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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Adversary (v6.4.1)  (Read 194868 times)

lustfull

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Re: [0.97a] Adversary (v6.2.1)
« Reply #120 on: June 13, 2024, 06:27:22 AM »

 Bug report
Spoiler
. The  ziggurat bounty  , the nexus  bounty , and the tesseract bouti don't show up after  completing  All  other bounty , the main story and creating a colonies . An even  more troublesome mercenary is also complete
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Tranquility

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Re: [0.97a] Adversary (v6.2.1)
« Reply #121 on: June 13, 2024, 09:48:44 AM »

Bug report ...

Thank you for the report!
Spoiler
This isn't actually a bug, at least if you're talking about finishing all other MagicBounties from this mod. In addition to the usual requirements of being level 15 and having Silly bounties enabled, those 3 specific bounties also require you to have defeated, or at least accepted, the "Remnant Plus" vanilla contract bounty (it's the one with a Tessaract + Remnant Ordo combo) before those MagicBounties can actually show up in the Bounty Board.
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lustfull

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Re: [0.97a] Adversary (v6.2.1)
« Reply #122 on: June 13, 2024, 11:53:47 AM »

Thanks you for the info
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Tranquility

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Re: [0.97a] Adversary (v6.2.2)
« Reply #123 on: August 06, 2024, 11:02:45 AM »

Update v6.2.2 is now out, with some adjustments and fixes to existing content and text (including some spelling fixes; thank you, Nissa!). This should remain save-compatible with v6.2.1. (As a side note for Mac and Linux users: please let me know if the main download still has troubles with properly unzipping the files!)

v6.2.2
  • Slight adjustments to planetary orbits for the Optimal system (including the newly-added US version)
  • Significantly reduced the prep time for the enraged Adversary CC attack
  • Added "consistent weapon drop" tag to ship variants using Omega weapons in two Silly MagicBounties
  • Other minor MagicBounty fixes
  • Minor text changes
  • Spelling fixes (contributed by Nissa)
« Last Edit: August 06, 2024, 11:06:59 AM by Tranquility »
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AdamLegend

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Re: [0.97a] Adversary (v6.2.2)
« Reply #124 on: August 09, 2024, 08:34:26 PM »

This is a great mod. But would it be possible to make them non-hostile to all factions except the player? With Nexerelin, most major factions spend all of their time constantly invading, raiding, and blockading the Adversary (which they fail due to the system defenses) but it's disruptive to constantly have 20 - 25 fleets piled up around their systems all the time
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Tranquility

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Re: [0.97a] Adversary (v6.2.2)
« Reply #125 on: August 11, 2024, 09:04:16 PM »

This is a great mod. But would it be possible to make them non-hostile to all factions except the player? With Nexerelin, most major factions spend all of their time constantly invading, raiding, and blockading the Adversary (which they fail due to the system defenses) but it's disruptive to constantly have 20 - 25 fleets piled up around their systems all the time

Hi, it's currently not possible to set the initial relations for the Adversary, so they are always going to be maxed Vengeful with nearly all factions. However, if you do have Console Commands installed, you can run the following command to get what you want:

RunCode command
Code: Java
RunCode 
        FactionAPI adversary = Global.getSector().getFaction("adversary");
        for (FactionAPI faction : Global.getSector().getAllFactions())
            adversary.setRelationship(faction.getId(), -0.35f); // <----- Set number to whatever you want (-1f is max Vengeful, 1f is max Cooperative)
        adversary.setRelationship(Factions.PLAYER, -1f); // <----- Relationship value with player
        adversary.setRelationship("adversary", 1f);
        adversary.setRelationship(Factions.NEUTRAL, 0f);
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I'll give some thought to adding a setting to allow changing the initial relationship values for the Adversary in a future update, even though this isn't really a priority right now (the Adversary getting piled on by every single faction is basically a Nexerelin issue that I can't adjust on my end and, also, is partially intended anyways).

