Hello!
I've tried multiple times to get the T H R E A T to spawn, and the only way i can do this is through console commands.
I've loaded saves and uninstalled and reinstalled the 0.11.3y version multiple times and it still appears to not be spawning them.
Do you have any recommendation on what to do. Because at this point i'm half tempted to just chuck in the threat.faction into Nexerelin\data\world\faction and edit the csv in order to get it to work.
Hi!
There's been some cases of people not encountering Threat without a clear reason, but I couldn't say why.
This is one such thread; linked post includes a console runcode to quickly verify that the Threat listener is running.
You could quickly test in a minimally-modded (non-Nex) save with devmode+console commands and see if Threat do appear then. Though it takes a lot of blundering around in the dark to find rogue planets in the abyss IME, so testing will take a while.
Hello.
Few colony threats events is broken.
Luddic church and Tri Tachyon threats.
LC: Luddic Majority doesnt apply to colony when meet condition, so Luddic Church ignore me (mb feature
)
Tri-Tach: Starts with massive mercenary attack, gives 80 RP on defeat then Tri Tach raiding points doesnt count, permanently stuck on 80/300. So I cant complete event and my colonies permanently been raided by Commerce raiders.
Mb someone know how to fix it?
Starsector 0.98a RC7 + Nexerelin 0.11.3y
Hi! Hmmm, I get the Luddic Majority condition fine in my current Nex game, and the mod doesn't touch TT colony crisis (nor the Church one, unless running a save from before 0.11.3x), so not sure what's happening in your case.
The TT commerce raiding bug has actually been around late in 0.97, I wrote a runcode at the time to work around it:
runcode import com.fs.starfarer.api.impl.campaign.intel.events.*;
HostileActivityEventIntel intel = HostileActivityEventIntel.get();
intel.removeActivityOfClass(TriTachyonHostileActivityFactor.class);
intel.addActivity(new TriTachyonHostileActivityFactor(intel), new TriTachyonStandardActivityCause(intel));
For Luddic Majority, what does your planet currently look like? (Remember that the condition is only added/removed when market grows in size.) You could try console AddCondition and see if that allows the colony crisis to advance.
Trying a random sector with special scenario Derelict Empire. Playing with no other mods but this one and it's required mods.
Update to Starsector 0.97a-RC7.