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

Author Topic: How to disable the new Colony Threat event in 0.96a-RC8?  (Read 4231 times)

KopiG

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How to disable the new Colony Threat event in 0.96a-RC8?
« on: May 08, 2023, 03:38:26 AM »

Hello guys,

Im curious how to easily disable this new Colony Threat Event. I have been thinking and an easy solution might be giving the main colony building the Population Center a big, for example a -9999 event progress. Would this be doable? I would welcome any other solution. I just want the event to rest in peace. I dont want to deal with it whatsoever.
Where are these events stored? Have been trying to find them but no luck for now :( Could you guys point me to the right direction?

Thank you!
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KopiG

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #1 on: May 09, 2023, 02:22:47 AM »

Please anybody could help me with this?
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float

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #2 on: May 09, 2023, 08:52:24 PM »

Code
HostileActivityEventIntel.get().setProgress(0);
Put this in an EveryFrameScript or on the ReportEconomyTick of a CampaignEventListener, etc. Or if you're using console commands, just periodically use the command
Code
runcode com.fs.starfarer.api.impl.campaign.intel.events.HostileActivityEventIntel.get().setProgress(0);
to zero out the meter.

Edit: here's a one time console command that should permanently get rid of hostile activity by adding a -9999999 / month factor:

Never mind, DON'T do this, the factors get serialized into save data so it'll ruin your save since it can't find the temporary class.
« Last Edit: May 09, 2023, 09:26:27 PM by float »
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KopiG

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #3 on: May 11, 2023, 05:17:39 PM »

Thank you so much!
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BoogieMan

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #4 on: June 20, 2023, 09:50:55 AM »

Thank you so much!

Seconded, thanks!

 I was very frustrated having eternal ever growing massive colony penalties due to the abstract non-existent "threat" caused by Luddic Path who has no planets, no stations that can be found, and barely any ships.
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FunkyBacon

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #5 on: June 21, 2023, 02:43:58 AM »

if this is about the Hostile Activity Event thingy, then in \data\config\settings.json you can also set
   "patherProgressMultNoCells":0,
   "patherProgressMultSleeperCells":0.5,
   "patherProgressMultActiveCells":1,
all to 0 to disable just the Luddic Path's influence leaving just the pirates' threat which only slowly builds up and can be further reduced by blowing up their bases and can be negated (almost?) entirely through Kanta's questline. I found this worked well for me even at ~20 AI-core + 20 player-administrator colonies.


Alternatively, if you do want the events happening at 500 event points but not the negative effects on stability/accessibility when you get higher amounts of event points, in the same \data\config\settings.json change all the numbers between the [] to 0 and that will remove those effects.
   "HA_1_impact":[1, 0.1],
   "HA_2_impact":[2, 0.2],
   "HA_3_impact":[3, 0.3],
   "HA_4_impact":[4, 0.4],
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WeepingDiscord

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #6 on: August 22, 2023, 08:51:26 PM »

TYSM, I love the idea of these things but the modifier was just so painful for pathers
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Yudka

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Re: How to disable the new Colony Threat event in 0.96a-RC8?
« Reply #7 on: October 04, 2023, 02:19:05 AM »

Alternatively, if you do want the events happening at 500 event points but not the negative effects on stability/accessibility when you get higher amounts of event points, in the same \data\config\settings.json change all the numbers between the [] to 0 and that will remove those effects.
   "HA_1_impact":[1, 0.1],
   "HA_2_impact":[2, 0.2],
   "HA_3_impact":[3, 0.3],
   "HA_4_impact":[4, 0.4],

Thank You!
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