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 ... 4 5 [6] 7 8 ... 20

Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.4  (Read 207019 times)

cghhj

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.0
« Reply #75 on: January 12, 2024, 05:32:45 PM »

Both Undershield hullmods displays 160 degrees in ship refit screen... Though they are fine inside the combat, one is 160 degree, the advaned version is 360 degree.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.0
« Reply #76 on: January 13, 2024, 05:39:59 AM »

Will rebellions vs. IX on invaded planets always fail because there is no black market through which to support them?

Rebellions on IX conquered worlds can't be supported through black market trade, but they can still cause disruptions to local industry if the relief fleets are intercepted. In order to bring back black markets and weaken IX ground forces across all their territory, you will need to disable the Panopticon. To do so, you can either bombard Vertex Station's High Command structure or steal its Alpha Core. But to answer your question, yes they are meant to be resistant to being dislodged via covert means unless their monitoring network is down.

Not sure if this has been mentioned before, and admittedly it's very minor and user fixable, but I did notice that while most of the Ninth Battalion ships can be reverse engineered their version of the Incursion can't be for some reason.  I wasn't sure if this was just an oversight or intended so I thought I'd post here and see.

I'm not sure what's causing this since I don't use IndoEvo and there's nothing in theory about the Incursion (IX) that would make it stand out. I will do some testing and see if I can come up with a fix, but I can't guarantee anything.

Both Undershield hullmods displays 160 degrees in ship refit screen... Though they are fine inside the combat, one is 160 degree, the advaned version is 360 degree.

Thanks, this is being fixed for the next update.

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.0
« Reply #77 on: January 13, 2024, 10:16:34 AM »

Will rebellions vs. IX on invaded planets always fail because there is no black market through which to support them?

Rebellions on IX conquered worlds can't be supported through black market trade, but they can still cause disruptions to local industry if the relief fleets are intercepted. In order to bring back black markets and weaken IX ground forces across all their territory, you will need to disable the Panopticon. To do so, you can either bombard Vertex Station's High Command structure or steal its Alpha Core. But to answer your question, yes they are meant to be resistant to being dislodged via covert means unless their monitoring network is down.

Not sure if this has been mentioned before, and admittedly it's very minor and user fixable, but I did notice that while most of the Ninth Battalion ships can be reverse engineered their version of the Incursion can't be for some reason.  I wasn't sure if this was just an oversight or intended so I thought I'd post here and see.

I'm not sure what's causing this since I don't use IndoEvo and there's nothing in theory about the Incursion (IX) that would make it stand out. I will do some testing and see if I can come up with a fix, but I can't guarantee anything.

Both Undershield hullmods displays 160 degrees in ship refit screen... Though they are fine inside the combat, one is 160 degree, the advaned version is 360 degree.

Thanks, this is being fixed for the next update.

Oh no worries, I can go and white list it in the IndEvo config myself, I was just mainly wondering if it was intended that the Ninth Incursion wasn't available for reverse engineering.
Logged

cghhj

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.0
« Reply #78 on: January 17, 2024, 02:19:43 PM »

Abyssal Entropy Projector didn't function properly, I do sighted the red arcs on Abyssal hulls, but didn't saw it fire, both RAT & ET is newest version.
I tested it in naked original game & mods, didn't see it either...

No idea whats went wrong.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.1
« Reply #79 on: January 17, 2024, 06:24:49 PM »

Minor bug fix update. Should be compatible with v0.4.0.

cghhj

  • Ensign
  • *
  • Posts: 35
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.1
« Reply #80 on: January 17, 2024, 08:41:37 PM »

Something about Abomination Interface, you have limited it by only 1 installed & 1 S-mod within the fleet;
But you can just install it on one ship, storage the ship inside somewhere, then install it on another ship, repeat this until every ship you want have it, then pick them out...
This makes the limitation pointless... Though I have no ideal how to fix it. :-\
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.96a] Emergent Threats/IX Revival v0.4.1
« Reply #81 on: January 18, 2024, 03:29:42 PM »

Something about Abomination Interface, you have limited it by only 1 installed & 1 S-mod within the fleet;
But you can just install it on one ship, storage the ship inside somewhere, then install it on another ship, repeat this until every ship you want have it, then pick them out...
This makes the limitation pointless... Though I have no ideal how to fix it. :-\

I will fix this for the next release, but in the meantime I send you a pm.
« Last Edit: January 18, 2024, 04:56:27 PM by vicegrip »
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.0
« Reply #82 on: February 05, 2024, 10:44:20 AM »

New update for v0.97 is live. Hopefully everything works.

