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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 3901253 times)

TalRaziid

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5280 on: May 13, 2023, 11:22:20 PM »

Hey Histidine, me again. Is there a place in the ground battle def for me to tell the mod which troop types to automatically create when i start an invasion?
EDIT: Also, i made a ground unit and changed its cramped strength multi from .75 to 1.5 but in-game it still has the debuff of .75 strength; is it inheriting from the HEAVY unit type or something?
« Last Edit: May 13, 2023, 11:33:13 PM by TalRaziid »
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Histidine

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5281 on: May 14, 2023, 12:47:03 AM »

Hey Histidine, me again. Is there a place in the ground battle def for me to tell the mod which troop types to automatically create when i start an invasion?
EDIT: Also, i made a ground unit and changed its cramped strength multi from .75 to 1.5 but in-game it still has the debuff of .75 strength; is it inheriting from the HEAVY unit type or something?
For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.

The cramped strength mult was indeed from HEAVY unit type, I'll fix it in next beta but I really need to fully clean up these old hardcoded references at some point :(
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AnXel LG

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5282 on: May 14, 2023, 01:18:28 AM »

Hey Histidine! First post here so yeah, greetings to all of you people and specially the faithful modding comunity who continues to make STARSECTOR an absolute BEAST!
I wonder if it is possible to change the name "Sitnalta Star System" to a more proper "Sitnalta Nebula" or are other more "technical/obscure" reasons behind to explain why this hasn't been addressed? I mean, it's a nebula after all...
That was it. Keep up the good work and thanks.
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Histidine

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5283 on: May 14, 2023, 03:18:53 AM »

One more set of fixes before the end of the week. Hopefully no more fixes will be needed while I get the major features release-ready (in between redeeming my slack-off coupons).

Nexerelin v0.10.6z
Download

Changelog
* Ground battle fixes/enhancements
    * Fix crash with liberation outcome
    * Fix possible NaN industry disruption time
    * Custom ground unit types can have their sprite specified
    * Fix various cases where ground unit behavior was hardcoded instead of reading from definition
* Prism no longer sells `no_dealer` items (including Kinetic Blaster and Gigacannon)
* Operative find pirate base action should support Hostile Activity system
* AI admin hiding on market capture by 'hates AI' faction works properly, including with admins existing at start of game
* Fix Remnant mission 2 not being completable
* Rebellion intel doesn't print no-relationship-changes to notification on event end
* Add relevant arrows to maps in destination picker dialogs (e.g. operative travel action, special task group orders)
* Add mining strength for Jackhammer
* Lower volume of ground battle outcome SFX slightly

Hey Histidine! First post here so yeah, greetings to all of you people and specially the faithful modding comunity who continues to make STARSECTOR an absolute BEAST!
I wonder if it is possible to change the name "Sitnalta Star System" to a more proper "Sitnalta Nebula" or are other more "technical/obscure" reasons behind to explain why this hasn't been addressed? I mean, it's a nebula after all...
That was it. Keep up the good work and thanks.
Hello and welcome!
The nebula name should have been fixed since Nexerelin 0.10.6d. Have you started a new run since updating?
« Last Edit: May 15, 2023, 08:35:38 PM by Histidine »
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AnXel LG

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5284 on: May 14, 2023, 05:38:25 AM »

Really? You were alerted to this by previous feedback and solved it! Glad to hear, it gave me a HUGE TOK tbh. Actually, I was waiting for Industrial.Evolution to update to start a new run under .96a framework, and decided to wait a few weeks until you guys get a more or less stable version of modded STARSECTOR. You have already delivered because, as you might guess, NEXERELIN is a must in every campaign IMHO. Thanks for keeping it under your wing and here is to hope Wispborne does the same with Tarti's mods in his absence! Burn bright, Hist!
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TalRaziid

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Re: [0.96a] Nexerelin v0.10.6y (beta update 2023-05-12)
« Reply #5285 on: May 14, 2023, 01:53:45 PM »

For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.
The cramped strength mult was indeed from HEAVY unit type, I'll fix it in next beta but I really need to fully clean up these old hardcoded references at some point :(

