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 ... 366 367 [368] 369 370 ... 420

Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3458399 times)

Noopy757

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5505 on: July 29, 2023, 12:16:35 PM »

Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X

Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.

Modlist: https://pastebin.com/yCv06CQU

Profiler images attatched
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4921
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5506 on: July 29, 2023, 06:50:01 PM »

After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do... 

UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
I'll just say: uhhh, if you're getting oneshotted by the restrained form, maybe your fleet is misconfigured? Even the full form's gun shouldn't oneshot most ships with their shields up due to spreading out the damage.

Though maybe I'll add more warning in the dialog of what the player can expect to face.

For the last: You need Automated Ships skill to recover the boss, same as other automated ships.

Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X

Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.

Modlist: https://pastebin.com/yCv06CQU

Profiler images attatched
Thanks, that's exactly what I needed!

The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.

Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.
Make sure you have the formatting and IDs right. Quick example adding starting ITU to hegemony.json (alongside the existing low tech blueprint):
Code: json
    "startSpecialItems":[
        [["low_tech_package", ""]],
        [["modspec", "targetingunit"]]
    ],
In each line here, the inner square brackets define a custom item, with the first string being the special item ID (e.g. "pristine_nanoforge") and the second the parameter (e.g. for a ship blueprint this would be the hull ID. Each pair of outer brackets contains one or more custom item definitions, of which one is picked randomly.
Logged

Noopy757

  • Ensign
  • *
  • Posts: 25
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5507 on: July 30, 2023, 07:12:35 AM »

Quote
Thanks, that's exactly what I needed!

The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.


Just disabled Secrets of the Frontier and loaded up a game and viola! My FPS is back! Thank you so much. Now I can play the derelict empire start like I've always wanted to!
Logged

Def16

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5508 on: August 01, 2023, 09:12:27 PM »

Hello there! Trying to narrow down a glitch I've recently noticed having just switched over to 0.96 in the past month.

Is Nex the source of recurring bar patrons referred to as a "gaudy person" that offers to buy ships off you? It's the only mod with a bar_events file that I'm running at the moment.

According to the in-game text they're supposed to refund any story points for s-mods you've built into the ship. Unfortunately that no longer seems to work in 0.96 at least not for me.

Spoiler
I suspect it's an interaction with Progressive S-Mods. If anyone knows which of these other mods might be the source of the "gaudy person" I'd really appreciate it. I think Starship Legends can be ruled out due to using a different type of event to buy ships. The forum search is otherwise turning up zero results.

ENABLED MODS
pantera_ANewLevel30-30 3.1: A New Level of Confidence
aod_capital-1.0.3: AoTD - Seat of Power
Cryo_but_better-1.1.2: AoTD - The Sleeper
lw_autosave-1.2b: Autosave
CaptainsLog-0.2.0: Captain's Log
lw_console-2023.5.05: Console Commands
dynamictariffs-1.4: Dynamic Tariffs
GrandColonies-2.0.c: Grand.Colonies
lw_lazylib-2.8: LazyLib
low_maintenance-v1.1: Low Maintenance
lunalib-1.7.8: LunaLib
MagicLib-1.1.3-rc01: MagicLib
nexerelin-0.11.0b: Nexerelin
officerExtension-0.5.0: Officer Extension
wyv_planetaryShieldAccessControl-1.5: Planetary Shield: Access Control
progressiveSMods-0.10.1: Progressive S-Mods
pt_qolpack-1.2: QoL Pack
sun_starship_legends-2.3.0: Starship Legends
stelnet-3.1.3: Stellar Networks
Terraforming & Station Construction-8.4.5: Terraforming & Station Construction
variants_lib-0.4.0: Variants Lib
shaderLib-1.7.0: zz GraphicsLib
[close]
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4921
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5509 on: August 02, 2023, 05:58:31 PM »

Hello!
Yeah, I expect the check added a few Nex versions ago for "did the player install this" (the same one vanilla uses, it checks the player 'history' that the bar historian gives you) doesn't work with Progressive S-Mods.

Well, arguably one shouldn't be able to get story points from PSM s-mods (not least because no story points were actually invested), so I'll leave things as they are!
Logged

Def16

  • Ensign
  • *
  • Posts: 30
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5510 on: August 02, 2023, 07:00:42 PM »

Yeah, I expect the check added a few Nex versions ago for "did the player install this" (the same one vanilla uses, it checks the player 'history' that the bar historian gives you) doesn't work with Progressive S-Mods.
This is about what I figured.

Well, arguably one shouldn't be able to get story points from PSM s-mods (not least because no story points were actually invested), so I'll leave things as they are!
I've since tested out using story points to expand the maximum number of S-mods on a ship and it still doesn't refund them even though a story point was used. Odd, but I suppose it's still not the player putting the s-mod on but rather the interface. I'll continue to look into it, thanks.
Logged

johnaaron

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5511 on: August 03, 2023, 03:25:32 AM »

Is there a list somewhere of vanilla core planets that have changed ownership aside from the transient Military intel tab? I assume there must be, because I see the little disclaimer on individual planets to whom the original planet belonged.

