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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] LOST_SECTOR - Exploration and Quest content  (Read 247524 times)

GoldenArbiter

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #60 on: September 23, 2023, 07:16:34 PM »

I don't seem to be able to initiate contact with 'the contact'. I've tracked down the planet she should be at, but nothing happens when I visit the bar; IE, no option to talk to them.

Thoughts?
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Laf

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #61 on: October 09, 2023, 03:11:26 PM »

Can anyone help me with this?

846306 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:794)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:787)
   at scripts.kissa.LOST_SECTOR.util.util.getRandomLocationInSystem(util.java:509)
   at scripts.kissa.LOST_SECTOR.campaign.quests.util.questUtil.getJob1Tip(questUtil.java:632)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.init(nskr_kQuest1Intel.java:63)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.addBulletPoints(nskr_kQuest1Intel.java:98)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.createIntelInfo(nskr_kQuest1Intel.java:124)
   at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at scripts.kissa.LOST_SECTOR.campaign.quests.util.questStageManager.advance(questStageManager.java:324)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
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Kissa_Mies

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #62 on: October 13, 2023, 05:54:25 AM »

Sorry about the late response people, I've been on a short hiatus from modding. Major patch has been in the works for a while, but it's coming when it's readyTM.

After spending some more time playing your (brilliant imo) mod, I came up with one idea and two proposed nerfs for the Kingslayer :

1) It seems a bit weird to me that many Enigma AI don't have all their skills being elite. AI officers having all their skills elite is big part of what makes Remnants terrifying to fight. With the (very notable) exception of scripted fights, I find Enigma fleets to fall off quite hard in the lategame while Remnants Ordos are still a very credible threat. I think making all Enigma AI officers' skills Elite would be pretty neat because it would cement them as "AI, but better". Perhaps only for the True Starfarer difficulty if you find it to be too much ?

2) The Kingslayer pirate ship is OP. I love the design of the ship, but it needs a nerf. Thanks to its ship system, you can put 2 Mjolnir on it and absolutely demolish anything that is standing in front of it. It also has tons of Ordnance Points to spare because of its limited number of mounts and Heavy Ballistic Integration. While it is a very fun ship to fly, it is not fun at all when you have to face 2-3 of them against lategame pirates bounties. I think the 2 following nerfs would be quite sensible :

a) Reduce its manoeuvrability by something like 25%. It is very clear you designed the ship to be exceptional at dealing frontal damages but with weak sides. However this weakness doesn't really exist because it has enough manoeuvrability (thanks to Elite Impact Mitigation) to always stay on target even against the faster cruiser and destroyers. Reducing its manoeuvrability a bit would give such cruisers and destroyers a higher chance at escaping its unending barrage of destruction ;

b) Remove Heavy Ballistic Integration. The Kingslayer already has plenty of Ordnance Points since Ballistic Rangefinder is useless on it and because it has a below average number of mounts. Currently you can put on it every single hullmods you want without having to think about your build. Having 20 less free Ordnance Points would force the player to think (a bit) about his/her build.

1. Oh right, I've somehow missed that part. It's a result of the fact that I have to manually convert the captains to be AI when Enigma fleets are generated and I just forgot to do that.
2. Kinslayer is getting nerfed for sure, I'd rather not touch the mobility though since that's the whole gimmick. Just gonna make it more squishy, but if that's not enough I can see the OP nerf being a good idea.

Found a particularly odd bug (or feature perhaps?) with the aged R&D facilities, they will sometimes be orbiting blue giants at an excessively high rate of speed. It is possible to interact and "catch" them still, but tricky due to them moving at about 30 burn. Looting them after defeating the guardians will make them "normal" again, though the debris field from the battle will continue the orbit.

Noted, that's a result from moving it away from the star so it isn't stuck in there, but of course the orbit time stays the same so it goes really fast if the star is huge.

Is this mod boosting the spawn rate of bigger ship derelicts? I've ran into more capital ships floating around near the dormant Enigma dudes than I have anywhere else. Like, 2 paragons level stuff. 4 of one of the mod faction's capital ships.

Known thing, when picking random variants for the generated derelicts, it has a heavy bias for capitals. I'll try to tune it down.

I don't seem to be able to initiate contact with 'the contact'. I've tracked down the planet she should be at, but nothing happens when I visit the bar; IE, no option to talk to them.

Thoughts?

It's an odd base game issue where new bar events will randomly take really long to appear *sometimes* - instead of being instant. I've hacked some of the quest events to force spawn, but I was hoping I don't have to do it for every single one.

Can anyone help me with this?

846306 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:794)
   at com.fs.starfarer.api.impl.campaign.procgen.themes.BaseThemeGenerator.getLocatio ns(BaseThemeGenerator.java:787)
   at scripts.kissa.LOST_SECTOR.util.util.getRandomLocationInSystem(util.java:509)
   at scripts.kissa.LOST_SECTOR.campaign.quests.util.questUtil.getJob1Tip(questUtil.java:632)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.init(nskr_kQuest1Intel.java:63)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.addBulletPoints(nskr_kQuest1Intel.java:98)
   at scripts.kissa.LOST_SECTOR.campaign.intel.nskr_kQuest1Intel.createIntelInfo(nskr_kQuest1Intel.java:124)
   at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at scripts.kissa.LOST_SECTOR.campaign.quests.util.questStageManager.advance(questStageManager.java:324)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)


Missing null check, appears when the sector has no r&d facilities - I think. Sadly the questline is just bricked for that save until I update, sorry about that.

