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Topics - King Alfonzo

Pages: [1] 2
1
Suggestions / Injured Officers
« on: November 08, 2020, 06:48:26 PM »
Just a small one, that would probably eat too much time for relatively minor payoff, and largely came about because at one point I ended up with seventeen officers (!).

I propose that Officers can get injured or killed. For instance, if their ship blows up, have a chance for them to actually die or be unuseable for a month or two due to injuries. This would cause players to think about how they use their officers from battle to battle, and have a reason to have extra officers on the bench to step up in case an existing officer dies or becomes injured. Right now, officers are a resource that once you get them and train them up, you don't really need to worry about losing them or worrying about getting extra back ups. Having a more dynamic rotation of officers in the fleet however could be more interesting, and make having high level officers seem more impactful as they'd be more difficult to accumulate.

Mind, this suggestion came from the fact that officers were a lot more common than they ought to be when salvaging derelicts. So a possible solution would be to make Officers appear less commonly as a find in derelict ships.

2
Suggestions / Manual Suspicion Clearing
« on: July 11, 2019, 05:17:39 AM »
I've found once or twice when I've been desperate to get to a station that I have been unable to access it because a nearby fleet wanted to stop me and look at my cargo. Unfortunately these patrols are in combat nearby and consequently you have to wait for them to finish before you can access the market.

What I propose is you can talk to the Security Officer at the station and undergo the cargo scan instead of waiting for a nearby fleet. Also, you can do that before you leave the station, if you've been trading on the black market and want to pre-emptively cancel the patrol. Also adds in the possibility to bribe security officers to look the other way for black market usage.

3
Mods / [0.9.1a] Luddic Enhancement Mod 1.2.4
« on: February 11, 2019, 11:37:08 PM »


What is this mod?

During gameplay, I noticed that the Luddic Church regularly had an exceptionally hard time existing in the sector. Their ships were woefully terrible, to the point where they were inferior quite often to pirate fleets. In Nexerellin, I noticed that the Luddic Church was often the first to bite the dust, due to a combination of a lack of markets in general, and their own terrible dodginess.

This is where this mod comes in.

What does it do?
This mod isn't a massive overhaul of the Luddic Church, nor do I intend it to be. All it does is three things:

-Adds Luddic Church skins to the Brawler, Cerberus, Dominator, Enforcer, Mule, Venture, Onslaught and Legion. The skins either remain unchanged besides the paint-job, or have very slight tweaks to the weapons type in their loadouts.
-Adds an oversized frigate, destroyer and cruiser unique to the Luddic Church; these ships fulfil powerful niches, but tend to be expensive and too large for their weight class.
-Adds Luddic Path versions of the Hermes, Mule, Venture, Phaeton and Starliner. This was more myself considering that Pathers would convert imported civilian ships as weapons of war, and considering these hulls are relatively common in that regards, I could see them being modified for the Holy Crusade. The ships are different from your average skin job, and may make facing the Luddic Path a bit more interesting.
-Also adds a Prometheus Mk 4 which fires a dram bomb, and a Dram (LP IED).
-Adds a new system near Magec called 'Alexandretta'. This contains a size 3 Hegemony military base (Hera Station) and a size 5 Luddic Church planet (Cerberus). The Cerberus market has a lesser, Luddic-Church sanctioned ship building program, considering in 0.9.1a Asher became a heavy industry area. However, this does help boost the Luddic Church and help it last longer in mod games.

These changes make the Luddic Church a more unique faction, producing their own skinned ships which differentiate them from the other factions rather than the 'Pirate minus' they tend to be in my games. Further, this strengthens the Luddic Church a bit, so they don't immediately fall over in Nexerellin games. This also synergises very well with the Ship and Weapon pack.

Here can I download it?
Right Here, although please note - This will require a new game to use.

Please give me any feedback if something goes wrong.

4
Suggestions / Minor UI Tweaks for Pulsars and Market Shortages
« on: February 03, 2019, 04:05:14 AM »
Just two minor things:

For Pulsars, something to make it clear that star is a pulsar (as it looks very similar to a white dwarf star, maybe if it has a more pronounced puprle hue or give it the same 'pulse' effect as a warning beacon?), as well as a warning if jumping into the pulsar system will park you directly in the beam of the pulsar. It's frustrating when you enter a system expecting a white dwarf, only to be instantly blasted to the fringe because you jumped directly in on the beam.