I'm trying to keep track of them, but the war references disappear from my intel tabs before I'm able to follow-up (invade, raise reps, give back)

(apologies if this has already been asked, I googled and asked in the Discord first)
« Last Edit: August 04, 2023, 07:47:57 AM by johnaaron »
Logged

Desudesudesu

  • Ensign
  • *
  • Posts: 12
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5512 on: August 03, 2023, 06:40:41 AM »

Just a hot take but NPC sat bombing should NOT be enabled by default. I ended up restarting entirely because for some reason all my settings reset without me noticing, and one of the planets a mod of mine requires to function got sat bombed. In fact two space stations, which cannot be recolonized without other mods, got sat bombed. When I noticed it happen, my options were to lose a large amount of playtime and repeat everything, use the console mod to kill the fleets, or accept messed up game. I didn't even realize it was bricking one of my mods until later when I went to go do content from it and discovered the station was just gone.
Logged

Ragnarok101

  • Commander
  • ***
  • Posts: 165
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5513 on: August 03, 2023, 07:36:37 AM »

Out of curiosity, does the 'if invaded by other faction, description changes' feature work for pirate bases, and for all planets? I would have assumed it'd stopped working, since for some reason Asher still thinks it's Hegemony-run after a Persean League takeover and none of the pirate bases/planets have changed descriptions, but Chalcedon still swapped out when I conquered it and then gave it to the Luddic Church.

EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
« Last Edit: August 03, 2023, 01:21:34 PM by Ragnarok101 »
Logged

Checkfire

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5514 on: August 04, 2023, 05:59:05 AM »

EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.

Yeah, i think you can just set "colonyExpeditionChance" to zero in sindrian_diktat.json

It lies in Starsector\mods\Nexerelin\data\config\exerelinFactionConfig
Logged

Ragnarok101

  • Commander
  • ***
  • Posts: 165
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5515 on: August 04, 2023, 07:26:41 AM »

EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.

Yeah, i think you can just set "colonyExpeditionChance" to zero in sindrian_diktat.json

It lies in Starsector\mods\Nexerelin\data\config\exerelinFactionConfig

Wait, there's faction config for this? Heck, I'm gonna have *fun* with this one.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4921
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5516 on: August 04, 2023, 07:32:40 PM »

Is there a list somewhere of vanilla core planets that have changed ownership aside from the transient Military intel tab? I assume there must be, because I see the little disclaimer on individual planets to whom the original planet belonged.

I'm trying to keep track of them, but the war references disappear from my intel tabs before I'm able to follow-up (invade, raise reps, give back)
There isn't a single centralized list; might add one at some point. But each faction will list the markets (vanilla, modded, and newly founded colonies) it has claims on in its diplomacy profile (under "Dipl. profiles" tab in intel).

Just a hot take but NPC sat bombing should NOT be enabled by default. I ended up restarting entirely because for some reason all my settings reset without me noticing, and one of the planets a mod of mine requires to function got sat bombed. In fact two space stations, which cannot be recolonized without other mods, got sat bombed. When I noticed it happen, my options were to lose a large amount of playtime and repeat everything, use the console mod to kill the fleets, or accept messed up game. I didn't even realize it was bricking one of my mods until later when I went to go do content from it and discovered the station was just gone.
Hmm, I'll consider it!
(Although if the planets and stations involved are that important the modder should mark them as story-important, or at least make them large enough to not die to a single sat bomb...)
Logged

johnaaron

  • Ensign
  • *
  • Posts: 23
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5517 on: August 05, 2023, 10:00:39 AM »

EDIT: False alarm! To avoid this bug, save and pause immediately after `reloadnexconfig`. Restart the application and it should be fine. I don't know if this will work if an invasion/sat bombs/etc. are already in your mission log

I think I found a bug. I used `reloadnexconfig` to turn off Starfarer mode and now factions are invading core planets (I have it turned off in the Lunalib config)

I saved right after and now I'm not sure how to get Nex to turn core invasions back off
« Last Edit: August 05, 2023, 10:10:12 AM by johnaaron »
Logged

LordKhorne

  • Ensign
  • *
  • Posts: 46
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5518 on: August 07, 2023, 08:24:11 AM »

hello Mr Histine, im adding nexerlin support to my mod and I've hit a problem. I want my faction to be weak but not imponent on the attack to what should I set invasionStrengthBonusAttack to?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4921
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5519 on: August 08, 2023, 12:30:06 AM »

hello Mr Histine, im adding nexerlin support to my mod and I've hit a problem. I want my faction to be weak but not imponent on the attack to what should I set invasionStrengthBonusAttack to?
0.9 or something should be fine
But that setting only applies to ground combat strength with the legacy invasion settings. Consider using the following settings as well (examples are in the Templars faction config):
- groundBattleSettings table (for ground combat with new invasion system)
- invasionFleetSizeMod (modifier to invasion fleet sizes in space)
- invasionPointMult (affects how often the faction can launch invasion events)

Out of curiosity, does the 'if invaded by other faction, description changes' feature work for pirate bases, and for all planets? I would have assumed it'd stopped working, since for some reason Asher still thinks it's Hegemony-run after a Persean League takeover and none of the pirate bases/planets have changed descriptions, but Chalcedon still swapped out when I conquered it and then gave it to the Luddic Church.

[late reply since I forgot this post was only half-answered :-X]

The description changing only applies specific planets/stations that have descs written for them, which is only a few star systems so far.
(If you want to take a look, the file Nexerelin/data/config/exerelin/captured_planet_descs.csv sets which custom descriptions should be used for which factions+entities)
Logged
Pages: 1 ... 366 367 [368] 369 370 ... 420