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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Messages - planeswalker

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1
General Discussion / Re: Recommend for some balanced mods?
« on: June 27, 2020, 04:29:12 PM »
Hi all.
My friend recommends me this game and it amazes me when combo with Nexerelin mod.
Now I am looking to add more weapon/ship/faction for a 2nd run. Any recommendation? Hope for something made with game balancing in mind.

Thank you!

I might be abit biased but this mod is the best 'Vanilla +' feeling mod which I recommend

http://fractalsoftworks.com/forum/index.php?topic=11018.0

This one makes your ships abit more unique and less 'samey'

http://fractalsoftworks.com/forum/index.php?topic=15321.0

Those 2 are normally what I recommend to new players who want a more vanilla and balanced experience. You have already played nexerelin though so to be honest you should be fine with most ship mods, there are a lot out there.

There are also 'utility' mods that either make your life easier by allowing you to cheat by giving you credits or spawning ship hulls and graphic mods that just make stuff look nicer.

http://fractalsoftworks.com/forum/index.php?topic=4106.0
http://fractalsoftworks.com/forum/index.php?topic=5444.0

https://fractalsoftworks.com/forum/index.php?topic=10982.0

HF

2
Ty for the easy answer. Welp hopefully next version will be more open to modding.

3
Piggybacking on this thread, is there a way to increase the total number of structures to greater than 12? Quite a few mods add additional structures and I find I fill out the structure slots a lot faster than the industry slots weirdly enough.

4
That solved it, thanks Timediver.

5
Right, only had time to get back to starsector and mini modding but I ran into a snag.

So I started as simple as possible, I made a entry in hullmods.csv. I copied everything from the augmented engine entry into a new line, then changed the name, id and the cost. I loaded up star sector with console command mod, loaded in the new 'technology overhaul' hull mod and fitted it on a ship. This works fine as I now had a +2 burn mod that gave me hullpoints to play with (negative cost).

Now I run into a snag, I made a copy of the AugmentedEngines.java and renamed it into AugmentedEngines2.java ( I want to increase the max burn bonus to 4 without effecting the 'vanilla' engine hullmod). I changed the entry in hullmods.csv to point to this new file and I tried loading star sector. It crashed and I got this in the error log.

Spoiler
13128 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
java.lang.RuntimeException: Error compiling [data.hullmods.AugmentedEngines2]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.hullmods.AugmentedEngines2'
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.hullmods.AugmentedEngines2' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   ... 7 more
[close]
Could anyone tell me where I went wrong? I must have missed a step somewhere for adding a hull mod. Unfortunately the info I got from searching this forum only showed how to edit a pre-existing hullmod and not make a one from scratch. Thanks

6
... I thought of making a hullmod that will cost 'negative OP' like I've seen some mod hullmods do. Is it also possible to restrict it to player only so AI ships cannot get it?

Easy. Just don't put it in any default variants, and don't put it in any faction's "knownHullmods" list. By default factions only use those hullmods attached to their ship loadouts or noted in the faction file.

So... basically you have to do nothing. ;)

Oh right ok, lol. More importantly is there a 'dummies guide to make a custom hullmod guide' on this forum? My searches gave me a lot of tips for making new ships, weapons etc but not hullmods. Maybe my search skills are abit bad. Thanks!

Ok nvm I think I found a older post in this thread, lemme try that first.

7
Hey all, I have a question regarding feasibility and if it can be done can someone point me to a dummies guide to doing it.

For quite some time now I've been using the console command mod to add 20 OP to all my ships but it resets everytime I leave the game. I thought of making a hullmod that will cost 'negative OP' like I've seen some mod hullmods do. Is it also possible to restrict it to player only so AI ships cannot get it?

Thanks

8
Oh right thanks, thought it was in a 'not notepad++/excel' editable file.

9
Quick question, can your mod tool be used to change the fighter engagement ranges?

10
General Discussion / Re: creating a dangerous Pirate galaxy
« on: May 18, 2019, 06:18:11 PM »
So im keen to see a larger number of pirate fleets with lots of ships in them..

Is changing settings;

Max pirate fleets: 30 -> 60
max ships in ai fleet: 30 -> 45

safe to do so and won't break me game ne1 able to advise pls?

I was actually playing around with the settings a few days ago, the max pirate fleet settings is more performance than anything but in some rare cases they might just overwhelm the sector fleets of the normal factions due to their sheer numbers.

The max ships in ai fleets will effect ALL, ai fleets, so the normal factions will also have a 45 max size fleets which will be a problem if they start coming after you with expeditions etc. I guess if you just want nothing but pirates running amok you can up max pirate fleets to 60 or 90 and leave max ships in ai fleets alone, just be warned if the normal factions start keeling over due to too many pirates.

11
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: May 14, 2019, 08:01:29 AM »
Alright thanks

12
Mods / Re: [0.9a] Ship/Weapon Pack 1.10.0
« on: May 14, 2019, 07:36:46 AM »
Is it safe to currently use this mod or I should wait for the proper up to date version to be released?

13
General Discussion / Re: Returning player with questions
« on: May 14, 2019, 07:17:57 AM »
I see, ugh, my mind is still stuck on the older versions of starfarer where you can soup up your ships as much as you like with no 2 hull mod max limitation, heh.

14
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 08:22:23 PM »
Last question today, Militarised subsystems: it says it "Removes the penalties from a civilian-grade hull". If i combine that with Expanded Cargo Holds which says "For civilian-grade hulls, also increases maintenance supply use by 100%" does this mean that I don't need to pay the 100% extra supply use or even if a say a Tarsus is militarised it still counts as a civilian hull for that mod cost?

I normally try to run fleets at burn 8 minimum so I can't take the huge but slow cargo clunkers. Normally for my civilian ships I use militarised subsystems and efficiency overhaul as standard but was wondering if Tarsus with Mil subsystems and expanded cargo holds might be better.
Thanks

15
General Discussion / Re: Returning player with questions
« on: May 13, 2019, 05:40:17 PM »
Oh I see, totally forgot about their flare launchers. Yeah I'm very old school and about 60-70% of all my fighters are Thunders because I'm too used to having my fighters fly really far and help. Since they changed the engagement range of all of them to 4000, only thunders are left at 8000 so I just default to them. I'll try broadswords in my next playthrough

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