For Market Shortages, could we have a colour outline for goods that are over stocked or under stocked? For instance, if you go into the market, and a commoditiy is in excess, a green border could be placed around the commodity box, while a red one could go around the commodity box of something in deficit. This way a player could, at a glance, determine if they could buy or sell at a profit without having to go in depth with the trading UI for each item, or going into intel / their own inventories to find out shortages etc.

5
Suggestions / Volatiles as a Waystation Commodity
« on: December 27, 2018, 08:04:38 PM »
As the topic title says. A small amount of volatiles available at Waystations, to compensate for Neutrino Detector use.

6
General Discussion / An Opinion about Carriers
« on: March 29, 2018, 10:11:32 PM »
Hey all. I've been watching the AI combat tournament, and I've noticed something that's bothered me a bit since 0.8 came out. Specifically, it had to do with carriers. Right now the Meta is skewing towards carriers being a bit too powerful for their class, and in my opinion I feel it has to do with several problems. Within the context of this discussion, fighters refers to specifically 'fighters', not the general ship class of 'fighters' (such as bombers, fighters and so on):

1) Small kinetic PD weapons find it difficult to kill nimble fighters. While vulcans and light machine guns can kill missiles and torpedoes relatively well, this is because they move in a straight line towards the ship. A fighter, however, does not move just towards the ship, but also over and around it. Due to the way the aiming works on ships, and the fact there is delay between the weapon firing and reaching the fighter, kinetic PD weapons just can't hit fighters. This is also problematic when flak cannons are attempting to fire on a nimble fighter at close range. This can be mitigated somewhat by skills from captains, but it's easy to get more carriers than captains. Larger weapons and burst PD can also be more effective at deleting fighters, but often this makes the ship less suited for ship-to-ship combat, and the ship is not able to adequately deal with fighters anyway.

2) Shielded fighters are difficult to kill. Traditional anti-fighter weapons like flak cannons and swarmers can't really hurt a shielded fighter. Sure, they can probably knock down a shield and then the craft given time, but during that time they aren't firing at anything else, like torpedoes or other fighters. When combined with a fighter deathball, this means that even properly PD dedicated ships are easily overwhelmed.

3) Fighters with projectile weapons are terrible at dogfighting, but way too good at ship suppression. These ships are supposed to be able to cut through enemy fighters, but due to point (1), they can't hit them unless they're in a mass. On the flip side, they are brilliant at fighting against larger ship classes, who find it difficult to fight back, again due to (1). This can often lead to destroyers and even light cruisers being mobbed by a deathball of fighters and becoming stun-locked and dying horribly, even with suitable PD options.

4) Ships end up 'target saturated' when being attackedby three or more wings. This can also happen with frigates, but I've noticed it a lot more with fighters. The current AI can't seem to prioritise which target to go after, as it seems to try and target one fighter wing, then another, then a ship, quite often as the fighters are strafing the ship. This can result in a rather frustrating situation where a ship under AI control is destroyed by a missile strike it should have been able to deal with because it moved to focus on a wing that was flanking it with heavy weapons.

5) There isn't a true hard counter to carriers in a big fleet situation except carriers. Right now it's difficult for an AI ship to flank and take out a carrier if escorted, as the fighter swarms are often able to catch and kill them, while heavier ship classes are often both mobbed by fighters and the escort ships. This means a carrier can fight with impunity from behind the line, reforming a fighter wave and sending it out at roughly the same time other carriers do, replenishing the deathball and giving only a small window of opportunity for ships to try and break through the escorts before another deathball appears.

Due to this combination of no really suitable hard counter for fighters at close range, difficulty in killing shielded fighters, the current difficulties in AI fighting fighters and difficulty in dealing with carriers in general, the general Meta has begun to lean towards carrier fleets feeling overpowered.

Now, in all honesty, these issues are not overly distracting, as Alex has done a wonderful job of balancing. However, during the early to mid game when it's difficult to get a dedicated PD boat, and the fighters available aren't up to scratch at killing other fighters, these problems become rather annoying. The AI problem also persists from the mid game to the late game. Some mods also compound the issue, as they bring in very flashy fighters and effective carrier options that can form deathballs way too easily. While I know that Alex has fixed / is fixing the AI issue with fighters, I still feel the other problems are worthy of discussion. I also have no real idea how these problems could be fixed, and whether they should be fixed at all - maybe this isn't an issue with you, and you've found fighters to beunder powered (I have seen this statement once or twice since 0.8 came out). So, have you found these things to be bothersome in your own gameplay? Or do I just need to git gud?

