Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Paul_Kauphart

Pages: [1]
1
Bug Reports & Support (modded) / Game crashed during save.
« on: July 10, 2017, 10:50:11 AM »
The game stop responding during a save and I had to kill it in task manager.

An extract from the starsector.log file just before the save is attached.

Enabled mods are :
AI Battles
Audio Plus
Autosave
Better Beginning (V0.2)
Combat Alarm Sounds
Combat Chatter
Common Radar
Console Commands (with the jar patch)
Graphics LibL
Hegemony Expeditionary Auxiliary
Lazy Lib
Target Leading Pip
Lightshow (with SWP)
Omnifactory reloaded
Portrait pack
Rebalanced Pilums
Save Transfer
Ship and Weapon Pack
Steiner Foundation
Target Practice
Unknown Skies
Upgraded Rotary Weapons
Version Checker



[attachment deleted by admin]

2
Modding / [0.7.2a] Sustained Burn in Starsector 0.7.2
« on: February 18, 2017, 12:10:53 PM »
You like a heavily modded starsector+ game, but you never went to Canis, Baka or Outer Terminus because they are so far away. Are you tired of ignoring half of the delivery missions because going from Aztlan to Askonia in 3 days is impossible ? Too impatient to wait until 0.8 to travel at burnspeed 20 ? This mod is the solution to your problems !



I made it initially for myself and my first heavily modded game, using Torchship mod by Tartiflette as a starting point. I then figured I could share with the rest of the community.


Unfortunately it is not save compatible, so you'll have to start a new game or use save transfer.

Download links :
Stand alone version
Torchship version (Thanks to Tartiflette for letting me use it). You have to delete the existing Torchship mod as it's already included in this version.



Ability description :
The sustained burn will add 10 to your burn speed and reduce your acceleration by 80%. Sensor strengh is reduced by 25% and sensor profile is increased by 75%.

The ability takes a day to activate, and your burnspeed will be reduced to 0 for the first half of that time.


Torchship specific version :
-Emergency acceleration duration increased from 0.2 to 0.3 days
-Emergency burn duration increased from 1 to 2 days
-Sustained burn acceleration penalty increased from 80% to 90%

Changelog :

V0.90 : Initial Release.

ToDo list :
-Add a proper ability icon
-Add a proper ability sound
-Compile the mod and replace the .java files by a .jar.


Please give me your feedback, it's my first mod here, and as simple as it is, I'd like to know where I can improve.



Have fun !

3
Modding / Help with BaseToggleAbility class
« on: February 16, 2017, 01:31:58 AM »
Hello everyone,

I'm trying to create a new campaign ability by creating a new subclass of BaseToggleAbility. However I can't figure out the timing and use of some of the methods in BaseToggleAbility :

activateImpl, deactivateImpl, cleanupImpl -> When are these called ? How are they related to activate, deactivate and cleanup ?

applyEffect -> what value will level take ? when is the the method called with level = 0 and with level > 0 ?

getActivateCooldownDays, getDeactivateCooldownDays -> I kind of assume the cooldown here gives you the cooldown time after pressing the button to activate or deactivate the ability.

 getActivationDays, getDeactivationDays -> Time it takes for the ability to activate and deactivate ? How does that relate to applyEffect and *Impl methods ?

I have kind of hit a wall here, the starsector API doesn't give much details on these questions and I couldn't find any other documentation.

Thanks in advance for the help.

Pages: [1]