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Author Topic: [0.96a] Adjusted Sector  (Read 413839 times)

hurrumpf

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Re: [0.95a] Adjusted Sector
« Reply #360 on: February 01, 2022, 06:45:55 AM »

Hello,

I have a new install of the game and would like to turn hyperspace storms off.

Mod is installed and the game sees it when I click on Mods.  I've set "AdjustedSectorHS":false.  Yet in new campaigns and loaded saves, the storm remain.

What have I missed?
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #361 on: February 03, 2022, 12:26:59 PM »

Hello,

I have a new install of the game and would like to turn hyperspace storms off.

Mod is installed and the game sees it when I click on Mods.  I've set "AdjustedSectorHS":false.  Yet in new campaigns and loaded saves, the storm remain.

What have I missed?
I think i've made a bug by mistake. Gonna correct that soon, sorry for troubles lol
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Zalpha

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Re: [0.95a] Adjusted Sector
« Reply #362 on: February 08, 2022, 01:36:47 AM »

Second best mod to own, first being Nex, the second is this one. I love it, thank you.
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Foufoumoro

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Re: [0.95a] Adjusted Sector
« Reply #363 on: February 16, 2022, 09:04:35 PM »

I'm facing a problem, I havent come accross any High threat level system in my game (>10 beacon found so far).
I increased the amount of remnant system and set low level threat option to 0 while keeeping medium to 1.
Is it normal that I dont find any high danger beacon ? Did i mess something up ?
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WMGreywind

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Re: [0.95a] Adjusted Sector
« Reply #364 on: February 16, 2022, 10:26:03 PM »

I'm facing a problem, I havent come accross any High threat level system in my game (>10 beacon found so far).
I increased the amount of remnant system and set low level threat option to 0 while keeeping medium to 1.
Is it normal that I dont find any high danger beacon ? Did i mess something up ?

You may be facing an issue with how systems are weighted and the specials that can show up in different systems. Remnant systems share its pool with the Domain Motherships. If you put the amount of Domain Motherships too high in the settings, it and its children specials, the Survey Ships and probes, will take up space in systems that leave very few systems that the Remnants can hole up in. I've had this issue before and I recommend that you lower the amount of Domain Motherships in your system to 2 or less.
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Foufoumoro

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Re: [0.95a] Adjusted Sector
« Reply #365 on: February 17, 2022, 01:27:36 AM »

Ohh that may be my problem as I have motherships set to 6 I think .. damn !
Thanks a lot for the explanation !

In case I need to reroll my game, as it's a fairly advanced playthrough (I'd say 15 hours in), do you know if there is a way to start a new game and then "import" the character/fleet/inventory from a previous game ? I don't have any colony yet so basically if I hop on to a new game with my character / fleet and stuff, i wouldnt mind too much ...
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FrackaMir

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Re: [0.95a] Adjusted Sector
« Reply #366 on: February 21, 2022, 02:22:49 PM »

I have counted and adjusted the amount of constellations with relevance to the size and overall sector width, in accordance to what the PC could handle. ALways used the default but now adjusting it to one I'd like

Would this be fine or does it have some hiccups?

Spoiler
{
   
   "plugins":{      
      "newGameSectorProcGen":"data.campaign.procgen.SectorProcGenMod",
   },
   #Change the number below to increase or decrease the size of the Sector
   #"sectorWidth":164000,
   #"sectorHeight":104000,
   #"sectorConstellationSize":100,
   #"sectorConstellationCellSize":10,
   "sectorWidth":174000,
   "sectorHeight":134000,
   "AdjustedSectorConstellationCount":250,
   "AdjustedSectorConstellationSize":1000,
   "AdjustedSectorConstellationCellSize":7,

   "sectorConstellationRemnantMin":20,
   "sectorConstellationRemnantMax":60,
   "sectorConstellationRemnantSkipProb":0,
   # zero means - they wont spawn
   "sectorRemnantPresenceLow":1,
   "sectorRemnantPresenceMed":1,

   "sectorConstellationRuinsMin":20,
   "sectorConstellationRuinsMax":60,
   
   "sectorDerelictMotherships":8,
   "sectorDerelictCryosleepers":90,

   # this field controls the amount of Coronal Taps, default = 2
   "sectorCoronalTaps":90,

   # this fields control the amount of Gates outside of Core Worlds, default is 15 and 20
   "minNonCoreGatesInSectorMod":30,
   "maxNonCoreGatesInSectorMod":70,