7
Suggestions / Transponder Check on System Entry/Exit
« on: February 09, 2018, 09:52:02 PM »
Pretty simple - when you get to a hyperspace gate, instead of just "Go through, will cost this fuel" and "leave" menu, you're given the option between:

1:Keep on/Turn on transponder and go through
2:Turn off/keep Transponder off and go through
3:Leave

While this won't apply for transverse jumping, it would be very useful for casual entry and exit of systems, so you can avoid a lot of the transponder issues people can have.

8
Suggestions / Show cargo space along with fuel in the UI
« on: February 03, 2018, 04:16:53 PM »
Just a minor one - with the new focus in 0.8.1a on salvage, and thus the amount of cargo space you have is paramount, could we have the cargo meter show up alongside the fuel meter in the UI while in the campaign layer? I think it'd be more useful to at a glance know how much cargo space you have while in the campaign layer, rather than bringing up the cargo screen to bring the meter up to see how much space you have.

9
Mods / [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: January 26, 2018, 07:41:25 PM »


"The Hazard Mining Company doesn't run on supplies - that'd be too expensive, too inconvienient. Instead, it's run on meat, on the poor unfortunates that get in it's way and the lost souls decieved by profits and advancement until it's too late." ~ Folly of Greed, Jebidiah Exalted

Many cycles ago, a daring space miner called Haseo 'Hazard' Fuyutsuki set out into the Outer Rim to make his fortune with nothing by a Shepherd, some loose change and a dream. Today, the Company he founded holds an iron grip beyond the Core Worlds, always seeking more profit. Made up of adventurers, freebooters and mercenaries, Hazard Mining Incorporated is well known as a company where anyone can make their fortune. It is also well known for being unethical in the acquisition of goods, luxuries and technology from the Outer Rim colonies. The Luddic Church often demands the destruction of this 'Soulless Machine', and other established factions are rendered nervous by the accusations of briganditry, banditry, protection racketeering, and possibly even genocide. But while the Company continues to churn out absurdedly high profits and an endless supply of raw goods, the major factions remain placated...for now...

Hazard Mining Incorporated holds tenuous dominion over four systems, and an iron grip on a fifth, beyond space claimed by Luddic Church. These systems are filled to the brim with pirates, luddites, and dangers unheard of in the Core Systems. It is heavily advised that anyone seeking high adventure or lucrative trading opportunities there be well-equipped and ready for anything - not even the expensive protections offered by the Company can guarantee your safety there. However, if one can survive the gauntlet of horrors, insane profits can be made trading with the more difficult to reach colonies of the HMI.

The Company is well reknowned for their Junker ships. These vessels are cheap, efficient but fair poorly in combat. Their key advantage is that they are nigh impossible to completely destroy, with lost hulls being put back together in more efficient ways. With increasing number of d-mods on these ships, there is an increase in the number of Ordinance Points up to 4 d-mods.
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Another known feature of Hazard Mining Incorporated is their library of unusual technologies acquired from the dark recesses of space. These designs are often incomplete; but Hazard Mining, not wanting to sell these on or spend the time to fix them, instead hack the LPC of the ship to produce something functional. These Techmined Hulls have unusual features and can be incredibly powerful, but suffer from key drawbacks in long engagements and can be problematic to handle logisitically. Techmined Hulls are powerful, however they lose Combat Readiness twice as fast after their Peak Time has expired, repair 50% slower out of combat, and take 50% more damage from storms and coronas.
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Further, several hulls have entered circulation in other factions as a result of HMI activity, including some rare ones not seen here:
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Possibly due to rampant Company harvesting of systems infested with [REDACTED] and [REDACTED], there appears to be new hulls observed in these [REDACTED] fleets:
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In addition to the seemingly endless supply of raw materials, unique and rare commodities from beyond the Core Worlds are also produced by the HMI. Many are considered illegal by the established factions, but they still remain in high demand:
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THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI HERE

---

Due to the original mod becoming too large, I split the mod up into three seperate mods. Below you can find the two 'sub' mods of HMI; these mods can be downlaoded and used independantly of HMI and each other.

