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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.4  (Read 217443 times)

Loyso

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #285 on: December 01, 2024, 01:01:39 AM »

Absolutely love new remnants, but couldn't care less for other stuff rom this mod. Would you be so kind as to split this mod in modules or add some toggles?
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cghhj

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #286 on: December 12, 2024, 12:22:23 AM »

Since many new ships (IX for the most) of this mod is skins of the "original hull", rather than  skins of the vanilla hulls.
This will cause those ships will not benefit from the changes of Ships Mastery System nrely update.
For example: other Benteng varieties gain 75% MP when any kind of Banteng gain 1 MP. But Banteng (IX) gain nothing.

Not really a bug, but may cause some tiny problem though.
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Akaachanz

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #287 on: December 18, 2024, 05:29:37 AM »

game crash

308576 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.StackOverflowError
java.lang.StackOverflowError
   at java.util.HashMap.getNode(Unknown Source)
   at java.util.LinkedHashMap.get(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpecialItemSpec(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.getPatherInterest(BaseIndustry.java:1824)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:301)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:285)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.scripts.ix.industries.IXSurveillanceCenter.getPatherInterest(IXSurveillanceCenter.java:90)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getLu ddicPathMarketInterest(MonasticOrderSubIndustry.java:301)
   at indevo.industries.changeling.industry.population.MonasticOrderSubIndustry.getPa therInterest(MonasticOrderSubIndustry.java:285)
   at indevo.industries.changeling.industry.population.SwitchablePopulation.getPather Interest(SwitchablePopulation.java:246)
   at data.scripts.ix.industries.IXSurveillanceCenter.getPatherInterest(IXSurveillanceCenter.java:90)
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Zhigra

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #288 on: December 19, 2024, 04:26:41 AM »

Is there any way to get more than 2 signal maskers?
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qingfeng

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #289 on: January 02, 2025, 04:01:12 AM »

I installed two nodes in the same galaxy, which resulted in 19 local node buildings appearing on one of my planets
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_Dividebyzero_

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #290 on: January 02, 2025, 09:42:10 AM »

Absolutely love new remnants, but couldn't care less for other stuff rom this mod. Would you be so kind as to split this mod in modules or add some toggles?

Isnt the mod already split into remnant stuff and IX battlegroup?
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Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #291 on: January 05, 2025, 09:56:06 PM »

Not sure if this is intended behavior, but the IX battle stations that randomly spawn around are incredibly overtuned in terms of their firepower.  The game doesn't recognize the relative danger level as well, misreporting it as being much smaller than it truthfully is.  I'd either adjust the effective combat strength of the stations (or their weaponry, they seem to be the primary cause), they also appear to always spawn as a tier 2 station and never a tier 1 station like most pirates and other factions do when they get free stations.



EDIT:  Not sure if intended, but the hullmod's version of the AI core from Adaptive Tactical Core is set to Fearless, rather than aggressive or steady like with normal ship operating behavior.  This might just be a hold over from copying the normal AI core behavior but this isn't mentioned in the hullmod.
« Last Edit: January 07, 2025, 11:42:26 PM by Reshy »
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #292 on: January 08, 2025, 12:10:04 AM »

Hey everyone, I'm back to modding after some time away, and will have a new update ready to go soon. In the meantime I will reply to some messages. I'm going to break this up into several posts since the browser already ate one of my long replies.

So.

A bit of a bug report.

The Lampetia-class Drone Mothership seems to have a bug. It keeps reporting that it doesn't have enough OP for its current build and keeps dropping Spark LPCs into my inventory. Like I ain't complaining. Free money and cheap drones forevermore, but yeah, that's a bug.

This sounds like a bug being caused by the Synthesis XO skill Compact Automation. I've made some changes in the next patch that should hopefully address this, but in case it doesn't, I've also lowered the cost of some the custom LPCs to 0 so at least the bug isn't also causing infinite wealth.

Hi there, great work on the mod. However, i am seeing an issue where after reinstalling several mods, including emergent threats, i am having the eyrie system and ix faction spawn, with ix ships. I do not have the IX faction folder in my mod folder, so i am not sure what is going on

I'm glad you figured out the cause in later messages, but I want to remind everyone else that IX Revival is not compatible with Arsenal Expansion. Most of the content of that mod have been moved to either Secrets of the Frontier or IX Revival, so I would not recommend using it, but if you must, I recommend disabling the 9th that appears in Arsenal Expansion.

