Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 2 [3] 4 5 ... 22

Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.5  (Read 229526 times)

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #30 on: September 03, 2023, 10:33:14 PM »

v0.2.6 hotfix is up.

S_Eusebio

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #31 on: September 04, 2023, 10:30:19 AM »

Thank you very much for the mod, vicegrip! It's exciting seeing the mod getting updated with such frequency.
Logged

Rybi87

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #32 on: September 05, 2023, 07:52:56 PM »

Question, are the AI hullmods supposed to be random drops? I read here that some mods and blueprints are only supposed to be quest rewards. I havent done any quests yet, but I got the abominable interface and a bunch of adaptive hullmods just through exploring. Now all my destroyers have a Remnant drone bay. Ngl, its pretty OP.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #33 on: September 05, 2023, 10:12:01 PM »

Question, are the AI hullmods supposed to be random drops? I read here that some mods and blueprints are only supposed to be quest rewards. I havent done any quests yet, but I got the abominable interface and a bunch of adaptive hullmods just through exploring. Now all my destroyers have a Remnant drone bay. Ngl, its pretty OP.

Yes I've changed the way they drop for now. I had a few reports that the hullmods were not dropping for some people even after they finished the bounties, but could never track down the reason why. I might work on a custom script in the future to guarantee the mission drops will always get added to inventory, but until then they are also available as random drops so all players can get a chance to use them.

Ash and dust

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #34 on: September 10, 2023, 04:27:52 AM »

BUG report:hullmod in the module has the same name as the ID of hullmod in the original game, which will cause the translation of all hullmod in the original game to fail and change back to the English original. I only tested this result in Chinese, will the game in other language versions also encounter this problem?
Here is the address of the Chinese patch:https://github.com/TruthOriginem/Starsector-096-Localization/tree/master
« Last Edit: September 10, 2023, 08:42:47 PM by Ash and dust »
Logged

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #35 on: September 12, 2023, 05:11:20 PM »

BUG report:hullmod in the module has the same name as the ID of hullmod in the original game, which will cause the translation of all hullmod in the original game to fail and change back to the English original. I only tested this result in Chinese, will the game in other language versions also encounter this problem?
Here is the address of the Chinese patch:https://github.com/TruthOriginem/Starsector-096-Localization/tree/master

The hullmods expanded_deck_crew, recovery_shuttles, and solar_shielding have had their mechanics slightly altered by the mod. Since the game does not load hullmod descriptions from a separate file, the text for those hullmods will also be overwritten. You can localize your own copy by commenting out the English versions of those hullmods with # in the data/hullmods/hull_mods.csv file, copying over the Chinese version, then updating their "script" field, like so:

Spoiler



[close]

Deageon

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #36 on: October 08, 2023, 09:34:48 AM »

Finally snagged myself two of the LG Gemini-refits. Pretty interesting stuff, while they're a bit top-heavy DP and supplies wise, their damage focused style to fighter strikes is greatly appreciated. Especially when the crew requirements aren't all that bad.
Logged

Jimminy Crimbles

  • Lieutenant
  • **
  • Posts: 72
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #37 on: October 11, 2023, 04:34:36 PM »

there's a cross-mod bug with the experimental hull modifications mod. automated ships modified with EHM are ineligible for adaptive subsystems and require AI subsystem integration as if they're crewed ships.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #38 on: October 13, 2023, 01:41:15 AM »

there's a cross-mod bug with the experimental hull modifications mod. automated ships modified with EHM are ineligible for adaptive subsystems and require AI subsystem integration as if they're crewed ships.
Thanks for the report. It looks like this issue is caused by EHM renaming the manufacturer of Remnant ships from "Remnant" to "Experimental". I will add a workaround to allow any automated ships that have the EHM base hullmod to be able to use adaptive hullmods in the next patch. This may cause some edge case weirdness, such as EHM modified Exploratorium ships being able to take adaptive hullmods, or modified Remnant ships losing qualification if they somehow also became no longer automated, but overall I think it will work well enough to fix the issue for most people.

The next patch is going to have quite a bit of new content so it's taking a while to test everything, but it should be done soon.

Nick9

  • Commander
  • ***
  • Posts: 155
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #39 on: October 15, 2023, 09:35:55 PM »

Does this mod require a new game?
Logged

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #40 on: October 16, 2023, 12:55:56 PM »

Does this mod require a new game?
It shouldn't, although you won't be able to remove it from the current game once it's added.

Foeheimer

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #41 on: October 23, 2023, 03:17:45 AM »

Not sure if it's a bug or an incompatibility issue, but whenever I mouse over one of the ships added through this mod or enter combat where they are present, I crash with a null pointer exception. Any ideas what might be causing this? Logs below, holler if more is needed :)

Code
246854 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
at com.fs.starfarer.title.Object.M.render(Unknown Source)
at com.fs.starfarer.coreui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
at com.fs.starfarer.ui.thissuper.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Logged

meatball

  • Ensign
  • *
  • Posts: 17
  • A meatball trying to mod
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #42 on: October 23, 2023, 06:13:51 AM »

Awesome mod! I’m definitely going to use this in my current playthrough.
I’m wondering what the triggers for all six bounties are, because I’ve seen/done half of them, but Gaining Vantage, A Diamond In The Dark, and Cleaning Up a Mess never seem to show up for me.
Are there any reasons for their (perceived) absence from the bounty boards?
Logged

vicegrip

  • Captain
  • ****
  • Posts: 287
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #43 on: October 23, 2023, 02:48:52 PM »

Not sure if it's a bug or an incompatibility issue, but whenever I mouse over one of the ships added through this mod or enter combat where they are present, I crash with a null pointer exception. Any ideas what might be causing this? Logs below, holler if more is needed :)

It does look like an incompatibility bug with another mod. You could try re-downloading the mod and see if that makes a difference, but I doubt that'll fix it. Unfortunately without being able to go through loading one mod at a time alongside ET it'll be hard to tell what's causing it. Does this bug still occur on a fresh install when it's the only mod (plus dependencies) loaded?

Awesome mod! I’m definitely going to use this in my current playthrough.
I’m wondering what the triggers for all six bounties are, because I’ve seen/done half of them, but Gaining Vantage, A Diamond In The Dark, and Cleaning Up a Mess never seem to show up for me.
Are there any reasons for their (perceived) absence from the bounty boards?

I'm glad you're enjoying the mod :) All the bounties have the base requirement of player being at least level 8, and being at any one of the core game major faction markets (including independents or pirates). The bounties occur in a chain and need the previous one to be completed first:

1 To Hunt a White Whale
2 High and Mighty
3 Gaining Vantage
4 A Diamond in the Dark

There are also two branching bounties:

3b Shattered Fortress (Requires finishing High and Mighty)
4b Cleaning up a Mess (Requires finishing Gaining Vantage, Hazard Mining Initiative mod)

I've had cases in the past of bounties not spawning properly, but have unfortunately not been able to find the exact cause. Over the course of making this mod I uncovered a few bugs with how bounties were being spawned with MagicLib, so this could be a related issue, but it's been very tricky to pin down. In any case make sure your version of MagicLib is up to date and it might help.

meatball

  • Ensign
  • *
  • Posts: 17
  • A meatball trying to mod
    • View Profile
Re: [0.96a] Emergent Threats v0.2.6
« Reply #44 on: October 23, 2023, 05:15:04 PM »

Oh, okay, that’s why. Good to know it’s just me not having progressed far enough in the bounty quest chain rather than a bug.
Thanks for the info!
Logged
Pages: 1 2 [3] 4 5 ... 22