The Brighton Federation

A collection of refugees from some terrible disaster, the Brighton Federation is a desperate polity. Given their location, and how they lie firmly beneath the attention of the other major powers as a weakling polity without access to great resources, the Brighton Federation relies heavily on hulls scavanged from Remnants and Derelicts, and converted into crewable vessels. These vessels are somewhat poorer in quality than expected, but mass well.

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In addition to these scavanged hulls, Brighton also uses the hulls to recreate base-blueprint hulls from the main core systems. These ships suffer terrible drawbacks to everything from armour to hull, but are much cheaper to run and pack a significantly greater missile complement than their well-constructed cousins.

Spoiler
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THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD BRIGHTON FEDERATION HERE


Hazard Mining Supervillians

The Draco Group and the Fang Society are two truly deranged factions that inhabit the south-western part of the sector. Both organisations suffer from an obsession with gene-modding to go above conventional humanity in strength, speed, intelligence - and cruelty.

The Draco Group, aristocratic and cold, harvest populations to imbibe their blood in their hedonistic rituals, reaving on high-speed high-tech ships from the system of Prester John. The Fang Society, animalistic and vicious, prey on defenseless peoples to consume, eat and torture, roaming the sector from heavily armoured but shieldless ships. Often destroying these ships leave behind grim cargoes that the enterprising and amoral captain can sell later on for profit.

While their hatred for the Sector is well known, their loathing for each other is even greater. It is for this reason that their impact on the Sector at large is relatively minor, as they are more content to butcher each other.

Spoiler
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THIS MOD REQUIRES LAZYLIB AND MAGIC LIB. THIS MOD REQUIRES A NEW GAME TO USE; DO NOT USE WITH PRE-EXISTING SAVE.

DOWNLOAD HMI SUPERVILLAINS HERE

---

This is my third 'faction' so to speak. It has since morphed from a small modification to an altogether hungrier beast. This beast became so bloated that I split it up into three more mods, which are independantly useable in their own right. All the secret, hidden content remains in the main HMI mod, and to find it you'll have to read the clues and figure things out rather than find a guy to give you the quest - largely because coding a quest is beyond my capabilities. This mod pack contains a now unique 'Junker' faction, five mini-boss factions, an optional Scavanged Derelict/Remnant faction, and four hidden systems for you to stumble upon in your adventures. This mod is inspired by ORA, Metellson and the idea of a player-created space empire based on conquered pirate markets. Hopefully this will be an interesting addition to any game, however be forewarned that some people take issue to some of the more...unusual content added by this mod. Please let me know if I've done anything hilariously wrong. I will also rename the Scarecrow if the Obscene Mod Nevermore is ever made into an IBB.

Credits:
Dark.Revenant, Histidine and Alex for coding help - this mod could not be done without these brilliant people
Mesotronik, AxleMC, Tartifletee, HELMUT, Azmond and the Discord Server for inspiration, spriting help and refinement (and in the case of Meso, Sounds).
Gen Waffle, Avanitia, Nia and HELMUT for doing an outrageous amount of playtesting - very much appreciated!

10
Modding / SUPPORT fighters don't use rockets
« on: October 29, 2017, 12:48:05 AM »
Currently trying to make a support fighter that sits next to your ship and shoots annhiliators. However, fighters with the SUPPORT taag do not fire the rockets.

Is there a way around this?

11
Are you a real modder? Have you ever caught a good bug, like a, like a real master coder? Well then, have you ever opened up someone else's source folder?



(Edited 14th April 2019 for 0.9a)

In order to understand what you need to do, I'll start with the outline of a basic mod. A really damn basic one is my 'Lion's Guard' mod. All it does is add Lion's Guard skins to Sindrain Diktat. Such a thing is actually pretty basic, and is the first one I ever attempted. I'll go through it with a hypothetical example, and it should be easy to figure out what you need to do working sideways or backwards what I've shown here.

SO, we begin in the mods folder. Note, in each picture, I have included at the top the address bar, so you can figure out where we are. For instance, my mods folder is in the Starsector folder, which is in the Fractal Softworks folder etc. etc:



And look - I have selected my mod folder. Let us enter into it's wicked demesne, and determine it's contents:



Here we have three things that are the absolute BASIC you need to mod:
1) A data folder. All the stuff that describes how things work goes here.
2) A graphics folder. This is where all your tasty bote images live.
3) A TERRIFYING and SPOOKY mod_info.json file. This file is how the game figures out that the mod exists, and what it needs to do to plug it into your game.

