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

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3784376 times)

WiC2021

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4845 on: September 04, 2022, 01:52:10 PM »

<post I forgot to respond to until two days later, whoops>

Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.
For each faction in the game, the picker automatically adds any blueprint package found in the faction config's startSpecialItems list (the files being the ones in data/config/exerelinFactionConfig. You can also add packages manually to the same table in player.json, just follow the formatting.

No worries, thanks for the reply!

I figured that that special items section in the player json file was where to put the starting bps, but is there a way to look up what individual ships' or weapons' blueprints are to add to this special item list?

Like for example, if I wanted to add the heavy needler blueprint, would I just add an entry in special items like this  ["heavyneedler_package", ""] ?

Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4846 on: September 05, 2022, 06:21:50 PM »

Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.

Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"

IDs can be found in the files or using the console commands mod.

Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.

sorry but is it save game compatible? edit: i mean the latest update.
Nex updates are save-compatible with the immediately prior version of the mod (and often some versions back) unless I mention otherwise or there's a bug, yeah.

A suggestion: make it impossible to transfer market to a faction that you're hostile with.

Right now you can still invade a pirate base, scrap the buildings, give it back to pirates, wait 1 day for them to start building something, invade again, scrap building, repeat.

Plus it doesn't make much sense to be able to transfer to your enemies.
Hmm. For most factions it makes sense to only give markets back after a peace deal, but with pirates there's no diplomacy event so someone who wanted to give pirates markets would have to manually raise rep to inhospitable first.

Think I'll just make the rule be: no giving the market to hostile factions if the 'recently captured' modifier (the one that currently reduces rep gain for taking and then giving back a market) is in effect; that ought to cover all the issues. Thanks for the suggestion!
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WiC2021

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4847 on: September 06, 2022, 05:03:30 PM »

Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.

Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"

IDs can be found in the files or using the console commands mod.

Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.

Awesome thanks again for taking the time! I tried adding a bunch from both vanilla and some mods i run and it looks like there might be something else im doing wrong as only two out of probably 10 are showing in the picker, but ill try to experiment a bit more.
« Last Edit: September 06, 2022, 06:14:41 PM by WiC2021 »
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Yunru

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4848 on: September 07, 2022, 06:07:45 AM »

I have no suggestions, but I wish there was a less clunky way to repeatedly mine.

Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?

Obsidian Actual

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4849 on: September 07, 2022, 01:18:44 PM »

I have no suggestions, but I wish there was a less clunky way to repeatedly mine.

Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?

Following up with a suggestion of my own:

Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
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BreenBB

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4850 on: September 09, 2022, 12:15:22 AM »

Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)

And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:

Spoiler
public class CswpBBBetrayerStart extends CustomStart {
    protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));

    public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
        PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
        CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
        NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
        NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));

        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);

        data.getStartingCargo().addHullmods("istl_bbassault", 1);
        data.getStartingCargo().addHullmods("istl_bbdefense", 1);
        data.getStartingCargo().addHullmods("istl_bbsupport", 1);

        FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
    }
}
[close]
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Slomes

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4851 on: September 09, 2022, 04:36:04 AM »

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4852 on: September 09, 2022, 06:12:54 AM »

I have no suggestions, but I wish there was a less clunky way to repeatedly mine.

Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?

Following up with a suggestion of my own:

Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
Hmm. I don't think the bar needs changing as the player should be able to figure out what it means very quickly. But I could add an option on dialog close (which becomes enforced if over capacity, in which case there will also be a warning message) to open the cargo screen.

Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)

And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:

Spoiler
public class CswpBBBetrayerStart extends CustomStart {
    protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));

    public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
        PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
        CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
        NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
        NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));

        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);

        data.getStartingCargo().addHullmods("istl_bbassault", 1);
        data.getStartingCargo().addHullmods("istl_bbdefense", 1);
        data.getStartingCargo().addHullmods("istl_bbsupport", 1);

        FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
    }
}
[close]
Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
If I'm rereading the code right, a faction set to non-playable in its Nex config won't have planets or stations in random sector, and won't appear in the new game faction toggle.*
For the second issue of having a colony at start when starting as that faction, make sure freeStart is set to true in the faction config.

All this is in the existing DME Deserter start which I just tested again, so it ought to work. If you're still having problems, send me the mod and I can see what's wrong. Might be a Nex bug I need to fix.

*next version I'll let playable factions also have no markets in random sector, by reading the freeStart setting
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4853 on: September 09, 2022, 08:43:36 AM »

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise

I think having expensive Maintenance is fine, since you have operatives for pirate/pathers, and multiple ways to invalidate expeditions that aren't taskforces (alliance, aversion, not having AI cores/freeport, defensive structures/industries).

although it's pretty weird how high it is in comparison to restoring it from death.

BreenBB

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4854 on: September 09, 2022, 10:50:52 AM »

Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)

Speaking of faction configuration in this folder, it had "playableFaction":false, and freeStart parameter was commented, I uncommend it and set is as "freeStart":true, but didn't tested yet.

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise

Speaking of my feedback on Strike Force, while on paper its sounds as good variant of putting to use ships which you put in storage, on practice what hurts them most, is what all off screen battles are calculated via hidden fleet point stats of each ship, which represent "strength" each ship for off-screen battle calculation, and there both issues with it, one is what your ship loadout really don't matter at all, no matter how your loadout is powerful enough, the fleet points will be same, and second, man modders neglect this stat, and its not always represent actual power of ship, and vanilla XIV ships have highest fleet point stat, XIV Onslaught have more fleet points than Paragon or Radiant, so unless your strike force consist of purely XIV ships you will loose your strike force alot.

And to be honest I'm not sure how to resolve this issue nicely. As option, maybe when strike group enters combat, give two options, either auto resolve it, or enter the combat and command your strike group as you command your own fleet in battle.
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Nesano

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4855 on: September 09, 2022, 06:48:21 PM »

Does the player have any sway in which alliance their commissioned faction joins/leaves?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4856 on: September 09, 2022, 07:10:55 PM »

For those who missed the Discord discussion, there's a couple of bugs in the supply cost calculation (in particular it includes CR recovery/repair costs, when it wasn't intended to because of the incentives this creates) which will be fixed.

Does the player have any sway in which alliance their commissioned faction joins/leaves?
Other than manipulating relations with the alliance members (or adding more members to the alliance, as the chance of joining already-large alliances is reduced), the player can't influence this decision.
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4857 on: September 10, 2022, 03:18:33 PM »

Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4858 on: September 10, 2022, 09:14:36 PM »

Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.
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renegade_sock

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4859 on: September 10, 2022, 09:17:12 PM »

On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids
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