Hey, me again, again! I was testing sprite designation with the unused handweapons.png from core data, but when i start a ground battle i dont see it being used for my mechs in any manner
« Last Edit: May 14, 2023, 02:28:39 PM by TalRaziid »
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Histidine

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5286 on: May 14, 2023, 04:58:45 PM »

The sprite appears in the background of the unit card. The issue you're having is that handweapons.png isn't loaded into the game by default (due to not being used anywhere in the game where a sprite is normally expected), so you'll have to add it to the graphics table in your mod's settings.json (vanilla, Nex and a lot of other mods have examples).
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TalRaziid

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5287 on: May 14, 2023, 05:08:02 PM »

The sprite appears in the background of the unit card. The issue you're having is that handweapons.png isn't loaded into the game by default (due to not being used anywhere in the game where a sprite is normally expected), so you'll have to add it to the graphics table in your mod's settings.json (vanilla, Nex and a lot of other mods have examples).
I see, thank you. It needs to be listed under nex_groundbattle i assume?
That makes sense, working as intended! Thank you!
Is there a way to change the little unit icons when there are units deployed to an industry/structure?
« Last Edit: May 14, 2023, 05:15:27 PM by TalRaziid »
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Kyo21943

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5288 on: May 14, 2023, 07:52:27 PM »

The new "Jackhammer" medium-size Hammer Torpedo weapon is not included on the Mining bonus calculation, in case it hasn't been mentioned or noticed already.
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ZeroOne

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5289 on: May 15, 2023, 02:12:18 PM »

Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.

Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.



As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.

Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
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Chaotic Law

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No mining duration indicator.
« Reply #5290 on: May 15, 2023, 03:36:42 PM »

Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
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Killsode

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5291 on: May 15, 2023, 03:40:36 PM »

Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.

Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.



As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.

Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z

I believe this is a base starsector interaction with freeport markets.
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Histidine

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5292 on: May 15, 2023, 07:27:57 PM »

The new "Jackhammer" medium-size Hammer Torpedo weapon is not included on the Mining bonus calculation, in case it hasn't been mentioned or noticed already.
I'd actually set its mining strength in .6z but forgot to mention it (and one or two other changes) in the log. Will fix at some point, thanks!

Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)

I think Starsector 0.96 added a better way to do this anyway, so I may look into it.

Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.

Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.



As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.

Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
Are you doing any mission that involves going to Port Tse Franchise Station, like Kallichore Archive? I think there's a new vanilla feature in 0.96 that keeps fleets from attacking you when you're visiting the star system for a mission; I noticed a neutral Pather fleet when doing the Knight Errant mission without Nex.
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Chaotic Law

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Re: [0.96a] Nexerelin v0.10.6z (beta update 2023-05-14)
« Reply #5293 on: May 15, 2023, 07:36:19 PM »

Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?

Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)

I think Starsector 0.96 added a better way to do this anyway, so I may look into it.

OK, I will watch out for it. But just a an added note. It broke for me a few months back. Way before .96a. I do play with a lot of mods so maybe one of them is affecting it. Anyway, its not a huge thing but I do do A LOT of mining early/mid game.

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Chaotic Law

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I found the Custom Entities for your icon I think.
« Reply #5294 on: May 15, 2023, 07:52:33 PM »

So this is the code in my file. I have not toched this at all  But I noticed the icon dimensions are all zero. Is that correct?

"nex_mining_gui_dummy":{
      "defaultName":"Mining GUI dummy", # used if name=null in addCustomEntity()
      "defaultRadius":0, # used if radius<0 in addCustomEntity()
      "icon":"graphics/ui/s_icon16.png",
      "iconWidth":0,
      "iconHeight":0,
      "sprite":"graphics/ui/s_icon16.png",
      "spriteWidth":0,
      "spriteHeight":0,
      "renderShadow":false,
      "useLightColor":false,
      "showInCampaign":true,
      "showIconOnMap":false,
      "showNameOnMap":false,
      "scaleNameWithZoom":false,
      #"tags":[],
      "layers":[TERRAIN_8], # what layer(s) to render in. See CampaignEngineLayers.java for possible values
      "pluginClass":"exerelin.campaign.MiningCooldownDrawer",
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