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Messages - NoFoodAfterMidnight

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1
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 27, 2019, 02:49:08 AM »
http://www.mediafire.com/file/acwoo3xi9064eah/Hiigaran_Descendants_v5.zip/file

One more big update, doubt I'll being doing anything but bugfixing or small tweaks on feedback for a while. This may or may not cause issues with existing saves, it didn't for me, but you may have to start a new save with this version, or you can just redownload v4 and keep using that if you run into any issues. Enjoy.

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Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 24, 2019, 01:07:09 PM »
Hello there, I'm new to the forums but I've been playing with the mod ever since the new compatibility patches came out. Been loving it so far, but I've come across a few bugs.
Note: I am using NoFood's v4 of the mod.

- I'm probably not supposed to have them considering their descriptions, but whenever I place a custom order for the Goliath and Black Swan (pirate) Hiigaran capital ships, at the end of the month instead of receiving the ships it maxes out my production costs and turns them into fuel, supplies and crew. Not the worst thing and somewhat exploitable but still probably not as intended all around.

- There's a particular cruiser that causes a hard game crash when clicked on in the fleet doctrine screen. The Jneer I believe.

- Not sure if its this mod in particular since I've pretty much stuffed nearly every compatible mod and faction mod into my game, but I've been getting semi-random fatal:null errors ever since I picked up the Hiigaran ship and weapons blueprint packs in-game. Maybe someone here can point me in the right direction?

It sounds like the issues you're describing are from updating to v4 in the same game as you were using v3, which unfortunately seems to cause some problems I didn't anticipate or see until way after I released v4.

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Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 22, 2019, 11:35:26 PM »
Yeah I've experienced that crash too, it's pretty rare. I'm not actually sure what's causing it because there's no references to that variant in the list of variants for the title screen battle. I've removed all the carriers from the title screen variants and hopefully that fixes it in v5 but it's pretty hard to test.

4
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 22, 2019, 02:15:04 AM »
I guess I'm not against it if it makes for an improvement. And I prefer you guys have all the freedom.

I'm curious what changes you made that require that mod?

I added trails and various effects to weapons and projectiles, mostly to the energy weapons. Like this: http://puu.sh/EvukK/ce2eef5e6c.jpg and this: http://puu.sh/Evum1/99809c6166.jpg

5
Modding / Re: How to add custom fighters?
« on: October 20, 2019, 11:57:12 AM »
I think there's a tutorial on the wiki.

But a quick rundown on what you need:

A .ship file
A .variant file
An entry in ship_data.csv
An entry in wing_data.csv

To make the ship and variant file you can use Ship and Weapon Editor, to edit the .csv's I suggest doing it yourself and familiarizing yourself with them, you can open them in Excel instead of notepad to make it MUCH easier to look at and edit.

To get them to spawn in the markets you need to add them to a BP by adding the name of a BP to their tags in wing_data.csv, and/or add their ID directly to a .faction file under "knownFighters", similar to how you'd get normal ships to spawn in markets.

I'm pretty sure the wiki has some breakdowns of the ship_data- and wing_data- .csv's if you need them.

6
Modding / Re: Releasing a mod that overwrites some files in the .api
« on: October 20, 2019, 11:45:46 AM »
@NoFoodAfterMidnight: Another potential issue is that any exception that occurs within your code will look like it took place in vanilla code. That could make things very difficult to troubleshoot, especially for anyone who doesn't know about this aspect of your mod's implementation. It might be worth catching and re-throwing any error that occurs in your overriden API methods so you can add a message to the log about how your mod encountered an error.

That's a great point, I didn't think about that. I've taught myself java up until now, exceptions/error reporting in any language is pretty complex, so to make sure I do it right and not butcher the error/stack trace, how would you guys do it?

7
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 19, 2019, 09:05:36 PM »
Got a new update. It adds a bunch of MagicLib stuff and does require it, idk if that's alright I can take it out if it's not.

http://www.mediafire.com/file/dsm8s1mofpt9cts/Hiigaran_Descendants_v4.zip/file

Fixed the AI not spawning with weapons and a whole bunch of balance changes

8
Modding Resources / Re: [0.9.1] MagicLib v0.27 (2019/08/07)
« on: October 18, 2019, 10:09:59 PM »
Aww, RIP my dreams. Thanks though.

9
Modding Resources / Re: [0.9.1] MagicLib v0.27 (2019/08/07)
« on: October 18, 2019, 08:45:00 PM »
When using magictrails, how do you make a trail texture not scroll and not move as it's generated the entire flight of the projectile? Currently the closest I can get it is to not scroll but then it stretches until the projectile disappears.