Is there a way to nerf 9th battlegroup invasion spam for that faction specifically? Playing Derelict Empire, 5 cycles in they have 25 markets while every other faction has at most 5. They launch at least 1 invasion per month. The faction is cool, but I want to fight other factions too. I assume it's due to their trait that prevents them from building up war exhaustion.

Some settings you can try are lowering difficulty to Easy, keeping the setting for spawning Marzanna off so Scorn is spawned in its place, and disabling the Trinity Worlds. The faction is not exactly balanced for Derelict Empire starts since the core system is custom spawned rather than also randomized, but those settings should at least help.

Love the mod and the ships, a couple of updates back I noticed that using nex reputation adjustment to flatten everyone’s rep that the ninth still is hostile to me when before it was not, is this something you changed?

The IX and Trinity Worlds have custom listeners that keep them hostile to all faction aside from a few pirate aligned ones, each other, the player, and one specific faction with which the player has arranged for a Fleet Embassy.
« Last Edit: January 08, 2025, 12:14:55 AM by vicegrip »
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #293 on: January 08, 2025, 12:23:02 AM »

Im running into an issue.  i disable both groups when i start a new game and yet both groups start in my game.  Is this a known issue or am i doing something wrong?

IX Revival does not have an option to disable the IX Battlegroup so I'm not sure how you're even getting the option to disable both factions. If you do not want IX Battlegroup and Trinity Worlds content to appear, only enable Emergent Threats and not Emergent Threats IX Revival in the mods menu on the launcher.

Bug report:

Doing a free start you sometimes spawns you on a IX battlgroup planet. They start with 10 massive fleets and are hostile to you. They catch you and will always force you to battle. This is an instant restart. Happened a few times already.

I can imagine an independant faction start placing you in that system would be similarly disastarous.

I will speak with the dev of Nexerelin to see if there's something I can do to exempt the IX Battlegroup and Trinity Worlds homeworlds from being free start locations.

Is there a way to make a custom faction friendly to the IX fleet/Trinity worlds? I'm making a small mod which includes a faction that I want to be allied to the IX fleet against the rest of the sector if they are present.

Is there a list or something I can add my faction's id into to make them allied or was this coded in a way that makes it impossible? I looked at the code and it seemed hard coded but I figured I'd ask to be sure.

Apologies if this has been asked before, I skimmed through this thread but didn't see anything relevant.

This is something I would need to do on my end. The relevant listeners that handle this are in data\scripts\ix\listeners with the IXReputationListener.java file's setIXHostileToAll() method and IXReputationResetListener.java file's lockReputationToHostileForAll() method. If you want to do some local testing, you can try creating an exemption for your own faction following the examples of current exempt factions, but feel free to post the faction id and I'll add it as an exemption into the next patch.

Hi! Got report - game will crash when you trying to autofit this ship (Mimesis battleship). Playing with many mods all to date.
 

Thanks for the report. I'm not sure what's causing this since the error log is a bit mysterious as to what's causing it, but I will take a look.

Absolutely love new remnants, but couldn't care less for other stuff rom this mod. Would you be so kind as to split this mod in modules or add some toggles?

Unfortunately the remnant and non-remnant content are heavily integrated with each other in terms of custom bounties, ship builds, and hullmod mechanics, so this is not something I'd be working to add. The IX Battlegroup content is split off it its own mod so that can be disabled on its own.

Since many new ships (IX for the most) of this mod is skins of the "original hull", rather than  skins of the vanilla hulls.
This will cause those ships will not benefit from the changes of Ships Mastery System nrely update.
For example: other Benteng varieties gain 75% MP when any kind of Banteng gain 1 MP. But Banteng (IX) gain nothing.

Not really a bug, but may cause some tiny problem though.

Ship Mastery System will probably have to handle that on their end if they choose to, since the new mastery mechanics are from that mod. In ET, some new ships are skins while others are technically new ships as a workaround for a modular ship bug in the core game, and sometimes it might also be done as a stylistic choice, as skins get two paragraphs of descriptive text instead of the normal one.
« Last Edit: January 08, 2025, 12:24:48 AM by vicegrip »
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #294 on: January 08, 2025, 01:11:28 AM »

Is there any way to get more than 2 signal maskers?

Not at this time, no. People were already yelling at me for the items being super broken so I don't think I'll be adding any more. You can spawn them using console commands for the special item "vice_signal_masker_device".

I installed two nodes in the same galaxy, which resulted in 19 local node buildings appearing on one of my planets

:D I'll try to recreate this and see if I can fix it. The Panopticon Monitoring propagation mechanics have been a nightmare to get right but I'll see what I can do. Also make sure you're on the latest edition since some of the older ones have had versions of this bug in it that I did manage to fix.

