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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 v0.9.5  (Read 231332 times)

Meben

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #300 on: January 15, 2025, 08:18:07 PM »

Hey sorry if someone brought this up already but I couldn't find anything about it; I'm running into an issue with the Laser Collimator hull mod (tactical lasers do hard flux but you lose some flux dissipation) and as far as I can tell it simply isn't doing hard flux damage at all. I imagine it's something from one of the other mods I have but no clue how to test that. I'm using a twin tactical laser from this mod but the ship is a little frigate from the Mayasuran Navy, in case that helps clear up what's going on here.

Edit: With additional testing I have found the same ship doesn't have an issue with regular tactical lasers, so either it's to do with the twin tactical laser or something about the medium hybrid hardpoint slot. (I think)
« Last Edit: January 17, 2025, 09:15:20 PM by Meben »
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AdriftVonNeumannMachine

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #301 on: January 16, 2025, 10:09:35 AM »

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.
Great! The faction id is 'DrnArm_calidus'. If it's not too much trouble could you add it to the listeners such that my faction is set to hostile to the rest of the sector alongside the IX and trinity worlds? I don't intend to release my mod anytime soon so don't feel any time pressure for this either way.

Thanks for responding!
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LocustJester

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #302 on: January 18, 2025, 08:59:08 PM »

question: is the Effulgent droneship (showed in the remnant ship preview) currently obtainable? I've never seen it in any remnant fleet, nor can I build it with midnight's contact from nex
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eidolad

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #303 on: January 19, 2025, 08:40:19 PM »

GRRReat mod!  It took a titanic focused conquest campaign to put a stop to the 14th Revival in the sector.  The initial effort to break into their home sector was six hours of continuous battle and I had to open every can of whoopass to get my marines landed in the first market.  That is, after being pushed out the first few times...

Minor spoilery post-campaign feedback   (if new to mod, better to play and discover)

Spoiler

Some mod feedback:

1.  The Tigershark class is unbelievably tough to pin down and the built in cannon system is nasty at all ranges.  The plasma drive special makes it better at being an Aurora than the Aurora.  It is appropriately named because a fleet that mained these things would be...

...well indeed that would truly be a "vengeance fleet" composition.  Good thing such a fleet doesn't exist :)

2.  The 14th fleet having so many strengths:

a.  Massed emp drone squadrons that forced me to employ 360 degree shielding and all-around, medium range PD.  Even 300 degree shield coverage wasn't good enough to prevent "flameout!" and dead ships.

b.  "infinite ammo" missile systems was a tech that I had to scavenge and use a fair amount of to stay on par. 

...however once my fleet was set up to counter these two aspects...then the conquest campaign could begin...

c.  The secret killer for the 14th and Trinity is the shield busting "dust sprayer" weapon, especially mounted on a fast cruiser.  That was the system I simply had to stay out of range of.

3.  The greatest weakness of the 14th and Trinity fleets is their shrike variants.  Those things are the "prey animals" on the tactical display.  They will dart in, find themselves at point blank with something that doesn't care, then try to brake and...too late.  They must crew these things with convicts with a promise of a hearing if they survive.  The 14th is better served to drop the class entirely and put their points in those "dust spraying heavy frigates that have the teleport-away special ability".  However if it is intended for balance reasons to keep the shrikes in there...well then, thanks!  Because all the help is needed when the "green guys" show up.

4.  There was a hullmod (I think it is called the "Modernized Rangefinder") that would enhance the range of "archaic composite" weapons...but I wasn't smart enough to determine which weapons qualified.

[close]

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emelrad12

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #304 on: January 20, 2025, 02:05:29 PM »

Trying to refit the mimesis class strike freighter causes the game to freeze. No crash.
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #305 on: January 20, 2025, 11:27:59 PM »

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.

I think this is due to loading a much older version's save, since the Incursion was renamed to the Intrepid several patches back to differentiate it from the updated Incursion in HTE.

Hey sorry if someone brought this up already but I couldn't find anything about it; I'm running into an issue with the Laser Collimator hull mod (tactical lasers do hard flux but you lose some flux dissipation) and as far as I can tell it simply isn't doing hard flux damage at all. I imagine it's something from one of the other mods I have but no clue how to test that. I'm using a twin tactical laser from this mod but the ship is a little frigate from the Mayasuran Navy, in case that helps clear up what's going on here.

Edit: With additional testing I have found the same ship doesn't have an issue with regular tactical lasers, so either it's to do with the twin tactical laser or something about the medium hybrid hardpoint slot. (I think)

Good catch. The Twin Tactical Laser used to be a weapon in IX Revival so the weapon code was different. The hullmod was moved over to base ET but the weapon code in the hullmod was not updated. I will fix this for the next patch.