I'm trying to get a texture of some bubbles to look good, but if they're moving constantly or getting stretched it looks pretty bad.

10
Modding / Re: Releasing a mod that overwrites some files in the .api
« on: October 18, 2019, 07:10:58 PM »
I'm changing getRecoverableShips() in FleetEncounterContext, which doesn't get modified by RS, Nex, or SWP currently.

11
Modding / Re: Releasing a mod that overwrites some files in the .api
« on: October 18, 2019, 12:25:40 PM »
As far as RemnantSeededFleetManager and LuddicPathCellsIntel, as well as ShipRecoverySpecial - it *seems* like it should be possible to override these "normally"; am I missing some aspect of this?

I think you're right, they're extensions of extensions of plugins, I was just going through my list of changed files and checking for "plugin". I'm not quite sure how to overwrite or extend them through the plugin system.

I extended the buff interface of BuffManagerAPI to include an option for retrieving the "level" and "name" of the buffs.

In DModManager I changed addDMods() to change the way Dmods were added, how many and which ones it chooses to use

In FleetFactoryV3 I changed the CreateFleet() and addCommanderAndOfficers(), altering and inserting a bunch of things that needed to happen during the creation of every fleet. This could actually be solved just by having a fleet creation listener and altering the fleet post creation through an inflater and some scripts I think.

I also changed BaseIndustry to support more installable items and cores

Yeah, I'd hate to say "no" given that you've already put a bunch of work into it, and, frankly, it sounds interesting. So I'd say, at least provisionally, go for it!

Cool :)

Since we cannot really anticipate any possible issues without it, can you please post a list of replaced scripts and also maybe broadly what you did overall? I would like to believe you, but to be perfectly honest, I can't help but to suspect that what you been working on will affect some current or future mods.

This mod is essentially a difficulty overhaul with big features to extend the end game and make the game more challenging past a certain point. It isn't going to be compatible with every balance changing mod or tweak, but is designed to work with all content adding mods and major feature adding mods that don't change vanilla balance.

Unless something also alters the same files in the .api in the future, there shouldn't be any conflicts even in future content or feature mods, except maybe with anything that replaces vanilla plugins like FleetEncounterContext to add features. Nexerelin and Ruthless Sector both do that and are compatible though.

There are some *balance* conflicts with some mods, like Gladiator or anything that makes huge fleets, I can't say for certain whether or not those will be balanced at all, but they will work. And probably not compatible with any other broad balance changing mods that alters vanilla content, and possibly some tweak mods, just out of differences in direction.

In broad strokes: the biggest change is the alteration of FleetFactoryV3 and the addition of fleet level buffs. Fleets get assigned a buff that affects all their ships' combat stats when the fleets get more FP. The fleet sizes get diminishing returns so instead of 30 capital ships in an enemy fleet, there's maybe 7 + cruisers and below, but they're high level. This is all done as fleets are created through FleetFactoryV3, which everything in the game uses to generate fleets. It also changes officer assignment and gives officers specialty buffs, which is also all done through FleetFactoryV3. Fleet sizes in general are also larger depending on a multitude of different factors, all done through FleetFactoryV3 again. FleetParams is unchanged, it requires nothing from any script that makes fleets not needed in vanilla, so every mod that uses a script to generate a fleet is compatible.

Full list:

.API files changed:

FleetFactoryV3
DModManager (might have balance issues with anything that adds Dmods due to changes in tags used)
BuffManagerAPI (Anything that adds out of combat buffs may not be compatible, unsure)
BaseIndustry (new industries inherit the changes/additions, so no conflict with industry mods like terraforming)

Plugins Changed:

FleetEncounterContext
DerelictShipEntityPlugin
AICores
SalvageDefenderInteraction
RemnantSeededFleetManager
RemnantStationFleetManager
RemanntThemeGenerator
ShipRecoverySpecial
LuddicPathCellsIntel

Plugins and Scripts added:

A bunch of buff scripts
A MagicUI derivative for in-combat buff display
An EveryCombatFrame plugin

Vanilla Content Rebalanced through normal means:

Most skills
Most Industries
All Commodities
Most Hullmods
Salvage_Entity_Gen_Data.csv
Drop_Groups.csv
Settings.json

Vanilla ship and weapon balance is unchanged, so any faction or content mod will be thematically compatible with the overhaul.






12
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 18, 2019, 09:54:35 AM »
Thanks for the feedback  :D

When you say you strongly disagree with the destroyer/cruiser stats, are they too poor or too strong? Which stats?

I've buffed the carriers a bit in the internal build and I'm reworking the drones and drone skills

I'll fix the burn levels, you're right

I'll do a balance pass over the chainguns, they definitely weren't my primary focus when designing the weapons and they are total trash.