Let's have a gander at the mod_info.json. You can look at it with wordpad or notepad...but I very, very, very, VERY strongly suggest - nay DEMAND you use Notepad++. It's free, and it's just flat out better than wordpad and notepad. Let's look at my mod_info.json file in notepad++



The basis of this file is found in EVERY mod. Literally, every mod has this, otherwise the game won't plug it into the game. So you can essentially copy-paste this form another mod, and alter it for your own needs. It's somewhat self-explanatory:

"id" - What your mod uses to refer to itself code-wise. This can be anything, but often for simplicity sake you make it the same name as the folder your mod is in. Not really important for this level, but becomes important in more complicated projects.
"name" - The name that pops up in the mod directory when you start the game. Is pretty much the visible name of your mod to everyone else.
"author" - The Incredibly Handsome Individual who made the mod. Mesotronik is also an acceptable input here.
"version" - The version of your mod. When you update or improve the mod, you can increase the number here. Or write 'Dragons r kewl' for one version, and 'Alex is da bomb' in the next. Except don't actually do that - use numbers so players can easily determine if they are out of date or not.
"description" - The description that shows up in the mod directory when you start the game. Usually a bit of a blurb on what's in the mod, or what the faction is, or the password to Alex's twitter account.
"gameVersion" - The game version this mod has been made for. For the current build, it's "0.8.1a"

Simple as that. So copy-paste a mod_info.json from another mod into your mod folder (Blackrock is a good mod to do this from, because Blackrock has the Nevermore, instantly making it twenty times cooler than every mod out there), open it up with notepad++, change it, and save it.

Now let's go back to my trusty mod folder.



Now you know what that mod_info.json file does. Not very scary is it? Let's have a peek inside that graphics folder.



This is what it looks like. There's a hullmods folder, but that's not important here. What is important is the ships folder - this is where the image files for your ships are. If you're using a ship editor, this is where it or maybe you should save the image files. Within the context of this walkthrough, it's not vital, but it is good to know where it SHOULD be. Back to the mod folder:



And now, we plunge headfirst with reckless abandon into the briney waters of the data folder:



Again, ignore the hullmods folder. What is important is the 'campaign' folder, the 'hulls' folder, the 'variants' folder, and the 'world' folder. Let's start with the hulls folder.  The 'hulls' folder holds the information about your ship, containing .ship files and ship_data.csv. Let's have a gander inside:



Oh, what do you know! There's a ship there, called XIV_noscope_420 that has 20 TPC pulse lasers. This .shipfile was generated using a ship editor, and tells the game stuff about your ship, like it's shape, how big it is, how big it's shields are, how TPC pulse lasers it has, and so on. Also in this folder is the ship_data.csv file. This contains information about your ship that modders like to change a lot, like armour, hitpoints, ordinance points, fuel use, cargo - essentially everything that pops up in the 'stats' region when you look at the ship info. You can use either a ship editor, or Excel to look at this data.

Ammendum: There is a caveat to this file that doesn't immediately become obvious, which is the 'tags' column. This column essentially says what blueprint the hull belongs to. So, you can get a family of ships under, say, the 'noscope_bp' by adding noscope_bp to this column. Or, if you want it to be apart of the base tech, low tech, midline tech or high tech lines, then add 'base_tech', 'lowtech_bp', 'midline_bp' and 'hightech_bp'. Or, if you want this ship to show up individually as a rare drop, then make the tag rare_bp. Where this blueprint comes in will be discussed later; for now my Lion Guard .skins and .hulls all use the 'LG_package' tag.

Anyway, we now know that I have a (hypothetical) ship that I want in the game, called XIV_noscope_420. I have the ship image in my graphics/ships folder. I have the .ship file in data/hulls, and the appropriate row of data in the ships.csv file. But how do I get it into the game so I can shoot Luddites? Let's go back to the data folder:



We've looked at the hulls folder, but now we have to go to the next step: we need a variant of the ship. INTO THE VARIANT PORTAL:



Here is the inside of the variants folder. Each and every ship has a variant file (or ten), which determines what the ship should be armed with when it spawns in a fleet. These are generated using the 'variant' mode in the ship editor. They can also be edited using notepad++, but I suggest you edit, not create, using notepad++. SO, we can observe that XIV_noscope_420 has a variant. XIV_noscope_420_best is, obviously, the best variant of XIV_noscope_420.

