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Author Topic: [0.97a] Volantian Reclamation Initiative 0.5.1 "Neon Genesis Volantian"  (Read 60276 times)

PreConceptor

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #45 on: September 17, 2023, 10:31:11 AM »

Another thing, there seems to be a lot of mismatches between deployment point cost and supply cost. Convention is that DP and supply use should be the same unless there's a specific edge case reason.

Also the Lancet's right small universal mount arc seems to be slightly misaligned towards the rear on all variants, either that or the left one is misaligned forward on the regular and XIV variant. Not sure whether they're supposed to be aligned slightly backwards or directly perpendicular to the centre line.

edit: another minor thing but the Halon Interceptor Mk1 description mentions it replaced the Pata, but the Tekko Cannon description says it was replaced by the Halon. Since the Tekko is a PD weapon and the Pata isn't I'm assuming the Halon description is meant to say Tekko instead of Pata.
« Last Edit: September 17, 2023, 11:19:46 AM by PreConceptor »
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touchofvanilla

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #46 on: September 21, 2023, 09:00:43 AM »

Is there anything to do with the storm world currently ? When interacting with it the only option is to leave.

As of right now, nothing. However, you'll be able to do something with it in the next update.

Another thing, there seems to be a lot of mismatches between deployment point cost and supply cost. Convention is that DP and supply use should be the same unless there's a specific edge case reason.

Also the Lancet's right small universal mount arc seems to be slightly misaligned towards the rear on all variants, either that or the left one is misaligned forward on the regular and XIV variant. Not sure whether they're supposed to be aligned slightly backwards or directly perpendicular to the centre line.

edit: another minor thing but the Halon Interceptor Mk1 description mentions it replaced the Pata, but the Tekko Cannon description says it was replaced by the Halon. Since the Tekko is a PD weapon and the Pata isn't I'm assuming the Halon description is meant to say Tekko instead of Pata.

Thank you for informing me of the small stuff like this! Lancet won't be around for too much longer, I'm afraid, so don't get attached to it.
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Helix_Vaetis

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #47 on: September 23, 2023, 05:04:01 PM »

Hi, after buying two of the three VRI blueprint packs from Blanche Star and leaving (because I didn't have enough money for the combat pack), I came back to find that the prompt to buy the last package was no longer there. Did I mess something up, or is the option to buy the BPs on a rotating basis? And can I still acquire said BPs via techmining or exploration?
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Wispborne

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #48 on: September 26, 2023, 07:50:25 AM »

For anyone who had their saves bricked by the 0.4 update, there's a fix now.
Example crash:
Code
2325111 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
    at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
    at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)


Fix:
Both steps are necessary.

Step 1: Paste this into the console (you need the Console Commands mod, and the hotkey is Control-Backspace to open it)

Code
runcode StarSystemAPI system = Global.getSector().getStarSystem("Espoz");
system.autogenerateHyperspaceJumpPoints(true, true);
JumpPointAPI jumpPoint1 = Global.getFactory().createJumpPoint(
                "espoz_center_jump",
                "Inner System Jump Point");
jumpPoint1.setCircularOrbit(system.getStar(), 10, 1250, 100f);
jumpPoint1.setStandardWormholeToHyperspaceVisual();
PlanetAPI Aether = system.addPlanet(
                "aether",
                system.getStar(),
                "Aether",
                "barren-desert",
                45f,
                120f,
                1500f,
                90f
        );
        MarketAPI aethermarket = Aether.getMarket();
        aethermarket.addCondition(Conditions.THIN_ATMOSPHERE);
        aethermarket.addCondition(Conditions.HOT);
        aethermarket.addCondition(Conditions.ORE_MODERATE);
and hit Enter. This basically updates you from 0.4 to 0.4a. It adds a jump point and planet to the Espoz system, which prevents the bug from happening again in the future.

Step 2:
Paste this into the console and then hit enter:
Code
runcode for (com.fs.starfarer.api.campaign.comm.IntelInfoPlugin intelInfoPlugin : Global.getSector().getIntelManager().getIntel(exerelin.campaign.intel.fleets.OffensiveFleetIntel.class)) ((exerelin.campaign.intel.fleets.OffensiveFleetIntel)intelInfoPlugin).terminateEvent(exerelin.campaign.intel.fleets.OffensiveFleetIntel.OffensiveOutcome.MARKET_NO_LONGER_EXISTS);
This removes the Nexerelin raid that got bugged by the Espoz system with no jump points.
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Maelstrom

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #49 on: October 18, 2023, 01:47:22 AM »

ignore this
« Last Edit: October 18, 2023, 01:54:10 AM by Maelstrom »
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Baren

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #50 on: October 20, 2023, 02:09:48 AM »

OK. So i want to report two things.

First is that  I encountered a major bug with the hullmod "Makeshift VRI flux network".

Second is how I encountered this bug. It was really weird and i'm not sure if this intentional.

