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

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Topics - Jaghaimo

Pages: [1] 2 3 4
1
Suggestions / Checkbox shorcut key is not shown
« on: May 21, 2023, 04:26:07 AM »
A classical button with shortcut will have it's key highlighted in a string (or appended as to with square brackets). This does not happen for checkbox buttons (even though shortcut works).

Examples:
"Manage administrators" with shortcut W becomes "Manage administrators [W]" with W being underscore and yellow
"Weapon groups..." with shortcut have their W in yellow, and underscore

I believe the same should happen had these been checkboxes. It could be behaviour changing, but usable checkboxes has just been released anyway.

2
Bug Reports & Support / Neutral faction is missing crest
« on: February 26, 2023, 01:21:47 AM »
There is an asset for neutral faction crest, but it is not being used. Neutral faction file is missing a crest line.

This is a vanilla "bug", but the only way (that I know of) to encounter it is by using a mod that wants to display the crest of a neutral faction (which otherwise doesn't pop up on UI).

Fixed by adding in "data/world/factions/neutral.faction":

Code
"crest": "graphics/factions/crest_neutral.png"

3
Affects: save compatibility, mod uninstallation
Non-critical: has workaround

IntelUI keeps track of currently opened intel, e.g.:

<selectedIntel cl="stelnet.board.contact.SebestyenContactIntel" z="173229" ii="true" tt="-55465585688000">

When I remove all intel of given class (here, SebestyenContactIntel) during beforeGameSave() hook, the save file still has the reference to it (the above) if it was the currently selected intel.

To fix it in the save, I have to open intel UI after the first save, and (even without clicking) close and save again. Alternatively, select a different (not one that will be deleted during save) intel in the UI prior to saving.

Is there a call I can make to force-flush selected intel?

4
Bug Reports & Support / Lobster tooltip lies
« on: February 14, 2022, 08:31:11 AM »
Been trying to make an honest living trading lobsters. No more dirty pirating, dangerous bounty hunting. I might have affected the market a bit by dumping a lot on Nortia*. Still, just ONE excess lobster? And what happened to Voltrun, the best (the only) place to buy lobsters?



*yes, sold 23 thousands lobsters.

5
Suggestions / Remove or reduce blueprint packages from drop tables
« on: February 07, 2022, 03:12:14 AM »
As it is, gathering all blueprints in vanilla is ridiculously easy - just a few exploration trips will yield you multiple copies of blueprint packages (they drop very often).

The drop ratio needs to be either drastically reduced, or outright removed. That way, exploration would feel "grand" once again, and finding a ship or weapon blueprint - significant.

6
Suggestions / All new ships since 0.95a are missing from Simulator
« on: February 03, 2022, 06:52:15 AM »
As per topic, seems like Simulator list (sim_opponents) was not updated in 0.95a nor in 0.95.1a.

I see you did add them to sim_opponenets_dev though, just forgot to update main one.

Bare minimum to add to `sim_opponenets.csv`:
Quote
vanguard_Attack
vanguard_Strike
fury_Attack
fury_Support
champion_Assault
eradicator_Assault

7
Derelict stations, those cheap (free) storage boxes could use a bit of QoL.

Please make them be included in the tally of "You own a total of X weapons/fighter LPCs of this type".

8
Bug Reports & Support (modded) / Missing (D) on bar procurment
« on: January 26, 2022, 06:59:08 AM »
Some bar encounters are missing (D)-class on their respective ships.

Correctly showing (D) on Eagle that gathers dust and needs some marines to liberate:


Missing (D) on Tarsus that a hard drinking spacer wants to get rid of:


In modded since mod list is >10 :)

9
Posting in modded as I had some (mostly utility) mods enabled.

When salvaging a story-point salvageable ship, I take a peek to see what it will give me (green story option), notice weapons and dmods on the ship, then bail out and decide to scrap it.

Now, I would expect to get the items from breaking down that ship (like in a normal, non-story case).

The album for clarity. Gryphon was Story Point recovery, Venture was normal: https://imgur.com/a/NcRKKX1

10
Overriding just one method, say `getTariffTextOverride()` causes other overrides to be used (which by default return `null`). So this happens:



Now, I don't mind recalculating everything myself, but there is no way to "see" what the player is going to buy either.

Ideally, I'd like to simply change the "Tariff" text.

I suspect an if that checks for any of the overrides to be non-null, and then the logic jumps from default implementation to "override" one.

11
Bug Reports & Support (modded) / Poor display of `addSkillPanel`
« on: January 21, 2022, 08:42:31 AM »
As it is, padding for column 1 and 2 is incorrect - both columns stretch all the way to either next column or end of screen (no right padding).
 


Affects any resolution (screenshot taken on 1920x1080).

Reproduced by any small intel where you feed a person with some skills to addSkillPanel().

12
Suggestions / Expanded Missile Racks and Magazines
« on: January 21, 2022, 04:39:02 AM »
Both from logical and gameplay view, I find those odd.

Logical

Quote
Magazine is the name for an item or place within which ammunition or other explosive material is stored.

So both extra missiles and extra ammunition can be put in a special storage (magazine).

Quote
Racks carry, arm, and release stores. Racks are either part of, or can be inserted into, the modular bay of a support structure such as a pylon.

So a rack is a mechanism to deliver more ordnance at once.

