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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a-RC8] Station Augments 2.1.3  (Read 51202 times)

NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.2
« Reply #75 on: February 10, 2025, 01:05:54 PM »

Is anyone having this error on a new game? I really don't know whats happening with this, but I feel like it might be a save compatability issue.

Again, you dont have to edit the .jar. Just remove the entry from the modsettings file, and it shouldnt generate.
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cghhj

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Re: [0.97a-RC11] Station Augments 1.1.2
« Reply #76 on: February 10, 2025, 05:26:06 PM »

I doubt if there is more than 1 station have HighResSensors, game will crashes when loaded the game.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #77 on: February 10, 2025, 06:05:01 PM »

New update, with an attempted fix on the crash.
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Céfran

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #78 on: February 11, 2025, 03:44:03 PM »

New update, with an attempted fix on the crash.

Seems working
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cghhj

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #79 on: February 11, 2025, 04:38:29 PM »

Code
        allAugments["SA_highResSensors"] = stationAugmentData(
            { market: MarketAPI? -> highResSensors(market, "SA_armoredWeaponMounts") },
            hashSetOf(Factions.TRITACHYON, Factions.DIKTAT),
            mutableMapOf(Pair("SA_augmentNormal", 10f))
I found this in src\niko_SA\augments\core\stationAugmentStore.kt
Is it right?
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #80 on: February 11, 2025, 06:35:24 PM »

Code
        allAugments["SA_highResSensors"] = stationAugmentData(
            { market: MarketAPI? -> highResSensors(market, "SA_armoredWeaponMounts") },
            hashSetOf(Factions.TRITACHYON, Factions.DIKTAT),
            mutableMapOf(Pair("SA_augmentNormal", 10f))
I found this in src\niko_SA\augments\core\stationAugmentStore.kt
Is it right?

awww
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cghhj

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #81 on: February 11, 2025, 06:56:05 PM »

Strange, I use modsetting.json to give IX Battlegroup (From Emergent Threats/IX Revival) some station Augments, but their High-tch Starfortress have only 32 MAX AP?
Some Trinity World's Battlestation have 30 AP, but one have only 22 Max AP, too.

Besides, if you add some markets in modsetting.json from mods you didn't activating, all NPC station augments will go missing.
For examplt: Give "eis_chitagupta" (from Iron Shell) "SA_heavyArmor" and play with Iron Shell, all is good. Then keep these setting and play new game without Iron Shell, every vanilla station Augments is lost.
« Last Edit: February 11, 2025, 07:07:06 PM by cghhj »
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Golden

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #82 on: February 12, 2025, 02:04:48 AM »

What does Ai uplink do? The desc. on the augment doesnt really explain much
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cghhj

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #83 on: February 12, 2025, 06:23:48 AM »

What does Ai uplink do? The desc. on the augment doesnt really explain much

Fighters & Drones deployed by Star Fortress will have Skills from Station's AI core
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #84 on: February 12, 2025, 10:20:51 AM »

What does Ai uplink do? The desc. on the augment doesnt really explain much

Fighters & Drones deployed by Star Fortress will have Skills from Station's AI core

Precisely this.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.3
« Reply #85 on: February 12, 2025, 10:26:54 AM »

New update, which fixes the incorrect ID, alongside a few more fixes.
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Golden

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Re: [0.97a-RC11] Station Augments 1.1.4
« Reply #86 on: February 12, 2025, 10:31:45 PM »

Really quick what do you think are the best augments for a low tech station and what skills does a level 7 alpha ai core have? I couldnt find anything online
« Last Edit: February 13, 2025, 01:00:53 AM by Golden »
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cghhj

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Re: [0.97a-RC11] Station Augments 1.1.4
« Reply #87 on: February 13, 2025, 02:51:01 AM »

Really quick what do you think are the best augments for a low tech station and what skills does a level 7 alpha ai core have? I couldnt find anything online

In fact, only by Nexerelin that NPC faction's station will have commanders, including AI cores. In Vanilla game, only [RESTRICT] stations will have AI core commander in combat.
As for skills, station AI core’s skill is not randomed from all ship commander skills -- just by default queue.
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Oberlion

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Re: [0.97a-RC11] Station Augments 1.1.4
« Reply #88 on: February 13, 2025, 04:09:57 AM »

How do you update this mod past 1.0.x ?

I tried running all 1.1.x releases before noticing I must run the .kt files. Except I'm not aware of the method to do so.
For the time being, trying to lauch the game with a 1.1.x version gets me this error message :

"
Fatal: Void
niko_SA.augments.core.stationAugmentData.<init>(kotlin.jvm.functions.Function1,boolean,java.util.Map)'
"

Could you add the steps to update, please (insert crying cat pic) ?

Thanks starfarer.
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NikoTheGuyDude

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Re: [0.97a-RC11] Station Augments 1.1.4
« Reply #89 on: February 13, 2025, 07:55:16 AM »

How do you update this mod past 1.0.x ?

I tried running all 1.1.x releases before noticing I must run the .kt files. Except I'm not aware of the method to do so.
For the time being, trying to lauch the game with a 1.1.x version gets me this error message :

"
Fatal: Void
niko_SA.augments.core.stationAugmentData.<init>(kotlin.jvm.functions.Function1,boolean,java.util.Map)'
"

Could you add the steps to update, please (insert crying cat pic) ?

Thanks starfarer.

Each version is only guaranteed to be compatible with the next, and not the one after. Update sequentially, version after version, until you're at the current version.
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