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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98] Ashes of The Domain  (Read 907531 times)

Reshy

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Re: [0.97a] Ashes of The Domain
« Reply #1905 on: February 26, 2025, 07:21:22 PM »

Given that this mod is likely built with Nexerelin in mind, could it be something to consider making it so the later game structures give the owning faction more points to add to their Fleet Doctrine for officers/ship quality/ship size/ship quantity?
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Kaysaar

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Re: [0.97a] Ashes of The Domain
« Reply #1906 on: February 26, 2025, 09:29:03 PM »

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Colossus

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Re: [0.97a] Ashes of The Domain
« Reply #1907 on: February 27, 2025, 01:32:32 AM »

I get null pointer exception while trying to loot pre-collapse facilities. So I can't loot them and get soft lock, because i can't leave menu after this.
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sot

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Re: [0.97a] Ashes of The Domain
« Reply #1908 on: February 28, 2025, 09:27:35 AM »

Got a dead drop mission in a system called "Alpha Her" on the map, but just "ark" in other places. When I got there it did indeed have an Domain-era Ark in it. I don't think it's intended. Also did a pather bounty for tri-tech and got double commission points.


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Colossus

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Re: [0.97a] Ashes of The Domain
« Reply #1909 on: February 28, 2025, 02:21:14 PM »

I get null pointer exception while trying to loot pre-collapse facilities. So I can't loot them and get soft lock, because i can't leave menu after this.

Now I have screenshot
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momom2

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Re: [0.97a] Ashes of The Domain
« Reply #1910 on: March 01, 2025, 11:43:41 AM »

I'm struggling a lot with the rogue AI administrator event... I tried unplugging it (in-event), I actually unplugged it (using Nexereling story point option), I defeated the remnant extermination fleet, and it still just deleted my colony wholesale! Is there any way to end the event positively?
Also, I think it really shouldn't proceed if you take off the AI and have a human administrator instead (or maybe it should proceed differently?).

Edit: I solved it by giving the market to another faction then invading back. The Diktat boys must have been incredibly efficient because in the half day they had nominal control of the place, they managed not only to purge all the computers of the system, including in my own other colonies which were affected by the debuff, and they landed some two thousand troops to squash down any AI uprising.
It does feel a lot like cheesing, I hope that exploit gets fixed in future updates.

Also, I think it'd be nice if there were clearer indications of what you're supposed to do to react to events. For example, I had absolutely no idea what to do about the crime syndicate; in one playthrough it just solved itself into a permanent bonus automatically, and in another it failed. I found mentions on an outdated wiki that it's based on stability, but I couldn't tell: I tried putting marines in storage, having a military base, using a stabilization package, etc.
I don't think it needs to be told explicitly to the player, but something like TT's colony crisis, where a contact can tell you what to do in-universe, is very helpful.
« Last Edit: March 01, 2025, 12:50:03 PM by momom2 »
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Axisoflint

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Re: [0.97a] Ashes of The Domain
« Reply #1911 on: March 01, 2025, 12:17:24 PM »

is the stability debuff from Domain Majority intended to stay after the awakening is finished? And if not, any idea how I can get rid of it?
Well I can remove the condition with Console commands but this also gets rid of the buff to production :(

Does anyone know if this is intended?

and

a) If it is, could we get some kind of warning about it beforehand, because it entirely tanked my colony when I didn't know this would happen?

or

b) Does anyone know how to fix it if not?
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sophiequirk

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Re: [0.97a] Ashes of The Domain
« Reply #1912 on: March 01, 2025, 10:11:59 PM »

is the stability debuff from Domain Majority intended to stay after the awakening is finished? And if not, any idea how I can get rid of it?
Well I can remove the condition with Console commands but this also gets rid of the buff to production :(

Does anyone know if this is intended?

and

a) If it is, could we get some kind of warning about it beforehand, because it entirely tanked my colony when I didn't know this would happen?

or

b) Does anyone know how to fix it if not?

I was annoyed by this and decided to do a bit of hacky fix so I wouldn't lose my progress in my campaign. To use it, you'll need the Console Commands mod to run the "runcode" command. Just navigate to the star system with colonized worlds that have a domain majority and execute this console command.

Code
runcode import java.util.List;
List<PlanetAPI> planets = $loc.getPlanets();
for(int i = 0; i < planets.size(); i++){
PlanetAPI planet = (PlanetAPI) planets.get(i);
MarketAPI market = (MarketAPI) planet.getMarket();
if(market != null && market.hasCondition("aotd_domain_majority")) market.getStability().modifyFlatAlways("aotd_domain_majority",market.getSize(),"Domain Majority Fix");
}

It adds a stability modifier to every planet in the system with the Domain Majority condition that counteracts the reduction.

edit: realized I tested this when there was only one colony in the system w/ domain majority and it would actually apply the stability increase to colonies w/o the condition as well, so I added a check that should have been there to make sure it's only affecting colonies with the market condition.
« Last Edit: March 02, 2025, 09:04:15 AM by sophiequirk »
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Axisoflint

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Re: [0.97a] Ashes of The Domain
« Reply #1913 on: March 02, 2025, 03:24:45 AM »

is the stability debuff from Domain Majority intended to stay after the awakening is finished? And if not, any idea how I can get rid of it?
Well I can remove the condition with Console commands but this also gets rid of the buff to production :(

Does anyone know if this is intended?

and

a) If it is, could we get some kind of warning about it beforehand, because it entirely tanked my colony when I didn't know this would happen?

or

b) Does anyone know how to fix it if not?

