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Messages - tzuridis

Pages: [1] 2
1
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 28, 2019, 12:59:53 AM »
Thank you, I am not sure how I didn't see that.

2
Mods / Re: [0.9.1a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: August 27, 2019, 08:33:19 AM »
Is there a way to give all items of the add commands? Like addwings all or something so I can test out all the fighters, weapons, ships etc? Or maybe there is another way to do it?

3
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 26, 2019, 07:23:34 PM »
Histidine you are the best, thank you for making this  8)

4
2 quick if you guys have time. I am editing the testcombat plugin. I tried to use this method:

Code
public class TestCombatPlugin extends BaseEveryFrameCombatPlugin { 

public static float DAMAGE_MISSILES_PERCENT = 200f;
public static float SPEED_MISSILES_PERCENT = 500f;

public static float SPEED_BONUS = 525f;
public static float TURN_BONUS = 20f;

/**
* Set this to true to have the plugin actually do stuff.
*/
private static boolean TEST_MODE = true;

private CombatEngineAPI engine;
public void init(CombatEngineAPI engine) {
this.engine = engine;
}

   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getDamageToMissiles().modifyPercent(id, DAMAGE_MISSILES_PERCENT);
stats.getMaxSpeed().modifyPercent(id, SPEED_BONUS);
stats.getBallisticWeaponRangeBonus().modifyFlat(id, 600f);
stats.getBeamWeaponRangeBonus().modifyFlat(id, 300f);
}
I am not sure how to do this exactly. I see this stems from basehull which I believe is not passed down to baseeveryframecombat plugin? Not really any methods that I can pull from there right?

Could you give me a little more syntax as to how I could write the for loop you gave me below? .getShips doesn't take the parameters right? Could I even use stats.getMaxSpeed() or methods like that. I have stats imported through MutableShipStatsAPI.



 
Code
@Override
    public void advance(float amount, List events) {
         //If we're paused or not in combat or whatever, stop here.
         if(engine == null
             || engine.isPaused()
             || (!engine.isInCampaign() && !engine.isInCampaignSim() && !engine.isMission() && !engine.isSimulation())){
                return;
         }   

         //Get all of the ships currently on the battlefield, iterate through them.
         for(ShipAPI ship : engine.getShips()){
                 
         }

    }

This part is not in the file by the way, only the top part I couldn't figure out the syntax for this part. If I am totally wrong I am to take a fee java course.

Thanks for any help

5
Awesome thanks for the quick replies.

6
Random question, mostly on what you guys think would be the best way to go about this. I want to create a mod that changes combat somewhat, basically doing this:

Small ships are faster either by 50%, more or less (using the designations?). As are missiles and torpedoes. Missiles and torpedoes also do 3x - 5x more damage but all weapons can fire 100 - 200% further similar to the hullmod for the battle station. The whole point of this is to make it so that small ships are still capable of taking down big fellas if they can get around as shield strength will be the same. Would test it out a bit, mess around, maybe push the mod so people can try a new experience.

So my idea to implement this was in hope of finding a base hullmod that all ships had, perhaps hidden or something. Not really applicable to apply to all .ship files especially with other mods. I did find the basehullmod in the API, is there one in hullmods that applies to all ships? I was hoping I could find something in there so I could import the supercomputer targetting mod. I'm pretty sure my way is wrong, so any advice as to what should I take a look at? I am guessing it is all in the API?

I don't know java but I know js so I think I could figure it out eventually.

7
 I agree with what a few people said but it would be cool if it worked similar to a 4x game:

1. Some type of trading / freeworld faction that creates worlds and stations kind of like neutral pirate stations that pop up. They can eventually join the independents in some form or join a faction.

2.. Many more independent factions associated (or not) with the PL at the start /  more minor factions stemming from a main faction (like Luddic Path).

3. Alien and/or AI faction that is normal or a horde that is against humanity like the remnants (could also appear randomly at the beginning or later on)

4. A nomadic faction with giant ships



8
General Discussion / Re: Next patch
« on: December 19, 2018, 04:30:09 PM »
Nexerelin mod pretty much solves most of your desires. It will likely be out by the end of January,

9
General Discussion / Re: What brought you to Starsector?
« on: December 19, 2018, 04:26:19 PM »
EV Nova, I have no idea how I found that game. SPAZ after that as well as a lot of other games that tried to fill the void. Stellaris because I like 4x and all those somehow led me here.

I hated the sci-fi genre until EV Nova, now it is my favorite.

10
Mods / Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
« on: December 04, 2018, 03:02:58 PM »
Thank you

11
Mods / Re: [0.9a] Combat Alarm Sounds mod v1.32
« on: December 03, 2018, 03:45:50 AM »
Thank you

12
Modding / Re: Is there a way to get 0.8 mods without asking in each thread?
« on: December 02, 2018, 03:35:01 PM »
Oh my bad

13
Mods / Re: [0.9a] Combat Alarm Sounds mod v1.32
« on: December 02, 2018, 11:31:57 AM »
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.

14
Modding Resources / Re: [0.9a] GraphicsLib 1.3.0
« on: December 02, 2018, 11:31:37 AM »
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.

Sorry ignore this post.

15
Mods / Re: [0.9a] Arsenal Expansion v1.5.1 - Field Operations
« on: December 02, 2018, 11:31:21 AM »
Is there a way I can download the 0.8.1 version of your mod or (whatever the last version of the mod is for the previous version of StarSector) I want to play with Nexerelin and Dynasector.

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