:57:43 AM »

So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.
You get angry luddites by having too much pather interest (above 7) in any way. Remove some special items or consider moving the more offending industries elsewhere. IIRC Polluted condition also makes it easier to offend luddites who live at your colony.
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Timid

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Re: [0.95.1a] Better Colonies 1.73
« Reply #138 on: July 28, 2022, 11:32:58 PM »

So, the shrine being defiled by 'servants of Moloch' is due to me having an AI core plugged into one of my industries, right? Was just doing some terraforming and wanted to make it quicker.
Once defiled, how long will it take for the shrine to go back to normal?
Edit: Also, that Path Crusade was cute. Got obliterated by a fast picker and a basic station before I could even get close to it. Should be a tad bit stronger imo.

Shrine goes back to normal instantly as soon as the defilement ends. Could probably add a timer for the next update and stuff.
Edit: I should probably make the ai fleet scale with market size.

Solios14

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Re: [0.95.1a] Better Colonies 1.73
« Reply #139 on: July 29, 2022, 02:06:33 PM »

Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
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Zr0Potential

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Re: [0.95.1a] Better Colonies 1.73
« Reply #140 on: July 29, 2022, 05:51:47 PM »

Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D

Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
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Timid

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Re: [0.95.1a] Better Colonies 1.73
« Reply #141 on: July 30, 2022, 01:34:37 AM »

Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
removecondition bc_luddicshrine something like that

although I don't know why you would ever put a Luddic Shrine and high-tech run together. Probably have to put a delay on that rebellion... or not.
Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
hmm not sure how I would access the colony governor without nex auto-generating them. I'll have to see how to implement it for non-nex users?

Solios14

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Re: [0.95.1a] Better Colonies 1.73
« Reply #142 on: July 30, 2022, 03:53:43 AM »

Hey :)
Is there no way to remove the Luddic Shrine from a colony (even with Console Commands ?) because running a high-tech run and putting the shrine by mistake on my main colony hurts a bit with a Rebellion per day :'(
Apart from this, love the mod, continue ! :D
removecondition bc_luddicshrine something like that

although I don't know why you would ever put a Luddic Shrine and high-tech run together. Probably have to put a delay on that rebellion... or not.

Yep i know, it was just a mistake on my end : first time running with lots of mods and did not really pay attention, I was thinking maybe i can befriend the Church for a little while during my run and didnt think / know what was going to happend.

Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)

Exactly was I was thinking, but maybe through a Pather or a Luddic Church Memberat the colony's bar after 6 / 1 Year the Shrine has been on your colony in exchange of a declaration of war / Massive Rep hit on the Luddic Church / Path
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Zr0Potential

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Re: [0.95.1a] Better Colonies 1.73
« Reply #143 on: August 01, 2022, 04:44:33 AM »

Just a suggestion:

Maybe a dialogue option with the colony governor to expel Luddic population/dismantle Luddic shrine for a massive rep hit with the Luddic Church (and maybe Path) or maybe even provoking a war for "liberating the oppressed Luddic faithful in your colony"? (Can maybe also use story points to prevent war declaration or even halve the rep hit?)
hmm not sure how I would access the colony governor without nex auto-generating them. I'll have to see how to implement it for non-nex users?

Oh yeah I didn't even realize those colony characters were added by Nex, been using it for so long it feels like vanilla

Hope you can find a solution for the non-nex users tho
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QuePro

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Re: [0.95.1a] Better Colonies 1.73
« Reply #144 on: August 05, 2022, 07:57:12 AM »

Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:

59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
« Last Edit: August 05, 2022, 08:04:55 AM by QuePro »
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Timid

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Re: [0.95.1a] Better Colonies 1.73
« Reply #145 on: August 05, 2022, 02:22:12 PM »

Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:

59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Delete your Better Colony folder and redownload.

QuePro

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Re: [0.95.1a] Better Colonies 1.73
« Reply #146 on: August 06, 2022, 04:20:19 AM »

Hello. There is a problem on the latest version of the mod. Game cannot launch menu. Log:

59635 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
java.lang.RuntimeException: Error loading [data.scripts.OfficerManagerEvent]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.OfficerManagerEvent
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Delete your Better Colony folder and redownload.

Thank you, the problem is solved. Apparently the error appeared from the fact that I was updating the mod with file replacement.
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Phenir

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Re: [0.95.1a] Better Colonies 1.73
« Reply #147 on: August 20, 2022, 11:56:08 AM »

I get this crash when I mouse over the luddic shrine market condition.
Spoiler
223916 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.econ.LuddicFaith.createTooltipAfterDescripti on(LuddicFaith.java:44)
   at com.fs.starfarer.api.impl.campaign.econ.BaseMarketConditionPlugin.createTooltip(BaseMarketConditionPlugin.java:264)
   at com.fs.starfarer.campaign.ui.MarketConditionsWidget$2.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]
Steps to reproduce:
  • Open the add industry or structure menu at your colony
  • Mouse over a structure that would result in enough pather interest for the shrine to be defiled. TASC has a few with high interest like ismara's sling or genelab. I think techmining at a vast or extensive ruins should also easily work. Note that the stability of the colony instantly drops.
  • Press escape to leave the structure menu while still moused over that structure. The stability of the colony should still be lowered.
  • Mouse over shrine icon and crash.
Note that if you mouse over a structure's icon before mousing over the shrine icon, the stability will reset and no crash will occur.
« Last Edit: August 22, 2022, 01:29:17 PM by Phenir »
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Timid

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Re: [0.95.1a] Better Colonies 1.73
« Reply #148 on: August 28, 2022, 07:42:28 AM »

Changelog 1.8:





  • If the Church dies, Luddic Shrine will have no effect for the time being.
  • Luddic Shrine's bugfixes and some stuff (haven't added removability yet)
  • Shrine penalties are less extreme scaling with how hostile you are to the Church.
  • (Nex) Luddic rebellions now has a cooldown of 1 year.
  • Can now strip ruins down to its core, removing the ruin condition entirely with its loot for SP.
  • May train more and better sleeper officers out of your cryosleeper colonies.
  • Added intel event when AI improves their colony.

I get this crash when I mouse over the luddic shrine market condition.
I think I fixed it, thank you!

The0Hax

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Re: [0.95.1a] Better Colonies 1.8
« Reply #149 on: August 28, 2022, 07:44:10 AM »

Good job  ;D ;D ;D
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