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Selfcontrol

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #63 on: October 13, 2023, 09:01:11 AM »

Welcombe back  :D

Quote
1. Oh right, I've somehow missed that part.

Oh yes ! I thought it was a deliberate design choice ! I can't wait to feel even more miserable when facing Enigma fleets  ;D
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Selfcontrol

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #64 on: October 15, 2023, 04:43:30 PM »

I have a question about the Enigma faction's hostility. I've recently noticed that the fleets that appear and seem to stalk the player are strangely passive. Even though I'm hostile to the faction (-75), they ignore me and never attack me, even when these fleets have 4 danger stars. Conversely, the "scripted" fleets (for example, the small fleets that appear during the Operation Lifesaver quest in addition to the "big" fleet) are very aggressive and hunt me down.

Is this a bug or are they working as intended?
« Last Edit: October 15, 2023, 04:52:51 PM by Selfcontrol »
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Kissa_Mies

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #65 on: October 16, 2023, 08:22:25 AM »

I have a question about the Enigma faction's hostility. I've recently noticed that the fleets that appear and seem to stalk the player are strangely passive. Even though I'm hostile to the faction (-75), they ignore me and never attack me, even when these fleets have 4 danger stars. Conversely, the "scripted" fleets (for example, the small fleets that appear during the Operation Lifesaver quest in addition to the "big" fleet) are very aggressive and hunt me down.

Is this a bug or are they working as intended?

The stalker fleets don't always attack you immidiately, and have a have a chance to turn agressive when you're near them. Of course if they always attacked you, it would be even more unfair - so now you have a chance to react if you see big fleets following you. Although they're a bit bugged atm and won't always fight other NPC fleets.
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ShadowRhino

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #66 on: October 16, 2023, 04:44:24 PM »

I've also noticed with the Enigma fleet they roam everywhere, and do they clear our the redacted systems, as i was farming a few high level systems, came back a while later and the whole system was deserted like they did an extermination of everything in there?
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Kissa_Mies

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #67 on: October 17, 2023, 07:30:56 AM »

I've also noticed with the Enigma fleet they roam everywhere, and do they clear our the redacted systems, as i was farming a few high level systems, came back a while later and the whole system was deserted like they did an extermination of everything in there?

They don't have any organized fights with the Remnants, but since they're hostile to them they will sometimes fight them. So they followed you to the system, and then fought some of the Remnant fleets I'm guessing.
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outhereinamish

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #68 on: October 19, 2023, 03:25:24 AM »

Figaro?
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Goldendragonfinn

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #69 on: October 19, 2023, 08:38:30 PM »

Hello.
The mods good fun but i've encountered an issue, were due to the pirates being nocked down to 1 market i cant get access to
"Quest Spoilers Here"
Eliza from the Delve Mission, is there a way i can force the bar dialogue
[close]
?
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Kissa_Mies

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #70 on: October 20, 2023, 03:58:15 AM »

Hello.
The mods good fun but i've encountered an issue, were due to the pirates being nocked down to 1 market i cant get access to
"Quest Spoilers Here"
Eliza from the Delve Mission, is there a way i can force the bar dialogue
[close]
?

You should be able to progress the quest by talking at the bars on the randomly spawning pirate bases. The quest *should* work as long as there is 1 normal Pirate market.

Figaro?

Figaro, Figaro
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Goldendragonfinn

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #71 on: October 20, 2023, 04:14:48 AM »

Hello.
The mods good fun but i've encountered an issue, were due to the pirates being nocked down to 1 market i cant get access to
"Quest Spoilers Here"
Eliza from the Delve Mission, is there a way i can force the bar dialogue
[close]
?

You should be able to progress the quest by talking at the bars on the randomly spawning pirate bases. The quest *should* work as long as there is 1 normal Pirate market.

Figaro?

Figaro, Figaro

Sorry I should have been clearer with the situation:
Quest Spoilers here
When I triggered the guy who would point you towards where Eliza would be, it was the exact same pirate base that I was talking to him at.(The station is Arigato which is added by Underworld if that helps). so i may have just bricked my chances in progressing the quest, because i have also saved past that point.
[close]

Edit: the quest has progressed on its own... idk how or why, but i now have a mission objective to locate the Thing.
« Last Edit: October 20, 2023, 04:24:33 AM by Goldendragonfinn »
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Algoul

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #72 on: October 21, 2023, 05:04:59 AM »

Is it possible to make friends with Enigma? I noticed that the Enigma fleets that harass me often do not come into conflict with other factions, they are neutral. Is it possible to somehow achieve such a status?
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Kissa_Mies

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #73 on: October 21, 2023, 08:26:33 AM »

Is it possible to make friends with Enigma? I noticed that the Enigma fleets that harass me often do not come into conflict with other factions, they are neutral. Is it possible to somehow achieve such a status?

No, you can't get friendly with Enigma. Them ignoring some factions / fleets is a bug ATM.
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avnplja

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Re: [0.96a] LOST_SECTOR - Exploration and quest content
« Reply #74 on: October 22, 2023, 07:11:22 PM »

What a fantastic mod! I am using these ships together with Arma Armature mechs and it is one the most fun fleets I have had in this game. I also love that there is a quest-line. It is so much more interesting to go out and explore when there is more reason behind it than the generic missions. I hope we will see more questing content from you and other modders in the future. I think it is the one thing missing from Starsector mods.
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