   # this fields control the amount of XIV Legion-class ships you can encounter outside of the Core Worlds, default is 2, 3, 1, 2
   "XIV_LEGION_NON_SALVAGEBLE_MIN":0,
   "XIV_LEGION_NON_SALVAGEBLE_MAX":0,
   "XIV_LEGION_SALVAGEBLE_MIN":5,
   "XIV_LEGION_SALVAGEBLE_MAX":20,
      
   #Random number of arcs apply to map
   #Vanilla value 20
   "AdjustedSectorRndArcs":20,

   #Generate hyperstorms options.
   #"true" for generating hyperstorms, "false" to not generate hyperstorms.
   "AdjustedSectorHS":true,

   #Accessibility will be base - 1 at that many light-years from center of mass
   #"accessibilityDistFromCOM":50,
   #"accessibilitySameFactionBonus":0.50,
   "accessibilityDistFromCOM":100,
   "accessibilitySameFactionBonus":1.0,

   #If SAD is enabled, you can change the amount of SAD-themed constellations
   #"SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":4,
   #"SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":6,
   "SanguinaryAnarchisticDefectors_sectorConstellationMin_AS":15,
   "SanguinaryAnarchisticDefectors_sectorConstellationMax_AS":45,

   #If DME is enabled, as well as random generated blade breaker systems, you can change the amount of said BB-themed constellations.
   #"BladeBreakerThemed_ConstellationMin_AS":3,
   #"BladeBreakerThemed_ConstellationMax_AS":5,
   #"BladeBreakerThemed_ConstellationSkipProb_AS":0.75,
   "BladeBreakerThemed_ConstellationMin_AS":15,
   "BladeBreakerThemed_ConstellationMax_AS":45,
   "BladeBreakerThemed_ConstellationSkipProb_AS":0,
}
[close]
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SpartanXZero

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Re: [0.95a] Adjusted Sector
« Reply #367 on: February 23, 2022, 10:11:39 PM »

Which setting(s) control the generation for the possibility of planets per star system? An a short explanation of which adjustment affects in which direction + / -. Please an thank you.

I'm tired of surveying yellow an orange star systems an finding them empty an devoid of any planets. I get it that this could be a possibility for some, but I'm getting a sense that it's significantly more likely I find them empty or with a single useless planetoid. Doesn't seem to make a difference if I generate using the young, old or mixed setting in the startup.
« Last Edit: February 23, 2022, 10:13:13 PM by SpartanXZero »
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Vaperius

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Re: [0.95a] Adjusted Sector
« Reply #368 on: February 28, 2022, 02:28:44 PM »

I am having a hard time figuring out what I am going wrong here:

I am trying to get a map to generate that has 40 constellations and 25 stars per constellation; when I put these settings in, it doesn't generate that way. In fact, in general, the settings I am to understand increase/decrease stars per constellation don't seem to work at all, no matter what value I put in.

Can someone explain this to me?
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Justinkid

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Re: [0.95a] Adjusted Sector
« Reply #369 on: March 02, 2022, 04:25:12 PM »

First off I just want to say I love your mod, thank you. It's worked perfectly except for one very minor detail. For whatever reason, no matter what dimensions I choose, no stars seem to spawn within 7-10 light years from the edge of the map.

Do you know what might be causing this? Again, it's very minor and hasn't affected gameplay at all, I just have to account for the empty space when I choose my dimensions.

These are the settings I used for the game shown in the picture. I can send you all config settings if you want, I just didn't want to make a wall of text.

"sectorWidth":210000,
"sectorHeight":164000,
"AdjustedSectorConstellationCount":220,
"AdjustedSectorConstellationSize":2200,
"AdjustedSectorConstellationCellSize":10,


[attachment deleted by admin]
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Oni

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Re: [0.95a] Adjusted Sector
« Reply #370 on: March 07, 2022, 07:14:43 PM »

Strange, no matter what I adjust the Coronal Tap number to be only 2 ever spawn (checked with console commands)... has anyone else had this problem?  ???
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Oni

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Re: [0.95a] Adjusted Sector
« Reply #372 on: March 08, 2022, 04:20:08 AM »

No idea what's causing it, eh?

Darn... guess I'll have to see if 'Modified Industry Requirements' works in 0.95.1a . Giving the Taps a range of 80 LY will make being near one less important.
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Nerzhull_AI

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Re: [0.95a] Adjusted Sector
« Reply #373 on: March 11, 2022, 10:50:42 PM »

Mod is temporary on hiatus due to my city being shelled down.
I'll post whenever i will be back.
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