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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Lprsti99

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1
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.2
« on: May 22, 2021, 10:34:05 AM »
Neat! Sidenote, update the versionchecker file to point to this thread instead of the old one next time you update :)

2
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.5
« on: May 17, 2021, 09:19:09 AM »
Checking it out now, looks great so far! Also, update the readme to reference J instead of G for the gui  :P

E: Crash on getting in range of a pursuit target:

Code
2590849 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IllegalStateException: weapon.spec.primaryRoleStr must not be null
java.lang.IllegalStateException: weapon.spec.primaryRoleStr must not be null
at com.dp.advancedgunnerycontrol.weaponais.AGCUitlsKt.isOpportuneType(AGCUitls.kt:82)
at com.dp.advancedgunnerycontrol.weaponais.AGCUitlsKt.isOpportuneTarget(AGCUitls.kt:64)
at com.dp.advancedgunnerycontrol.weaponais.suffixes.ConserveAmmoSuffix.shouldFire(ConserveAmmoSuffix.kt:10)
at com.dp.advancedgunnerycontrol.weaponais.AdjustableAIPlugin.shouldFire(AdjustableAIPlugin.kt:37)
at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Other than that, works a charm!

3
Modding / Re: Very Specific Beam cannon woes
« on: May 17, 2021, 05:59:54 AM »
I can't find the Numustri variant in the files. Did you mean the g variant with the Gigantomachia weapon? I'm looking at it right now and the code is strange.

Yeah, that's the one.

4
Modding / Re: Very Specific Beam cannon woes
« on: May 16, 2021, 12:09:02 PM »
I'm trying to basically re-create this, and thus have certain requirements that just...don't work ATM.

https://www.youtube.com/watch?v=vHDxYYHBDZE

The issue is the 9 second charge seqence and long cooldown. The problem with the charge sequence is two fold
- the animation. I really only need several frames for the entire sequence, but they have to repeat themselves. Standard method would mean I would have to have far to many repeating sprites. I know it's possible to customize with code, but I'm terrible at java. I learn best trough exampled. Any example code of something similar?

- the sequence itself. It should charge for 9 seconds, then fire at full strength; instead if starts fireing a weak beam that grows bigger, wider and reached max power after 9 seconds. Any way to change that?

- MAX beam duration. Any way to control it? Flux cost is unreliable.

Not a modder, but my brain immediately jumps to the Ristreza from Tahlan Shipworks, specifically the Numistri variant. It's got an inbuilt laser that can only be fired after the ship system is charged, which takes 5 seconds after activation, and lasts for 5 more at full charge. Dunno if you can tie your animation to something similar, might be worth looking into.  Also sounds like you'd want to make the weapon fire automatically, instead of just allowing it to be fired.

5
Mods / Re: [0.95a] AdvancedGunneryControl 0.8.4
« on: May 14, 2021, 11:53:13 AM »
This might be asking for a little to much customization, but it would great to be able to set a weapon for freefire use below a flux threshold, and then switch to its specified weapon role after.
For example, I  have a continuous fire PD weapon that uses a lot of flux, that I wouldn't mind being used for additional DPS while the ship is at low flux, but as the ships flux rises I'd only want it to be used for PD

Heh, I had the same thought (hi, scy hacking commlinks), but I generally make do with putting a few in a different weapon group with default targeting, and the rest on pd.

6
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 07, 2021, 07:46:49 AM »
On a different tack: how about preventing autofire of non-pd weapons at flux >= 80% (or whatever).  ship AI usually does a decent job of doing so, but just having the weapons on autofire will happily flux you out (I know you can just toggle weapon groups, but seems like a nice qol feature, so long as the effort:payoff ratio is there)

Yeah, that should definitely be possible! It would be simple enough to simply add a ConserveFlux or HoldFireAtHighFlux mode that expands on the weapon's base AI.
But I've actually been toying with the idea of "mode suffixes". That way, you could add a suffix such as "Flux<75%", "Flux<50%", "HE-Mode" (priorizite enemies with high flux or no shields), "Kinetic-Mode" (prioritize enemies with low flux/shields up) etc. to an existing fire mode. That way, you don't have to decide whether you want your Devastator Cannon to hold fire at high flux or target fighters, you can have both.

The control scheme I though of would be something like this: After you use NUMPAD# to cycle weapon group #, you can press the suffix-hotkey (e.g. "+") to cycle through suffixes for that mode.

Let me know what you think =)

Also, 0.7.2 just came out. IPDAI is now properly considered and fire modes that require PD weapons are skipped if there are no PD weapons in that weapon group.

Sounds good to me!

7
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 06, 2021, 02:29:35 PM »
I'm not sure if it's worth the time & frustration that would go into this for just a slight improvement to usability.

Unless you stumble over a silver bullet, I'm sure it won't be anywhere near worth, lol.  On a different tack: how about preventing autofire of non-pd weapons at flux >= 80% (or whatever).  ship AI usually does a decent job of doing so, but just having the weapons on autofire will happily flux you out (I know you can just toggle weapon groups, but seems like a nice qol feature, so long as the effort:payoff ratio is there)

8
Mods / Re: [0.95a] AdvancedGunneryControl 0.7.1
« on: May 05, 2021, 12:44:13 PM »
Oughta hop in the discord, I'll bet someone can assist with the gui stuff (new nex version has a nice game setup gui)

9
Seconded, and I'll add that I'd love some phased logistics ships, seems like a reasonable fit, if expensive.

10
The P9 Taalas (minitachs) have 50 range, where I assume they're meant to have 500   :P

11
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 13, 2021, 07:47:58 PM »
Just tossing out ideas :) The five you've got up so far all look like fun!

12


E: Also could just say "suffers from rapid CR degradation", or at least take out the its  ;D


EE: Aaaaaalso, according to the tech skill that improves phase ships, neither the geist nor the witch count as combat phase ships (says efficiency at x supply of combat phase, currently 0 with both in fleet).

13
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 12, 2021, 02:46:27 PM »
Can it be one? As far as I know you can't put two different fighters into one bay

Random idea: Apollon is the only built in drone, and it has a ship system that summons Artemis (Even makes thematic sense for the moon to orbit the sun).
Well, if you're going to use System, then just let it create both! It would boost all the other carriers in fleet because Leto would have 0 bays.

I meant the strikecraft, like how Reavers summon Wasps, but that's might also be an option.

14
Modding / Re: [0.95a] A prototype's Hangar (under construction)
« on: April 10, 2021, 07:15:33 PM »
Can it be one? As far as I know you can't put two different fighters into one bay

Random idea: Apollon is the only built in drone, and it has a ship system that summons Artemis (Even makes thematic sense for the moon to orbit the sun).

15
Mods / Re: [0.95a] Weapon Arcs 1.4.0
« on: April 09, 2021, 03:12:17 PM »
Just to let you know download link needs to be updated, github version is up to date while download link is 1.3.1

The download is pointing to the master branch, and when I use it, I get 1.4.0.

Not sure how you're getting 1.3.1.

Mod_info.json correctly shows 1.4.0, but weaponarcs.version is still returning 1.3.1, causing version checker to think it's the old version. 

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