Not sure if this is intended behavior, but the IX battle stations that randomly spawn around are incredibly overtuned in terms of their firepower.  The game doesn't recognize the relative danger level as well, misreporting it as being much smaller than it truthfully is.  I'd either adjust the effective combat strength of the stations (or their weaponry, they seem to be the primary cause), they also appear to always spawn as a tier 2 station and never a tier 1 station like most pirates and other factions do when they get free stations.

EDIT:  Not sure if intended, but the hullmod's version of the AI core from Adaptive Tactical Core is set to Fearless, rather than aggressive or steady like with normal ship operating behavior.  This might just be a hold over from copying the normal AI core behavior but this isn't mentioned in the hullmod.

The stations used to spawn as tier 3 fortresses rarely too, but I've already tuned that down. I feel like their relative strength is in a good place right now, since a mid game fleet shouldn't have too much trouble dealing with them, and they drop extra loot when they get destroyed. The only thing I would want to change is how the game undervalues their strength for missions, but since they run off the same pirate station spawning and bounty code, that's not something I can easily change. In the future I might do a custom frontier station for the faction, but right now since most player encounters are with IX ships, rebalancing the weapons just for station encounters would affect non-station interactions a lot more when compared to leaving them as they are.

Fearless is the standard behavior for AI cores and is the equivalent of Reckless in humans, so the Adaptive Tactical Core having this behavior is intended.
« Last Edit: January 08, 2025, 01:13:45 AM by vicegrip »
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Alukard661

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #295 on: January 08, 2025, 09:22:29 AM »

Hello!
I want to start a new campaing with nex IX start, to get that juicy Paragon as a starting ship and bunch of other stuff, such as biochip and skill, and drop comission shortly after. Since IX Battlegroup is inherently hostile to anyone in sector, will that apply to me as well, because i started as part of their faction, or dropping comission is enough to make me basically an independent, free to raise relations with anyone else without any long-term penalties??
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #296 on: January 08, 2025, 06:34:28 PM »

Hello!
I want to start a new campaing with nex IX start, to get that juicy Paragon as a starting ship and bunch of other stuff, such as biochip and skill, and drop comission shortly after. Since IX Battlegroup is inherently hostile to anyone in sector, will that apply to me as well, because i started as part of their faction, or dropping comission is enough to make me basically an independent, free to raise relations with anyone else without any long-term penalties??

That's certainly one way to burn bridges :D but player relations to the faction is not locked unless you've commissioned with someone else. They'll be a bit miffed that you left, but they won't go full hostile, and you'll get to keep your background bonuses.

Alukard661

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #297 on: January 09, 2025, 03:39:13 AM »

Hello!
I want to start a new campaing with nex IX start, to get that juicy Paragon as a starting ship and bunch of other stuff, such as biochip and skill, and drop comission shortly after. Since IX Battlegroup is inherently hostile to anyone in sector, will that apply to me as well, because i started as part of their faction, or dropping comission is enough to make me basically an independent, free to raise relations with anyone else without any long-term penalties??

That's certainly one way to burn bridges :D but player relations to the faction is not locked unless you've commissioned with someone else. They'll be a bit miffed that you left, but they won't go full hostile, and you'll get to keep your background bonuses.

I'm mostly concerned about all other factions, not IX battlegroup itself (planned to fight/raid IX in the end). As far as i was able to test without full scale new game run, after dropping IX comission, other factions treat you as completely neutral, independent captain, and your IX background does not affect future relations / commissions with other factions. Am i right, and there are no "hidden flags" in IX start, or i'm missing something? Just want to make sure that "something" from that start won't ruin my walkthrough half way :)
« Last Edit: January 09, 2025, 03:44:12 AM by Alukard661 »
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eidolad

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #298 on: January 10, 2025, 12:36:48 PM »

Hoo boy this mod makes my random map games extra spicy.  it's the first time ever I've found myself watching the military feed, and when possible co-defending, when Trinity or IX boyz schedule a visit to my faction.

Their ships and systems are worth the effort.

Now if only my current faction (Kesteven) would sell me some carriers...
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Rambo615

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #299 on: January 11, 2025, 09:06:12 AM »

Getting a crash on startup of the game.  "Fatal: Ship hull spec [vice_incursion_base] not found!"  I narrowed it down to this mod. I don't see any problem in the log file, but that could just because i have no idea what to look for.  When I removed this mod though the game starts up fine, and found it was this mod because of the word "vice".   thanks.
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