Now we have all the basic data the game needs to spawn my ship for a faction. It has an image in graphics/ships, a .ship file and the appropriate data in ship_data.csv in data/hulls, and a variant file in data/variants. Now, we just need to tell the game to actually do it. Let's swing back into the data folder, an OH DEAR ITS DIO:



Quick! Dodge the timestop and get into za warduo the world folder...and then the 'factions folder:



Behold! A .faction file! Or rather, TWO .faction files! Fiendish! Fabulous! Fantastic! AND, with 0.9a, the introduction of the devious, devilish and damned, default_ship_roles.json file!

The .faction files dictate some basic information about factions, like their names, campaign colours, encounter music and what ships they can use. Note: What ships they can use. These files, however, can't make planets and stations appear and put your faction on it - they can only do basic stuff. You can easily find the original in a similar location in the starsectorcore folder in the original StarSector folder. Let's open up my sindrian_diktat.faction file.



Seems very small, doesn't it? That because for a pre-existing faction, you don't have to completely remake the .faction file. You just need to make up the file in such a way that it can insert what you want into the pre-existing .faction file. Luckily for you, if you want to stick a ship into a faction and nothing else, you won't have to do much more than what I've done above - add the hull to the knownHulls section. Also make sure to put quotation marks around your hull, and place a comma after it. This tells the faction (in this case the Sindrian Diktat) it knows how to make the ship. That's it - if you want your ship in a faction, slip it in here, and the faction will know the hull.

The same goes for fighters and weapons. hullFrequency let's you control how often the ship shows up in a fleet, with big numbers (about 10) saying it'll show up a lot, and small numbers (0.5) to keep it rarer than normal. Also, MARK THIS: the LG_package is in the 'tags' section, which tells the Sindrians that hey, you can use all the ships with the LG_package in your tags column. Which means hey, you can use Lion's Guard ships if you want. You can play around with 'priorityShips' and 'ImportedShips', which are somewhat self explanatory.

HOWEVER, if you're used to 0.8.1a, or you've only read up until now, you'll think that you'll only need the .faction file to get your ship in. THAT IS WHERE YOU ARE WRONG.

AND SO WAS I.


UNTIL I LEARNED OTHERWISE.


If we can return to the factions file, we can see this weird, wild and wacky default_ship_roles. Let's slip and slide into it...



And this is what we have:



This is where all the variants live! Essentially, the faction file looks for a hull, which then goes to this file to find the variants. The numbers after each variant is how often that variant will be chosen. Further, (and don't quote me on this) when all the numbers for a hull are added up, the larger this combined number is, the more often this hull will show up in the faction fleets. The 'combatsmall' and 'combatmedium' etc. are 'classes' which the game uses to figure out how 'heavy' your ship is. For instance, if XIV_noscope_420 was a giant capital ship, then I'd stick it beneath "combatCapital". If it were a small combat ship, then I'd stick it under "combatSmall". There are far more classes which you can observe in the original, however for this example I'll just casually place the name of the variant of XIV_noscope_420 under combatSmall. I make sure my name is surrounded by quotation marks, then a colon, then a number, which ends with a comma. I make sure all the { and } are closed and not putting red lines everywhere, save, then back out. Note: if you're copying from me, you don't need any of the other variants or shiprole classes in there, just your own. Just make sure that the { and }'s are all closed.

Now the game will spawn XIV_noscope_420 in the Sindrian Diktat's fleets, and with the hull system set to blare Snoop Dogg's 'Gin and Juice' everytime it's activated, I'm sure this is going to be an MLG sort of playthrough. What's more, it will now also spawn more regularly in their markets, as it also shows up in their fleets, truly dankifying the Starsector experience.

I hope this has been useful and not too complicated - it's not hard to now go back and change / tweak / alter / make your own things to your heart's content, and unsurreptitiously insert your ship into your Starsector game. I'm almost certain more experienced and eagle-eyed modders will give better and more in-depth advice, but hopefully this helps you out.

12
Bug Reports & Support / Infinite Gamma Core Bug
« on: July 24, 2017, 01:36:59 AM »
Weird little one I discovered.

I was in a two warning beacon ping system, which weirdly did not have a space station in it. Came across a small, dormant AI remnant, and clicked on it on the campaign layer. My fleet went up, and the pre-battle thing popped up. I figured that I didn't really want to attack it, as it wasn't dragging in the five other tiny AI-remnant fleets hovering around me. So I went to 'let them go' option. Which then popped up with the 'Salvage' option. Surprised, I clicked on it, and I got a single free gamma core. Bemused, I repeated the process four times to see if it stopped, or was just a small glitch and would fix itself - nope, each time, one gamma core.