Okay. So it seems that when you installed the hullmod to every ship in your presumably large fleet and deploy them. This hullmod almost breaks combat entirely. Some ships become invulnerable both friend and enemy. AI becomes erratic and sometimes can't retreat. Aarma strikecrafts can't land. It was a mess.

At first I thought its because of the mods I added and updated midsave. Because you see. I actually never put these hullmods in my ship. Instead, for some reason, all my ships, except for my civilian ones, got automatically installed with this hullmod without my knowledge. And mind you. Most of the ships don't have any leftover OPs left. The game automatically remove some flux and capacitor points to make way for this hullmod.

I don't know how this happen. This bug first happen when I was doing "escort the merchant" (mod: more military missions) mission for the VRI. When I was joining the battle with the merchantile convoy to defend against the convoy raiders. The unholy mess unraveled.

So uh... suffice to say. I won't be touching this hullmod anytime soon until there's a fix.
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touchofvanilla

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #51 on: November 02, 2023, 08:05:18 AM »


Okay. So it seems that when you installed the hullmod to every ship in your presumably large fleet and deploy them. This hullmod almost breaks combat entirely. Some ships become invulnerable both friend and enemy. AI becomes erratic and sometimes can't retreat. Aarma strikecrafts can't land. It was a mess.


The Makeshift VRI flux network;
1. Only affects allied ships
2. Does not directly affect ship AI
3. Has no interaction with Armaa


At first I thought its because of the mods I added and updated midsave. Because you see. I actually never put these hullmods in my ship. Instead, for some reason, all my ships, except for my civilian ones, got automatically installed with this hullmod without my knowledge. And mind you. Most of the ships don't have any leftover OPs left. The game automatically remove some flux and capacitor points to make way for this hullmod.


MVRIFN is automatically installed on all non-VRI ships that enter combat if the VRI is in the battle alongside the player (if there is already a base vri hull deployed). This is intentional, as it buffs all ships that fight for the VRI if they don't already have the flux network. It does not remove vents and capacitors to install itself; it just goes over the ordinance point limit until it is removed, which it inevitably has to be if the player intends to modify the ship at all.
 
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Baren

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #52 on: November 03, 2023, 10:35:34 PM »


Okay. So it seems that when you installed the hullmod to every ship in your presumably large fleet and deploy them. This hullmod almost breaks combat entirely. Some ships become invulnerable both friend and enemy. AI becomes erratic and sometimes can't retreat. Aarma strikecrafts can't land. It was a mess.


The Makeshift VRI flux network;
1. Only affects allied ships
2. Does not directly affect ship AI
3. Has no interaction with Armaa


Okay. That's great if that's the case but... I swear that's what happened in-game. The 'flux efficiency' shown in combat goes to 'nan' and all the BS happens. But granted. The bug seems to only happen when there's too many ships with the hullmod. When I deployed only 2 ships with the hullmod. The flux efficiency stays at a steady 10 percent ish.

Maybe this is as a result of me increasing the battle size too much in the config.
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Lazyturtle69hahfunynumber

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #53 on: December 06, 2023, 12:56:27 AM »

Okay I've been playing with this mod for about 12 Hours and I notice two things. first its seem that some of my ship  maximum cr is degrading. I have crew training and combat endurance  of my ships maximum cr is hovering at 43 ,maybe I missed something or I'm dumby I don't know.

second for some reason the hegemony is curb stomping volantian into the dirt. I'm trying desperately to build up my own colony's to try and project some power and save them ,but sadly it looks like there gonna get wiped out. no other faction is struggling as hard maybe its bad luck but I can't understate how absolutely spit roasted there getting. again maybe I'm a dumby but I got at least 1500 hours in modded starsector ,and this is the first time something like this has happened. It feels off.

edit: i went back and read more carefully im a dumby second problem though is real

Edit 2:  after further play and  a long bloody war to reclaim volantian territory i believe they're getting stomped because  something is wrong with their battlestations auto calculation the vol remnant stations have one star danger this is a lie however on the battle map they are fully operational remnant battlestations unfortunately the ai auto calculates  their battle this means a fleet that should be defeated in orbit trounces the station with ease
« Last Edit: December 06, 2023, 04:27:29 AM by Lazyturtle69hahfunynumber »
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Lappers

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #54 on: December 06, 2023, 11:33:12 AM »

Edit 2:  after further play and  a long bloody war to reclaim volantian territory i believe they're getting stomped because  something is wrong with their battlestations auto calculation the vol remnant stations have one star danger this is a lie however on the battle map they are fully operational remnant battlestations unfortunately the ai auto calculates  their battle this means a fleet that should be defeated in orbit trounces the station with ease

