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Messages - Onyvox

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1
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 08, 2019, 06:52:48 AM »
Thank you for all the mods you've made, contributed into and keeping up.

Spoiler
Cathedral buffs make me all giddy :3
[close]

2
While there are already 5 types of damage (emp included), I wonder if it is possible to add mechanically emp-like damage, using arc lightning that could spread out all over the ship and deal damage to armor/hull.
Cause while yeah, you might be able to vent overcharged gasses into the vacuum of space, there's still gonna be some damage due to resistance and overload of materials.
In the end, a ship is a floating closed circuit.

Can anybody suggest, where I should start looking in the files?


3
For now, you can run in full screen with a lower than native resolution. Most graphics drivers have an option to scale a full screen app to the full resolution with pretty decent results. Make sure to use a resolution with the same aspect ratio as your native one for best results.

For UI scaling to work at native resolution, you need to add a good sharpening filter at the end of the rendering queue. When a game does not have one (looking at you, Stellaris), you can use ReShade to inject Adaptive Sharpening.

Will keep that in mind :)

4
While scaling in itself is a good thing, I gave it another thought and came to conclusion that the main problem here might be something entirely different.
Thing is, when I get a bounty offer, I have to look through some text to find where my target may be hiding.
What if some parts of those requests were broken down in groups.

Like instead of:
"She is rumored to hide there and there, closely to this. Likes cats and drinking cappuccino during long walks under the rain".

We could get something like:
Possible location:
Constellation - New Guan
System - Dwarf primary star
Planet - Gas giant

It reads much easier and also could be colour coded, making it even better to distinguish.
It's like ship specs, you don't need to know who's grandpa using what family secrets made this ship and how much love he gave it.
Although, to be fair there are parts about his love for shipmaking, but they're not in your face, but in a separate section of the game (which is cool, cause I love reading lore stuff, even when it's modded stuff)

5
Using 1920x1080 and constantly wearing glasses that make everything look 1/4 smaller.

Not fun :\

Especially when trying to make sense of market's inner workings or reading bounty info.

6
General Discussion / Re: What mod is (or was) this ship from?
« on: August 10, 2019, 09:10:44 PM »
Interstellar Imperium

7
I can't reload old saves due to outdated mods, but it feels to me like the map is much smaller now.

8
Mods / Re: [0.8.1a] Scy V1.36RC1 (2018/01/09)
« on: January 27, 2018, 11:09:13 AM »
Greetings, everyone!
I've come to ask one question.

Can anybody tell me, how do I edit Singularity_effect.java to make the pulling and effects last longer, and grab larger area?
I've managed to change its pull strength, damage, credit/op cost, so that it would resemble that of Ifed's Omega device.

As do much enjoy such things as gravity bomb from Universe at War: Earth Assault, which in itself is a small black hole, that sucks everything in, leaving barren wasteland.
I'll try to post a video under this spoiler, for those interested in seeing it in action.
Spoiler
[close]
The idea of a single use super weapon, with the ability to create something resembling a black hole, in space with analogous devastating effect is mostly intriguing for me.
I'd love to see ships getting if not sucked in, but at least destroyed by crashing gravity.



9
General Discussion / Re: Is there any Increased Damage mod?
« on: January 16, 2016, 06:41:53 AM »
And still, I guess crankin up volume in settings.json just did the trick.
Made all x5, tried in simulation.
Armor and hull fly away real fast when ramming things.
But sadly the shields hold, when trying to ram.
Tho if they're getting shot at, they drop down quite fast.
Still not sure about friendlies.

Btw, asteroids wreck yor ALL.
Dont know yet about real small ones which you can encounter in some areas
flying all over the place like the rain and destroying your rocket volleys,
but those coming after them will sure strip your armor if left unchecked.
Much more fun, rather than they behave like some cotton balls.

10
General Discussion / Re: Is there any Increased Damage mod?
« on: January 16, 2016, 06:31:51 AM »
Uhm, no. you have to make a custom game script, and then apply it to ships as you want. You can filter it however you want. It could apply to your ship only, only enemy ships, only allies ships, or any criteria you can program in.

----
http://fractalsoftworks.com/starfarer.api/index.html?com/fs/starfarer/api/combat/MutableShipStatsAPI.html
Unfortunately, It looks like Collision damage specific isn't an option.
Ohohow...
Welp, thanks for the help.
Gotta start diggin:V

11
General Discussion / Re: Is there any Increased Damage mod?
« on: January 16, 2016, 03:32:30 AM »
It is possible via script to alter damage taken by a ship. Templar mod does this, to allow their wierd energy shield thinggy to work.

It is also possible to also increase damage from collisions significantly.
Hm, then another question.
Will it apply to all ships?
So that my friendly ships entering a combat will also deal/recieve more damage?
Btw just for clarification:
I turn rundefault - false, crank up damage multipliers and thats it?

12
General Discussion / Re: Is there any Increased Damage mod?
« on: January 15, 2016, 03:36:49 PM »
You *can* modify the player damage delt and taken when playing Easy mode in the settings.json file.  Little known thing, but you can make the "easy" mode a lot harder than normal. ;) Just remember to disable the easy mode buffs on the "runDefaultEasyStartScript" line.

(you can find the settings.json file in "starsector-core\data\config")

Neato!
Thank you for the answer:D

13
General Discussion / Is there any Increased Damage mod?
« on: January 15, 2016, 02:57:31 PM »
It would be quite cool if there was or is a mod for increased damage, so battles wouldn't drag for so long.
Much more punishing for mistakes, plus collisions would be awesome!
Like for real, when you bump enemy ship it wouldnt just scratch a little your precious shiny armor but instead
FREAKING SHRED IT TO PIECES WITH BIG ASS EXPLOSION!
That way it opens up an extreme and somewhat radical but interesting possibility for ramming your opponents.

14
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 04, 2016, 08:27:30 AM »
Darn it, you're right.
Wrappin up.

15
Mods / Re: [0.7.1a] Starsector+ 3.1.2
« on: January 04, 2016, 07:45:40 AM »
Reporting error.

java.lang.NullPointerException
   at data.scripts.campaign.events.SSP_FamousBountyEvent.initBountyAmount(SSP_FamousBountyEvent.java:462)
   at data.scripts.campaign.events.SSP_FamousBountyEvent.startEvent(SSP_FamousBountyEvent.java:322)
   at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.startFamousBountiesIfN eeded(SSP_EventProbabilityManager.java:88)
   at data.scripts.campaign.events.SSP_EventProbabilityManager.advance(SSP_EventProbabilityManager.java:63)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
290363 [Thread-11] INFO  sound.public  - Creating streaming player for music with id [Stellar_Rust.ogg]
290363 [Thread-11] INFO  sound.null  - Playing music with id [Stellar_Rust.ogg]

Started happening after I got Exemplar.
Mods:
  • Black Driveyards 0.8.0
  • Citadel Conglomerate  0.8.3 Dev 2
  • Common Radar 2.1
  • Console Commands 2.6b
  • Interstellar Imperium 1.9.1
  • Lazylib 2.1
  • Save transfer 1.6.0
  • Simulator Overhaul 1.2
  • THI 1.0.5
  • ZZ MusicLib 3.0.0+
  • ZZ ShaderLib Beta 1.1.2

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