If you're talking about the Abas missiles, I've considered nerfing them because of their versatility and all-round power. The difference between fast moving energy damage missiles and very slow moving HE missiles is pretty huge, pilums can't burst down a shield and start doing real damage, Abas' can. Abas' can also exploit downed shields where pilums can't.

There's not supposed to be a 6th hybrid slot there on the Sajuuk-Khar, I'll fix that. I've buffed the Sajuuk-Khar a bit in the internal build. I'm hesitant to make it too strong even as a super-ship, because larger ships in SS are just inherently stronger due to the combat mechanics around shields. I might give it an ATC instead of ITU.

I've noticed some Hiigaran fleets not having weapons, but half the time the fleets are fine. I've been looking into it and it's probably a variant issue with some of the ships, I didn't update their variants after some ship changes.

Overall the ships are supposed to have very poor flux stats, in return for being the toughest ships in the sector to kill. They definitely prefer their own weapons which is why the arsenal was expanded to have a full roster. They're a pretty specialized faction, combining low dps with high toughness and speed, and won't fare well if you try to force them to do anything else.

13
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4
« on: October 17, 2019, 06:12:39 PM »
I like a lot the work you've done with this mod, NoFood. I especially like how you've changed the weapon mounts on the ships themselves.

The ships are substantially more powerful than vanilla, however. Like flatten entire flotillas with a few ships powerful.

Which is fine if that's what you were going for, but if you wanted to get closer to vanilla balance, i'd increase the deployment costs across the board for basically everything.

My experience is you can do that with just about any good ships, the game is pretty easy when you know how to outfit/use ships. I was going for the typical mod fashion: slightly better than vanilla ships, but not outright overpowered. They're supposed to be tough, but with very poor flux stats and have difficulty doing high sustained DPS; this is innately strong against AI that often don't know when to push the advantage or deal with highly specialized fleets, however, so it's gonna be tough to get right if its even possible. Their stats closely match low-tech ships of the same tier but with worse flux stats, more varied but similar number of mounts, and better engines. Anything specific you think makes them overpowered?

Hmm, I'd like to try out your version, but I don't want to restart my current save. Do you know if your version will break saves if I directly replace the original one with it?

If you replace the version you're using with mine you should be able to continue your save just fine. I'm pretty sure I didn't remove/rename anything so it shouldn't get any errors. You'll probably have some weapons in weird slots on ships though.

14
Modding / Re: Releasing a mod that overwrites some files in the .api
« on: October 17, 2019, 09:51:32 AM »
The mod is fully compatible with nexerelin and ruthless sector (I play with both), and every mod that adds content. It's built to be compatible with all the faction and content mods, and integrates Nexerelin for some of it's functions. It does things no other mod does currently, and all the changes are to core mechanics and don't require content mods to add anything to be compatible. If it's released and other mods start doing similar things with overwriting the same game files it would start to become incompatible with those mods, however.

To answer the question, I have some reservations about a mod doing this. Not the least is that *right now* this would be the only mod doing it, but if this was an accepted way of doing things, that would change in a hurry, and we'd have a bunch of mutually-incompatible mods.

I'd much rather these kinds of things be done through the modding API, and, where that's not possible, result in requests for API changes/additions, since in that case, we'd be improving the API for everyone. That's slower going, certainly, but I think things would end up in a better place in the long run.

Yeah I was afraid of setting a precedent, but there's already a few essentially incompatible mods due to their content/vision, and some that are just incompatible.

There's a lot of stuff I can't do within the API, like changing how FleetFactoryV3 works and generates fleets, and how ship salvaging works. If there's a way to overwrite or alter vanilla plugins through the API, then the total changes to the API would be FleetFactoryV3, RemnantSeededFleetManager, DmodManager, BuffmanagerAPI, LuddicPathCellsIntel, and ShipRecoverySpecial. There's about a dozen alterations to existing plugins.

It's a pretty big project and I'd love to see people in the community using it. I'd like to release the mod soon and then update it when the API gets updated, but if that's not okay with you I'll keep the mod between friends so it doesn't become a thing.

15
Modding / Releasing a mod that overwrites some files in the .api
« on: October 17, 2019, 07:20:29 AM »
I've been working on a difficulty mod that adds a lot of features and big changes to Starsector, and the only way I could do it without breaking compatibility with content mods (which is very important), or do it at all, was to overwrite some of the class files in the starfarer.api.JAR. Is it okay to upload a mod like that to this forum? It's compatible with every mod on the forum since no other mods do this, but since it overwrites some game files I thought I'd ask.

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