Tranquility

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Re: [0.97a] Adversary (v6.2.3)
« Reply #126 on: August 16, 2024, 08:51:21 PM »

Update v6.2.3 is now out, adding an optional, experimental Second-in-Command mod support for the Adversary MagicBounties that gives them fixed executive officers instead of the usual random ones (read the changelog for more info). This should be save-compatible with v6.2.2.

v6.2.3
  • Added Second-in-Command mod support for MagicBounties
    - Added "enableSCSupportForBounties" setting in settings.json
    - Requires Second-in-Command version 1.1.2 or above to work perfectly (else you'll crash when accepting the bounties)
    - When enabled, all MagicBounties from this mod now get fixed, custom-made SiC executive officers instead of random ones
    - Due to the experimental nature, and as SiC is expected to develop rapidly, this support is currently disabled by default

Crankytoaster

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Re: [0.97a] Adversary (v6.2.3)
« Reply #127 on: August 29, 2024, 08:38:48 PM »

Hi, I want to know if there is a way to fix the conflict with this mod and the own faction starting planet option in nexerlin. I've tried multiple new games and every time I select the own faction option it will always place me on the water world in the Adversary mod's optimal system. How do I get it to put me in a random system like it normally does? I'd like to keep this mod, but I really like the quick start with a good planet from nexerlin.
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Tranquility

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Re: [0.97a] Adversary (v6.2.3)
« Reply #128 on: August 31, 2024, 12:38:11 PM »

Hi, I want to know if there is a way to fix the conflict with this mod and the own faction starting planet option in nexerlin. I've tried multiple new games and every time I select the own faction option it will always place me on the water world in the Adversary mod's optimal system. How do I get it to put me in a random system like it normally does? I'd like to keep this mod, but I really like the quick start with a good planet from nexerlin.

I believe Nexerelin has an option (in the "Other options" menu or something like that during the new game setup) to set the location of the random starter planet to Non-Core systems only. Doing this should fix this issue for you, especially since the Adversary system is tagged as a Core World system by default.

If the issue still isn't fixed for some reason, you could take a look at the customStarSystems.json file within the Adversary mod folder and delete or modify the water world from there.

SCMDR_Aramantha

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Re: [0.97a] Adversary (v6.2.3)
« Reply #129 on: September 05, 2024, 04:43:42 AM »

Hi, really enjoy this mod, but I want to ask if there is a method to insert the Adversary’s colonies and industries but have it under the player control. Not a commission, but the colonies and industries on them belonging to the player at the start of the game.

I just want to skip the colony finding and building stage as it takes too long. And with my mod list being as it is. I probably won’t finish a game ever lol.
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Tranquility

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Re: [0.97a] Adversary (v6.3.0)
« Reply #130 on: September 07, 2024, 09:29:28 PM »

Update v6.3.0 is now out, making some major adjustments to the Optimal system, which include: tightening the orbits even further, balancing the accessibility of Adversary planets, increasing the difficulty of raiding or invading them, and changing the colony item distribution so only one of each colony item is used (which now includes the Hypershunt Tap). In addition, a new optional Adversary system is available via the customStarSystems.json, serving as a more fair and balanced version of the Paradiso system.

This update should remain save-compatible with v6.2.3.

v6.3.0
  • Adjusted Optimal system
    - Adjusted the orbits and orbital positions for most orbiting entities in the system
    - Optimal Gate now located further away from the center
    - All High Commands now have SP improvements (from only the Gas Giant)
    - Gas Giant: Heavy Batteries now has an SP improvement
    - Toxic planet: Megaport now uses a Gamma Core (from Alpha Core)
    - Barren planet: Replaced Fullerene Spool with a Hypershunt Tap; its Megaport now has an SP improvement
    - Jungle planet: Removed Fullerene Spool and Combat Drone Replicator; its Megaport now has an SP improvement
    - Adjusted planetary conditions for the Unknown Skies version
  • Added an optional Adversary custom star system in customStarSystems.json
    - Requires both Unknown Skies and Industrial.Evolution to successfully enable with no issues
    - Essentially a balanced version of the Paradiso system
    - Contains most vanilla and Industrial.Evolution special items, as well as the [REDACTED] ruined buildings
  • Changed "enableSCSupportForBounties" setting to "enableAdversarySCSupport"
    - Added the corresponding LunaSetting; still disabled by default
    - Changed SiC skills for many MagicBounties
  • Adversary CC scout fleet no longer spawns with non-phase civilian ships
  • Fixed Mutual Tenacity stability tooltip showing the doubled bonus despite already being doubled
    - Actual bonus still unchanged; this just aligns it with the vanilla tooltip for the boosted Luddic Majority condition
  • Some code refactors


Hi, really enjoy this mod, but I want to ask if there is a method to insert the Adversary’s colonies and industries but have it under the player control. Not a commission, but the colonies and industries on them belonging to the player at the start of the game.