I think the problem might be that the converted nexus in the Volantian ship data csv has 100 fleet points, while the nexus variant in vanilla that seems to be actually used (remnant_station2) has 200. There's another variant (station1) with 100 fleet points but station2 is the one with a descriptions entry so I think that's the "main" one. Converted nexus should probably be raised to 200 fleet points.
I believe the remnant_station1 variant with 100 fleet points might be used for the "Nexus (damaged)" that I occasionally find, which usually has half the modules of a regular nexus, but I have no idea if those spawn in vanilla or if they're from some other mod and can't figure out where to find that information lol

also another note while I'm here, I think it might be reasonable to consider lowering some of the stats of the Trident railgun a bit across the board. I feel like the massive OP cost and flux drain makes it not worth using in ballistic mounts, the short range and comparatively low damage makes it not worth using in missile mounts, and it naturally follows that there isn't much reason to use it in composite mounts. You could make a case for it having such an absurd OP and flux cost when its base range was 1100, but not so much now I believe.
Maybe I just have too many other, objectively better options because I use so many mods, but I think even running only VRI there are very few cases where it's a great choice overall. You can put the Harpe (a much less demanding weapon) in ballistic slots, and you can put the Lucern (a much more powerful weapon) in missile slots.
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Ovid

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #55 on: December 06, 2023, 10:11:34 PM »

I've got an oddly consistent glitch occurring. When I go to the Avery system (where VRI's Stalos Station is), do the survey event at Eminence (terran world), when I go to my contacts menu to call the VolGen lady to report about Eminence and get paid 150k creds, the second I back out of that menu, my fleet immediately dies and I get the respawn mechanic message. And considering I also lose money, I lost more money than the VolGen lady paid me (I lost like about 300K).

Due to a convenient save, I was able to consistently repeat this.
Thankfully, I got lucky, and decided to test what happened when I went to her in person, as opposed to calling via the Contacts system. Went to Geir's Slab directly, reported Eminence, and yay, my fleet didn't poof.

So something about the Contact-Call system isn't being friendly with this mod. I've been using that feature with other contacts like the lady on Agreus from the main story, and never had this issue before. 
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DrinkingDeuterium

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Re: [0.96a] Volantian Reclamation Initiative v0.4a "CIWCOTPMIARARRARRWRARMMC"
« Reply #56 on: December 13, 2023, 06:29:10 PM »

Quote
MVRIFN is automatically installed on all non-VRI ships that enter combat if the VRI is in the battle alongside the player (if there is already a base vri hull deployed). This is intentional, as it buffs all ships that fight for the VRI if they don't already have the flux network. It does not remove vents and capacitors to install itself; it just goes over the ordinance point limit until it is removed, which it inevitably has to be if the player intends to modify the ship at all.
Would it be possible to add an option to remove this behavior? Having this install itself over the ordnance point limit causes problems because when your ships are over the ordnance point limit,  after a certain amount of time they automatically remove capacitors, vents, and hullmods until the ship is below the limit. I deployed a bunch of ships to help the VRI fight a hegemony patrol, and it messed with my hullmods, but not the makeshift flux network. Even if you do remove the hullmod before it autoupdates, it reduces your ships’ CR due to refitting in space (costing supplies!) And even then it’s still annoying to have to either avoid fighting alongside any VRI fleet or have to deal with these problems.
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touchofvanilla

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0.5 is out!

Would it be possible to add an option to remove this behavior? Having this install itself over the ordnance point limit causes problems because when your ships are over the ordnance point limit,  after a certain amount of time they automatically remove capacitors, vents, and hullmods until the ship is below the limit. I deployed a bunch of ships to help the VRI fight a hegemony patrol, and it messed with my hullmods, but not the makeshift flux network. Even if you do remove the hullmod before it autoupdates, it reduces your ships’ CR due to refitting in space (costing supplies!) And even then it’s still annoying to have to either avoid fighting alongside any VRI fleet or have to deal with these problems.

VRI flux network is no more!
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Lappers

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VRI flux network is no more!

Well that is one way to do it.

After this intriguing development I feel that taking a look at the Trident railgun's viability as I mentioned in my last post might be an even more pressing issue.
Not that the VRI used it much to begin with (I don't really know if they used it that much or not honestly).

dammit guess I need to start another save again, let's see if that fleet point change to the VRI remnant station helped
oh also were you planning on updating the VRI converted Brilliant to match the changes to the vanilla one
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psykose

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The 0.5 update doesn't work on linux, presumably because of things like
Code
"spriteName": "../mods/Volantian-Starsector-Mod-0.4.1/graphics/ships/vestiges/perennial.png",
On linux there is no starsector-core directory (unlike Windows) (that acts as the process CWD?), so the ../mods lookup doesn't actually find the correct location (since it goes out of the game directory entirely instead of going to the root directory where `mods` would be present).

There's also some case-sensitivity issues for Cressedia_ht_glow2.png and Cressedia_ht_glow1.png (named with an Uppercase letter, but loaded as lowercase from code), so on case sensitive filesystems they can't be found.

After renaming those 2 files, and removing all instances of ../mods/Volantian-Starsector-Mod-0.4.1/ from spriteName fields, it loads fine : )

Great work on the new ships! One of my favorite factions <3
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