I was annoyed by this and decided to do a bit of hacky fix so I wouldn't lose my progress in my campaign. To use it, you'll need the Console Commands mod to run the "runcode" command. Just navigate to the star system with colonized worlds that have a domain majority and execute this console command.

Code
runcode import java.util.List;
List<PlanetAPI> planets = $loc.getPlanets();
for(int i = 0; i < planets.size(); i++){
PlanetAPI planet = (PlanetAPI) planets.get(i);
MarketAPI market = (MarketAPI) planet.getMarket();
if(market != null) market.getStability().modifyFlatAlways("aotd_domain_majority",market.getSize(),"Domain Majority Fix");
}

It adds a stability modifier to every planet in the system with the Domain Majority condition that counteracts the reduction.

Appreciate it. I started a new run because it was just kinda messed up even if I just removed the condition but if I run across a new sleeper at least I won't be boned :)
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breakfastfordinner

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Re: [0.97a] Ashes of The Domain
« Reply #1914 on: March 02, 2025, 09:07:17 AM »

I get null pointer exception while trying to loot pre-collapse facilities. So I can't loot them and get soft lock, because i can't leave menu after this.

Now I have screenshot

Go back to page 127 and see my post on this exact issue
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sophiequirk

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Re: [0.97a] Ashes of The Domain
« Reply #1915 on: March 02, 2025, 09:09:47 AM »

is the stability debuff from Domain Majority intended to stay after the awakening is finished? And if not, any idea how I can get rid of it?
Well I can remove the condition with Console commands but this also gets rid of the buff to production :(

Does anyone know if this is intended?

and

a) If it is, could we get some kind of warning about it beforehand, because it entirely tanked my colony when I didn't know this would happen?

or

b) Does anyone know how to fix it if not?

I was annoyed by this and decided to do a bit of hacky fix so I wouldn't lose my progress in my campaign. To use it, you'll need the Console Commands mod to run the "runcode" command. Just navigate to the star system with colonized worlds that have a domain majority and execute this console command.

Code
runcode import java.util.List;
List<PlanetAPI> planets = $loc.getPlanets();
for(int i = 0; i < planets.size(); i++){
PlanetAPI planet = (PlanetAPI) planets.get(i);
MarketAPI market = (MarketAPI) planet.getMarket();
if(market != null) market.getStability().modifyFlatAlways("aotd_domain_majority",market.getSize(),"Domain Majority Fix");
}

It adds a stability modifier to every planet in the system with the Domain Majority condition that counteracts the reduction.

Appreciate it. I started a new run because it was just kinda messed up even if I just removed the condition but if I run across a new sleeper at least I won't be boned :)

No worries! Just make sure that if you have any other colonies in the system that do not have the domain majority condition you used the edited version from my original post, I added another check so it ain't messing w/ the stability of markets that don't have the condition.
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SecFel

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Re: [0.97a] Ashes of The Domain
« Reply #1916 on: March 02, 2025, 10:45:43 AM »

My game is crashing when I'm trying to retire from commission, the log file says:

Quote
ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: exerelin/campaign/ColonyManager
java.lang.NoClassDefFoundError: exerelin/campaign/ColonyManager
   at kaysaar.aotd_question_of_loyalty.data.plugins.AoTDNexMarketUtil.addOrUpdateOffi cials(AoTDNexMarketUtil.java:93)
   at kaysaar.aotd_question_of_loyalty.data.intel.AoTDCommIntelPlugin.endCommision(AoTDCommIntelPlugin.java:699)
   at com.fs.starfarer.api.impl.campaign.rulecmd.AoTDRetirementOption.execute(AoTDRetirementOption.java:43)
   at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int. 00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.ColonyManager
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 22 more

My modlist is
  "Cryo_but_better",
  "aotd_qol",
  "aod_vos",
  "aotd_vok",
  "ashlib",
  "bmo",
  "lw_console",
  "lw_lazylib"


Had this exact same problem, steps to reproduce are:
1 - Have colonies and no comission.
2 - Ask for comission
3 - AI puts you in Senior Management
4 - Retire
5 - Crash to desktop.
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AndromedaGalaxy

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Re: [0.97a] Ashes of The Domain
« Reply #1917 on: March 02, 2025, 01:33:11 PM »

is the stability debuff from Domain Majority intended to stay after the awakening is finished? And if not, any idea how I can get rid of it?
Well I can remove the condition with Console commands but this also gets rid of the buff to production :(
I noticed that the Stability malus is actually removed after the Re-awakening event is finished. But if you save your game and load it again, then you suddenly have the -8 (Ark) (-7 Cryosleeper) again. So maybe some state is not properly saved.

Yes I have the same problem, it is easy to solve it by removing the condition via console but also a bummer since you are not getting the bonuses.

yo how do you remove it with console?
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HandfulStroker

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Re: [0.97a] Ashes of The Domain
« Reply #1918 on: March 03, 2025, 11:12:55 AM »

For some reason I can build structures and industries on npc owned colonies  ???
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Reshy

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Re: [0.97a] Ashes of The Domain
« Reply #1919 on: March 03, 2025, 03:20:30 PM »

For some reason I can build structures and industries on npc owned colonies  ???

I noticed this too, and I wasn't in dev mode either. 
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