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Messages - Imp0815

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1
General Discussion / Re: Is there a good newbie guide?
« on: May 11, 2022, 03:25:47 AM »
I play this game on and off for about 10 years now and i still struggle to grasp the game mechanisms in combat.
For me it comes down to having speed and range and everything else is just second nature.

For example if you have Speed and Range you can just drive away while pummeling the enemy without any risks.
If you have range you can pummel the enemy who don't have range without any risks.
If you have Speed, well you can run away indefinitely - i retract my previous statement and say range is the only really important thing. With Range you are King of all. Range counters Speed.

There are some fringe cases but all involve high risk - high reward and that's not efficient.

2
Mods / Re: [0.9.1a] Imps Weapon Sounds
« on: January 14, 2021, 08:34:47 PM »
Hey,

I know this is an extremely old thread, but I recently just fixed up this mod so that it works properly. IMO the sound effects it adds are fairly underwhelming, but a few aren't, and it's worth sharing. I'm not exactly sure what the policy is on sharing modified versions of other peoples work, so I'm just going to request permission from either alex or the mod author here first.

Sure go ahead! Im happy to see that this is still somewhat zsefull / needed. : D

3
I think "search for usage" might now be called "find in path"


I only have finde Usage.
It just seems that the API files are not used as libraries:


4
Mods / Re: [0.9.1a] Imps Weapon Sounds
« on: August 29, 2019, 11:48:36 AM »
Took the modpack out for a spin on "A Fistful of Credits".

While the sounds are a significant upgrade from the now now drab-sounding vanilla sounds, there is one issue that bothers me - the sounds don't seem to be fully consistent, if that makes sense?

While I was firing the twin assault cannons, the firing was constant, but the firing sounds appeared to stop for a second before resuming.

Did this with a fresh install of Starsector (Trying to figure out what blend of a lot of mods will be the best fit for me), so I don't think it's a mod compatibility issue or anything like that...

Also having trouble with the light assault cannon firing without sound every few shots.

Also, are there sound of bullet shells hitting the ground for the chain guns?

Hi, thanks for the feedback. I just tested everything you sayed. One minor thing - i could not find a Dual Assault Cannon in my Vanilla SS. Maybe you are still running some other mods? If you send me the names i can test with them as well.

But i Tested all Auto Cannons singel and Dual and i was not able to reproduce these missing firing sound while substained firing. So i could not reproduce this, sadly.

Maybe you could make a Video and show it to me?

There sould not be any bulletcasing-dropping-sounds in the soundfiles.


5
Modding / [0.9.1a] Broadside Ships
« on: August 24, 2019, 10:39:06 AM »
Hey everyone,

i recently watched Hornblower and enjoyed my time with the conquest so i sat down for four days or so to bring you two dedicated broadside ships with their own weapons.
Have fun either playing Starsector or watching Hornblower both is great fun.



Download



[attachment deleted by admin]

6
I set up all the Jar's and stuff as External library but intelliJ still wont let me "search for usage" in the API files and such :(

7

I'm also not really sure what the everyFrameEffect and .java file do. I again based mine off the original Solenoid and guessed what the file was doing.


I think everything in their fires every frame.

8
I'm a little bored of the existing player flags, and I was trying to mess around with adding more. I added a flag and a crest to the directory in core/graphics, and added some new lines to player.faction. All very cool, but is there a way to do this with a mod file so its easier to distribute? From what I read only .csv's and .json's can be merged by the game.

Yes you just need to make a folder in the mods folder and copy the core folder structure with all the folders and files you edited.

For Example:
Starsector\mods\yourmod\graphics\factions\custom
To add new flags.
and
Starsector\mods\yourmod\data\world\factions\player.faction
to overwrite the original faction file.



9
Hi everybody,

i playing with the idea to implement a new Building. A Dockyard. On paper it sounds simple.
You build it and it Repairs(Removes) one D-Mod from a Ship every X(30?) Days. Also it halves the Supply cost of repairing your ships on the planet.
A more elaborate approach would be to open a menu to select a ship to repair. But this seems not possible with my knowledge.
An easy approach would be to just let a script select a random ship from my Storage.
So i would go with the second approach.

As i understood so far, i need to add a new building in the industries.csv and add the script in the "plugin" part like data/scrips/mydockyard. Is that correct? Or do i really need to build a plugin?

If i need to build a plugin, i already searched the API and found some stuff like the StoragePlugin.java but no sight of getting or selecting a occupied slot in the storage and all the buildings under com\fs\starfarer\api\impl\campaign\econ\impl but i did not find any interactions between the industries and the storage. But there should be a function that handles the "Use Storage on Shorated" button.

I'm not very good in java that maybe a(the) problem.

Can somebody please point me in the right direction for my endeavours?

10
Mods / Re: [0.9.1a] Imps Weapon Sounds
« on: August 23, 2019, 02:51:06 PM »
Using the program Audacity, it is as easy as:
Tracks
Stereo Track to Mono

And then exporting the sound as per normal.

Thanks for the help. I converted all sounds to mono now and updated the file.

11
Mods / Re: [0.9.1a] Imps Weapon Sounds
« on: August 22, 2019, 02:22:13 PM »
Some of these sounds are in stereo, and some are mono. They all need to be mono, as stereo sounds for FX in Starsector breaks the directional audio system causing it to always play at full volume regardless of distance and or direction to source.

Thanks for the feedback, is there an easy way to convert them all?

12
Mods / [0.9.1a] Imps Weapon Sounds
« on: August 18, 2019, 07:33:30 AM »
Hey everyone,

i'm a ballistic weapon fetishist and i found myself disappointed with the approach Starsector has with the weaponsound of everything that hurls a Metal Projectile with immense explosive force towards my enemy's. So i sat down two days and gobbled up bits and pieces and tweak a little and now i'm really satisfied with the combat noises the weapons produce.
And because i'm a very generous man i share my work with you all.
Have a good one, everybody!

Update! Now all sounds are in Mono.

Download

13
General Discussion / Re: Any solution for UI scaling?
« on: August 05, 2019, 04:43:00 AM »
I'm short sighted and having to deal with really small text and ui is very exhausting for me. To a point where i stop playing because my neck or my head hurts. Lowering the Resolution often resultus in a lower quality which lowers my enjoyment of the game. It's frustrating. Any game with a scaleable UI gets a Goldstar in my book. Just my point of view but maybe there are more people with that kind of problem out there.

14
General Discussion / Re: My trade is no worky
« on: March 05, 2016, 06:54:41 AM »
I failed for the Trade thingi to.
I bought like 600 food for 25k and i wanted to sell it at Grimgar on a food crisis. Well i made 22k loss on this tour :/

15
General Discussion / Re: Kiting and reverse thrust
« on: March 05, 2016, 06:53:08 AM »
Am I the only one who is mildly upset that you can get kited by some scrawny frigate going 280 backwards while keeping it's front towards you at all times?
Would it be difficult to mod some sort of penalty for moving backwards, as any other game usually has?

Wait for the frigates that can "phase out" and speed around you like crazy.

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