I just want to skip the colony finding and building stage as it takes too long. And with my mod list being as it is. I probably won’t finish a game ever lol.

Hi; I probably already answered it elsewhere, but I'll answer it here for everyone else too. You can look into the customStarSystems.json file in the Adversary/data/config folder to do exactly that; for each planet within "adversary_optimal", just change the "factionId" option from "adversary" to "player".

Tranquility

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Re: [0.97a] Adversary (v6.3.0)
« Reply #131 on: September 08, 2024, 09:27:55 PM »

A warning in advance for those wanting to enable the new optional Adversary system for their game:

If you enable it via "isEnabled" and then attempt to start a new game with it, you will crash due to a bug that occurs when Industrial.Evolution's Ancient Laboratory industry is being added during new game creation.

As such, if you want to use the star system in a new game (adding it mid-game is fine), you are advised to either:
  • Within customStarSystems.json in the Adversary mod folder, remove the "IndEvo_ResLab" industry inside the "adversary_opportunity" system; naturally, this will remove the offending industry and prevent the crash from occuring.
  • After new game creation is finished, spawn in the system yourself, either by entering "spawncustomstarsystems adversary_opportunity" in Console Commands or using LunaLib's 'F3' debug menu, or LunaSnippets, to run the "Spawn custom star systems" snippet with "adversary_opportunity" enabled.
At the present, I won't be hotfixing the star system to avoid this crash since 1.) this issue will likely be resolved once Industrial.Evolution updates with the fix, and 2.) the star system is a non-default option, so a dedicated hotfix is simply not worth the effort.
« Last Edit: September 08, 2024, 09:30:20 PM by Tranquility »
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Gris

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Re: [0.97a] Adversary (v6.3.0)
« Reply #132 on: September 21, 2024, 10:26:19 PM »

Good day Tranquility!  :)

Do you have any plans to integrate Kaysaar's Question of loyalty faction commission mod in your Adversary mod and do a collab?  :-\

That is all and thank you!  :D
« Last Edit: September 24, 2024, 07:56:35 AM by Gris »
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Tranquility

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Re: [0.97a] Adversary (v6.3.1)
« Reply #133 on: November 02, 2024, 09:01:02 PM »

Update v6.3.1 is now out, adding preliminary support for AotD: QoL support (which isn't much so far, but I will likely expand on this after the next Starsector update) and fixing/adjusting the MagicBounties and their SiC support. Most notably, since the Second-in-Command mod seems to have stabilized in its development, the MagicBounties now spawn with set SiC skills by default if that mod is enabled.

v6.3.1
  • Added basic Ashes of the Domain: Question of Loyalty mod support
    - Mainly just setting rank/points thresholds similar to the major vanilla factions; no special ranks yet
  • Fixed Pirate bounty not correctly configuring its officers
  • "enableAdversarySCSupport" is now enabled by default
  • Changed some SiC skills for some MagicBounties

Gris

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Re: [0.97a] Adversary (v6.3.1)
« Reply #134 on: November 02, 2024, 09:55:10 PM »

Update v6.3.1 is now out, adding preliminary support for AotD: QoL support (which isn't much so far, but I will likely expand on this after the next Starsector update) and fixing/adjusting the MagicBounties and their SiC support. Most notably, since the Second-in-Command mod seems to have stabilized in its development, the MagicBounties now spawn with set SiC skills by default if that mod is enabled.

v6.3.1
  • Added basic Ashes of the Domain: Question of Loyalty mod support
    - Mainly just setting rank/points thresholds similar to the major vanilla factions; no special ranks yet
  • Fixed Pirate bounty not correctly configuring its officers
  • "enableAdversarySCSupport" is now enabled by default
  • Changed some SiC skills for some MagicBounties

Good day Tranquility!  :)
Thanks for integrating Kaysaar's Question of Loyalty Mod!
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