Gameplay

Both increase ammo count, but one for missiles and the other for energy weapons (used to be for ballistic as well). The split seems artificial and forces specializing ships to be either missiles boats (which usually also want EECM), or energy ammo based boats.



Proposed changes

Rename them to simply Extended Racks, and Extended Magazines. The former increases fire rate of missiles (and mines), the latter increases ammo capacity. Adjust OP as needed.

13
Edit 4: Updated title since I believe to know what's happening

Edit 3: Build with the above code: https://github.com/jaghaimo/starpocalypse/releases/tag/2.2.0-rc1

Edit 2: Digging through the save, it's the submarketTradeData node that holds the reference to submarket that has been removed. Perhaps I could somehow regenerate it after swapping submarkets around?

Edit 1: Submarket swapper: https://github.com/jaghaimo/starpocalypse/pull/22/files#diff-aa90a795e07d25699120caedfe9c9ab3403b21db18e629ebfd334924f746b698R10

To be reproduced with Starpocalypse mod.

As Starpocalypse is meant to be true utility mod, I make sure all changes are made in a transient way. One change coming to my mod is to use custom submarket plugins. To make those transient, I replace vanilla submarkets with my own submarkets (which use my custom plugins, that extend vanilla one). Before game save, I replace all custom submarkets with their vanilla equivalents. This operation succeeds, as can be seen in the logs below (double save, first one finds submarkets to revert, second one does not):

Code
/* opened Jangala */
982700 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping open_market with regulated_open_market
982701 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping generic_military with regulated_generic_military
982701 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping black_market with regulated_black_market
986143 [Thread-3] INFO  starpocalypse.submarket.RegulatedOpenMarket  - Removing Marines
/* 1st save - Jangala gets swapped back BUT regulated is present on it in the save (with ref pointing back to Jangala) */
990346 [Thread-3] INFO  starpocalypse.StarpocalypseMod  - Disabling submarket swapper
990346 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping regulated_open_market with open_market
990346 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping regulated_generic_military with generic_military
990346 [Thread-3] INFO  starpocalypse.submarket.SubmarketSwapper  - Swapping regulated_black_market with black_market
990347 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ../saves/save_BradleySerpentis_8538074428255052117...
990349 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
990349 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
991648 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 4
991648 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6
992057 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6B
992281 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml] to [campaign.xml.bak]
992281 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml] to [descriptor.xml.bak]
992282 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.inprogress] to [campaign.xml]
992283 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
992283 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 7
992283 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 8
992283 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
992316 [Thread-3] INFO  starpocalypse.StarpocalypseMod  - Re-enabling submarket swapper
Time quicksaving: -2,531 ms
/* 2nd save - nothing to replace, AND there's no regulated submarket in the save */
1315962 [Thread-3] INFO  starpocalypse.StarpocalypseMod  - Disabling submarket swapper
1315963 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ../saves/save_BradleySerpentis_8538074428255052117...
1315965 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
1315965 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
1317350 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 4
1317351 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6
1317653 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 6B
1317884 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml] to [campaign.xml.bak]
1317885 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml] to [descriptor.xml.bak]
1317886 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [campaign.xml.inprogress] to [campaign.xml]
1317886 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Renaming [descriptor.xml.inprogress] to [descriptor.xml]
1317887 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 7
1317887 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 8
1317887 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1317925 [Thread-3] INFO  starpocalypse.StarpocalypseMod  - Re-enabling submarket swapper
Time quicksaving: -2,550 ms

Unfortunately, the save still have the "regulated_" submarkets! I need to save once more to fully remove it. Even though those regulated_ are attached to Jangala they are not used...

Having written so much, I THINK I am missing some other reference that holds submarket or submarket plugin, transactions or some interaction (which gets dereferenced after save). Found the culprit - submarketTradeData.

14
Suggestions / Gemini still has civ-grade hullmod
« on: January 17, 2022, 06:48:49 AM »
Gemini got a civ-grade hullmod in 0.95a to use assault/escort packages. Those are now gone, but the hullmod stayed. Should that change be reverted as well? Its stats are of a Combat Freighter, not a civilian ship.

15
General Discussion / Gemini - a ship with identity crisis
« on: January 17, 2022, 06:17:23 AM »
Is Gemini truly a Combat Freighter? Stats (especially crew requirement) and supply/month indicate it is, but then it has Civ-grade Hull, which none of the other Combat Freighters do (Hound, Cerberus, Wayfarer, Mule).

It was changed in 0.95a - given extra 1000 hull points, BUT also civ-grade hull! I felt like this is a debuff - it gets heavily penalized by the Militarized Subsystems. It is also too expensive for it's logistic profile (due to combat oriented stats).

Code
# Old Gemini
Gemini,gemini,Freighter,Midline,reservewing,9,3500,250,2700,2833,170,55,1,50,35,15,25,20,400,OMNI,,150,0.4,0.8,,,55,120,250,70,2,35,9,36000,4,8,360,0.25,9,9,CARRIER,midline_bp,,0.6,2,3,305
# New Gemini
Gemini,gemini,Combat Freighter,Midline,reservewing,9,4500,250,2700,2833,170,75,1,50,35,15,25,20,400,OMNI,,150,0.4,0.8,,,55,120,250,70,2,35,9,36000,4,8,360,0.25,9,9,28,125,,,,,,midline_bp,,0.6,2,3,,305

Should it drop "Combat" and become a truly civilian ship? Or just drop civ-grade hull mod and be a true Combat Freighter?

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