Great! The faction id is 'DrnArm_calidus'. If it's not too much trouble could you add it to the listeners such that my faction is set to hostile to the rest of the sector alongside the IX and trinity worlds? I don't intend to release my mod anytime soon so don't feel any time pressure for this either way.

Thanks for responding!

Edit: I had originally hoped to extend the hostile to all mechanics to your modded faction, but including it in the current reputation listeners is causing some unexpected backwards comparability issues, so I will be limiting the faction to simply being exempt to the IX relations lock mechanics for now (IX/Trinity Worlds will treat them as normal factions treat each other rather than being always hostile, might need a new game to take effect). It would be better for you to add your own reputation listeners or nex settings, I think. Maybe if I can figure out what's causing the issues, I can tweak how it works in the future, but right now that's the best I can do.

question: is the Effulgent droneship (showed in the remnant ship preview) currently obtainable? I've never seen it in any remnant fleet, nor can I build it with midnight's contact from nex

The ship was missing the remnant tag so the remnant didn't actually have it as a known design. I've fixed this for the next patch.

Minor spoilery post-campaign feedback   (if new to mod, better to play and discover)

Thanks for the feedback. I will definitely take a look. On the last point, the archaic composite weapons should hopefully be a bit more clear in the next patch, but since there are hardly any composite weapons even among other mods, chances are if you see a composite weapon it's probably be archaic. The label is on the bottom of the weapon description.

Trying to refit the mimesis class strike freighter causes the game to freeze. No crash.

The game will freeze sometimes when it has trouble loading assets from disk, but it's pretty inconsistent. Does this happen every time you try to refit?
« Last Edit: January 21, 2025, 01:15:09 AM by vicegrip »
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itsANHonor

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #306 on: January 24, 2025, 04:20:12 PM »

Hey folks, love the revival of the IX battlegroup... I recently started doing more bounties and just did the Mimesis evil freighter one. I captured the Azure Fire and when I attempt to refit it, my game freezes (but doesn't immediately). I've been able to reproduce this consistently. Is anyone else running into this?


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krisslanza

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #307 on: January 24, 2025, 11:30:16 PM »

Hey folks, love the revival of the IX battlegroup... I recently started doing more bounties and just did the Mimesis evil freighter one. I captured the Azure Fire and when I attempt to refit it, my game freezes (but doesn't immediately). I've been able to reproduce this consistently. Is anyone else running into this?

I've had it lock up for a while, but it'll eventually load it. I'm not sure what's causing it though, other then thinking maybe some mod conflict somehow? It's the only ship I've seen that if I access on the Refit screen will lock the game for like 10 seconds though.
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Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #308 on: January 25, 2025, 04:26:38 AM »

Not sure if it's a bug but it's kind of annoying behavior to include if intended:  Panopticon Cores aren't included in salvage look from IX ships, you have to look through all disabled ships for those with panopticon cores recover the ship and then remove it manually remove it.  If you just skip the recovery step they aren't correctly added to the salvage, even though there's no reason why you shouldn't get them in the salvage. 
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Pushover

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #309 on: January 25, 2025, 09:42:51 AM »

Is it a bug that the black market of a recaptured market is unavailable permanently (or until Vertex Station gets raided)?

I would assume that Panopticon Monitoring would shut down after the market is recaptured, or after the rebellion gets defeated. It doesn't show up in the building tab, yet there's no black market.
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Dadada

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #310 on: January 25, 2025, 12:41:41 PM »

This looks like a bug.  ;D
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Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #311 on: January 26, 2025, 08:55:30 PM »

Additionally, it appears that Panopticon Cores in IX fleets aren't properly reducing the combat readiness of affected ships.
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vaarelsauce

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #312 on: January 29, 2025, 01:32:23 AM »

For the Resplendent (Command Drone) ship, it has a hull-mod called Drone Autoforge that says "Autonomous combat drone replacement rate does not go down when they are lost." Does this refer to Fighters that has a #remnant tag?

EDIT: Nevermind I just realized that Remnant ships can only take autonomous fighters.
« Last Edit: February 01, 2025, 12:02:14 AM by vaarelsauce »
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ThirdBrother

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #313 on: January 29, 2025, 10:21:01 AM »

Forgive me (first time posting on the forum, apologies if something goes wonky), could anyone lend any insight on acquiring the Proton, Neutron, and Electron Dawnstar Generator hullmods?
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joebob73

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #314 on: January 29, 2025, 07:25:58 PM »

Forgive me (first time posting on the forum, apologies if something goes wonky), could anyone lend any insight on acquiring the Proton, Neutron, and Electron Dawnstar Generator hullmods?
Installing a Dawnstar CPB of any type should automatically add it, and you can cycle between variants by removing the hullmod.  Removing the Dawnstar will remove the hullmod.
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