Shogouki

  • Captain
  • ****
  • Posts: 414
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.0
« Reply #83 on: February 05, 2024, 12:47:57 PM »

New update for v0.97 is live. Hopefully everything works.

Woot!  Thank you so much!
Logged

mstachife

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.0
« Reply #84 on: February 05, 2024, 03:26:30 PM »

Getting a crash after removing the panopticon cores from ships then attempting to view them in the fleet view.

Spoiler
241208 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.ix.PanopticInterfaceCommandHandler.applyEffectsBeforeShipCreation(PanopticInterfaceCommandHandler.java:16)
   at com.fs.starfarer.coreui.refit.auto.D.syncWithVariant(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.L.setSize(Unknown Source)
   at com.fs.starfarer.coreui.void.float.null(Unknown Source)
   at com.fs.starfarer.coreui.void.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.privatesuper$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.thisnew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui._.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.render(Unknown Source)
   at com.fs.starfarer.ui.z.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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(Thread.java:750)
[close]
« Last Edit: February 05, 2024, 03:37:00 PM by mstachife »
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.0
« Reply #85 on: February 05, 2024, 06:01:35 PM »

Thank you, hotfix is up.  :)

mstachife

  • Ensign
  • *
  • Posts: 33
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.0
« Reply #86 on: February 05, 2024, 06:53:10 PM »

Thank you, hotfix is up.  :)

Cheers, absolutely loving the IX content and lore.
Logged

Faptor

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.1
« Reply #87 on: February 16, 2024, 05:57:44 PM »

Hello. I cant seem to find the skill "Sword Of The Fleet" anywhere, it says its needed to upgrade my P-Core abilities.
Is it quest related or an actual skill in my level up screen?

Sorry for the dumb question. Im so lost I made a forum account after 5 years of total silence haha

Amazing mod BTW. Im loving the new Remnant and ive been steadily getting slapped around by the 9th  ;D
Its worth it for those tasty new guns and ships, though. Well worth it!
Logged

vicegrip

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.1
« Reply #88 on: February 16, 2024, 11:56:25 PM »

There are a few ways to get the skill. The easiest one is to recruit officers from IX held planets. They will be independents but start out with the skill. Panopticon Cores which can be salvaged from IX ships or bought from Vertex Station, and their installed form the Panoptic Interface (Command) hullmod commander will also have the skill. Finally if you have Take No Prisoners, any captured IX officers will have the skill as well.

If you want your commander to have SotF, your options are more limited. You either need to start the game with IX in Nexerelin, or start as an independent and take the Sword of the Fleet background. This gives your character the skill and good starting relations with IX. In this start you will also gain an extra SotF Biochip in the beginning, more on that later.

The last way to obtain the skill for anyone is to do the "A Theory of Mind" bounty that becomes available at level 12. Winning the bounty will drop another SotF Biochip. This can be used in the ship fitting window from the top drop down menu. Using it will grant the skill to the ship's current captain if they lack it. This is a very rare resource and you will only ever get either one, or two with an IX start, so choose wisely who will benefit from it.

Faptor

  • Ensign
  • *
  • Posts: 6
    • View Profile
Re: [0.97a] Emergent Threats/IX Revival v0.5.1
« Reply #89 on: February 17, 2024, 11:15:16 AM »


The last way to obtain the skill for anyone is to do the "A Theory of Mind" bounty that becomes available at level 12.
You are the absolute Man!
Thank you so much :D
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 20