I checked the other dormant remnants in the system, and none of them had this behaviour - letting them go does nothing, they remain dormant and you can fly away.

13
Exactly what it says on the tin: clicking the buttons at the bottom of the screen in-game (cargo and refit are the main offenders) causes the cursor to instead click the taskbar behind it, swapping from the game to the desktop. Even when the taskbar is hidden, this error continues. Only occurred once windows 10 updated to Creators Update. This does not crash the game, and the game is easily re-enterable, it's just incredibly annoying.

14
Suggestions / Surveying Skill Enhancement
« on: July 08, 2017, 01:06:35 AM »
Right now, Surveying skills only really add enhancements to surveying and nothing else. And while this is an important part of the game, I'm seeing that not a lot of people even bother with the surveying skill, largely due to the fact that it only pertain to surveying. What I wouldn't mind seeing is a slight enhancement to the skill, so they're useful for things outside of surveying. The idea I ad was the surveying skill can be interpreted as not only sensor scanning and equipment etc., but the equipment can also be used to detect finer details of sensor data.

For instance;

Level 1:
Surveying up to 50% hazard rating
The contents adn faction alignments of fleets are detected further away (specifically, when a fleet is detected, it spends less time as 'Unknown contact'. Does not extend sensor range or power.)

Level 2:
Surveying up to 100% hazard rating
Remote Survey skill
Detection range of derelicts, debris fields, stations, salvageable stuff etc. improved by 25%

Level 3:
Surveying up to any hazard rating
Surveying Equipment
Derelicts, stations etc. gain a colour to their outline depending on salvage rating once detected.
Debris fields gain a colour depending on possible salvage yield once detected.

15
Bug Reports & Support / Retreat flaw
« on: January 10, 2017, 07:05:14 PM »
Hey All

Having a problem that pops up occassionally, but it only happens in rather specific circumstances:

-You call a 'Full Retreat' (usually after getting your rear handed to you).
-Your ship (speicifically your ship) is within the retreat edge of the map.

What happens when I do this is I immediately lose control of the ship (it goes to autopilot), and my ship retreats. Very briefly the prompt to retreat by pressing enter pops up, until my ship auto-retreats. My other ships in my fleet then also retreat. And then I'm stuck staring at the battle map. There's no freeze; the battle environment remains active (asteroids, wrecks and enemy ships still move around). Calling up tab shows you can't call in reinforcements, and you can't select anything. It's like something in the code fails to see that you've escaped and the combat is ended, and you can't move on to the post-battle prompt. The thing to stress here is there is no crash - you just remain stuck on the battle map unable to do anything until you call up the menu and exit the game, which puts you back at the main menu. Consequently nothing interesting shows up in the log:

Code
7020574 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [faction_tritach_encounter_02_hostile.ogg]
7020575 [Thread-10] INFO  sound.H  - Playing music with id [faction_tritach_encounter_02_hostile.ogg]
7021594 [Thread-4] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 51, FP2: 41, maxFP1: 165, maxFP2: 135
7021850 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
7022852 [Thread-8] INFO  sound.O  - Cleaning up music with id [faction_tritach_encounter_02_hostile.ogg]
7023077 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [steel_rain.ogg]
7023113 [Thread-10] INFO  sound.H  - Playing music with id [steel_rain.ogg]
7186160 [Thread-8] INFO  sound.O  - Cleaning up music with id [steel_rain.ogg]
7186356 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [CloakandDagger.ogg]
7186358 [Thread-10] INFO  sound.H  - Playing music with id [CloakandDagger.ogg]
7341108 [Thread-4] INFO  org.histidine.chatter.combat.ChatterCombatPlugin  - Chatter plugin initialized
7341160 [Thread-4] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
7341162 [Thread-8] INFO  sound.O  - Cleaning up music with id [CloakandDagger.ogg]
7348263 [Thread-4] INFO  sound.O  - Cleaning up music with id [FearMachine.ogg]
7348264 [Thread-4] INFO  sound.O  - Cleaning up music with id [expanse.ogg]
7348269 [Thread-8] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
7348442 [Thread-10] INFO  sound.O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
7348442 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_main_menu.ogg]

Not sure what the issue is, but thought you might like to know.

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