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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Emergent Threats/IX Revival v0.8.0  (Read 151183 times)

Foeheimer

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #45 on: October 24, 2023, 01:52:29 PM »

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?

This is a fresh install since a week or so ago, but I was planning on enabling the mods one by one as soon as I've got the time to see where things starts to break now that I at least know which situations I tend to crash in. Starting with this one + dependencies and Nexerelin :) Cheers!
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Deageon

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #46 on: October 24, 2023, 03:57:34 PM »

Just a little curious, does this mod happen to mess with automated ships' base level CR when in a player fleet (with the autoships skill, obviously). I've been having my autoships stuck at 50% CR for a bit now, and I'm trying to suss out what's causing it. This is with a single Lumen, so, I'm not over the DP limit.
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vicegrip

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #47 on: October 25, 2023, 02:23:59 PM »

Just a little curious, does this mod happen to mess with automated ships' base level CR when in a player fleet (with the autoships skill, obviously). I've been having my autoships stuck at 50% CR for a bit now, and I'm trying to suss out what's causing it. This is with a single Lumen, so, I'm not over the DP limit.
Aside from the Adaptive Neural Net hullmod that adds a variable CR bonus to a ship based on the type of core in command, this mod does not change CR values for automated ships or their deployment points.

PvtGrumpy

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #48 on: November 01, 2023, 06:21:21 PM »

Question, What ship uses Gravity Drive?? It won't apply to capitals, nor will it work on any smaller ships. What am I missing or doing wrong? Thank you!
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vicegrip

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #49 on: November 03, 2023, 10:25:28 PM »

Question, What ship uses Gravity Drive?? It won't apply to capitals, nor will it work on any smaller ships. What am I missing or doing wrong? Thank you!
Right now the system only works with the Resplendent (EX) and Lampetia. I had limited its adoption due to a previous bug that now seems to be resolved, so I should be including the standard Resplendent and possibly a few other ships to the list in the next patch.

TheSAguy

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #50 on: November 09, 2023, 08:37:01 AM »

Is Emergent Threats v0.3.1 save compatible with Emergent Threats v0.2.6?
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vicegrip

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #51 on: November 09, 2023, 11:16:01 PM »

Is Emergent Threats v0.3.1 save compatible with Emergent Threats v0.2.6?
The beta actually got a hotfix v0.3.2 to address a pretty serious inventory crash with the new IX faction start, but both versions should be backwards compatible with v0.2.6. However I need to make a fix to some new content, so the official release won't be compatible with the earlier v0.3+ betas, even though they should both be okay to use with v0.2.6.

WENth100

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #52 on: November 10, 2023, 07:23:00 AM »

Running with IX so far and the problem I have now is that they are being defeated a bit too easily (I have both Strategic AI and Brawl Mode on), they already lost 2 of their 3 planets. Not sure what can be done about it as in Arsenal Expansion even if I stole their nanoforge they remained persistently hard to take down for the other factions.
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vicegrip

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #53 on: November 10, 2023, 10:52:26 AM »

Running with IX so far and the problem I have now is that they are being defeated a bit too easily (I have both Strategic AI and Brawl Mode on), they already lost 2 of their 3 planets. Not sure what can be done about it as in Arsenal Expansion even if I stole their nanoforge they remained persistently hard to take down for the other factions.
Thanks for the report  :) The IX revival faction is currently balanced for a Sector that's fairly close to vanilla. Since they are in a state of permanent war with the rest of the Sector, the more modded factions are installed, the more enemies they'll face, and the more likely they are to be overwhelmed. Brawl Mode also exacerbates the power imbalance since the IX home system defense comprises of around 20% Honor Guard custom spawns that won't get scaled by Brawl Mode mechanics. IX ships also have slightly higher fleet points compared to similar classed ships, which the game uses to calculate relative strength in NPC vs NPC fleet battles. If everyone is using everyone else's equipment in Brawl Mode, that may further affect their relative strength.

I will probably increase the ground defense strength of the IX worlds for the public release to make them more resilient against invasion, but at the end of the day they still have only one core system, and I don't want to make attacking them unbearably obnoxious for players who want to go it alone.

WENth100

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #54 on: November 10, 2023, 12:06:44 PM »

That actually explains a lot, I used to run a lot of factions along with IX during the Arsenal Expansion days and really the only time they got wiped out was when I decided to go all out on them, to be honest most of their defenses back in the old version are not too difficult, in fact whenever I needed a pristine nanoforge I usually visit them to teach them a lesson about sat bombing so many worlds. I turned on Brawl Mode after they lost their first colony to Diable, hoping that at least they will spawn more defensive fleets to counter the invasions, I didn't realize it will only exacerbate things.

And if possible maybe make them play a more active role when it comes to launching invasions, because I swear before they are conquer planets at a faster rate than even the Legio or the Hivers.

One thing I realized that custom fleet spawns just doesn't even seem to work in 0.96 anymore, 3 times I saw Mariaath getting occupied by the Heggies even though the Vengeance of Mariaath fleet is still clearly active. I think maybe it's just that invasion fleets now make a beeline for the target planet now instead of the defensive fleets in the way.
« Last Edit: November 10, 2023, 12:30:31 PM by WENth100 »
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Uther Phobos

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #55 on: November 19, 2023, 03:27:53 PM »

So something that probably should be looked at, but i installed (but not S-Modded) AI Subsystem Integration on a Bultach Sathar and it immediately put Shipdwide Integration on all modules permanently. So i now have a ship able to get Adaptive hullmods on all modules without actually having Integration.
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vicegrip

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Re: [0.96a] Emergent Threats/IX Revival v0.3.5
« Reply #56 on: November 21, 2023, 05:31:25 PM »



9th Domain Weed Fleet Battlegroup is a go!
« Last Edit: November 26, 2023, 10:21:53 AM by vicegrip »
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vicegrip

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Re: [0.96a] Emergent Threats v0.2.6
« Reply #57 on: November 21, 2023, 05:32:08 PM »

So something that probably should be looked at, but i installed (but not S-Modded) AI Subsystem Integration on a Bultach Sathar and it immediately put Shipdwide Integration on all modules permanently. So i now have a ship able to get Adaptive hullmods on all modules without actually having Integration.

Thanks. I will look into this and hopefully have a fix for the next patch.

vicegrip

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Re: [0.96a] Emergent Threats/IX Revival v0.3.6
« Reply #58 on: November 30, 2023, 04:32:47 PM »

v0.3.6 adds new IX content and should fix the crash bug that people were getting when encountering Remnant fleets.

Edit: v0.3.7 contains only a few minor fixes and should be compatible with v0.3.6 saves
« Last Edit: December 02, 2023, 02:22:10 AM by vicegrip »
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Seal_Emperor123

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Re: [0.96a] Emergent Threats/IX Revival v0.3.7
« Reply #59 on: December 03, 2023, 08:43:35 AM »

Could we get a IX Astral and IX themed Fighters? I love my fighters
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