Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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.

Messages - Algester

Pages: [1] 2 3
1
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: April 28, 2021, 10:54:38 PM »
I see while the "saves" breaking could be remedied by pointing the generated portrait to the correct destination in the .xml file.... mmmmMMmmm
I'll see what I can do to "universalize" the portrait packs into 1 pack I mean the .95a updates brought some big changes so everyone else would more or less be starting at the beginning of the game would'nt that make some sense?

but I would like to ask do you have some sort of photo organizing software that can relabel pictures in ascending numbers? thats what I used Adobe Bridge for as silly as it might be

2
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: April 28, 2021, 01:26:51 AM »
I have to ask though? should there need to be consistent or just go ham?

right now everything in pack 1 still has some "remnants" of easy renaming convention of using gfl_tXXX while pack 2 each portrait is clearly labeled case in point sat 8 in GFL pack 1 is labeled as gfl_t77 when there is Type 77 in pack 2 labeled as gfl_t77

4
> Being hostile with Hegemony
> Order an invasion to take control one of their planets
> When waiting for preparation, adventuring around
> [REDACTED]
> Ended with impressive victory
> Hegemony relationship +5 become not hostile anymore
> Invasion canceled, because they are not hostile anymore
> No War refund

I wasted millions for war, just to gain 5 point of relationship LOL

The relationship change sometimes create weird events
> Hegemony send AI inspection fleet.
> They are already hostile, so the colony order itself to resist.
> Adventuring around because i bet they wont even chip colony defense.
> [REDACTED] happen when they are close to my system
> impressive victory, relationship +5, Hegemony not hostile anymore
> the resist order auto canceled itself and change to comply.
> space police steal 5 Alpha cores and go
> i rush back to my colony, try to track them down, but they are already gone
MAXIMUM RAGE

Seriously, can we exclude relationship change when:
- There is an invasion from us to them and from them to us going on
- AI inspection
- Expedition

That will be nice
this seems to be a nexerelin thing rather than starship legends...

5
and nope even if you abandon a market disruption is tied to the market's data itself there is probably a way to lessen the cooldown without digging through the save BUTT EHHH

but allow me to enlighten people on xml data digging

the important information you want are
disrupted_industryname (Spaceport, FuelProducion, Orbital Station so and so forth)
if its a core world it will contain
$core_disrupted_industryname

the game also checks "does this market have a disrupted industry lately" logic

Code
<e z="56415">
<MExp z="56416" k="$core_disrupted_Spaceport" t="26.501207"></MExp>
<MExp z="56417" k="$core_disrupted_FuelProduction" t="64.861046"></MExp>
<MExp z="56418" k="$core_disrupted_OrbitalStationGD" t="11.502057"></MExp>
<MExp z="56419" k="$nex_stabilizePackage_cooldown" t="55.34116"></MExp>
<MExp z="56420" k="$nex_decivEvent_hasEvent" t="57.01873"></MExp>
</e>
I shall example that you can see there is disrupted industry in this area the t="float value" is the disrupted time amount so just turn them all to 1 and let the game handle the rest

6
Mods / Re: [0.9.1a] Scy V1.60RC1 (2020/04/19)
« on: July 02, 2020, 11:46:28 PM »
question on the Intelligence Command Center reports



is there supposed to be a space between in and Systemname?

7
Modding / Re: [0.9.1] Azur Lane Portrait Packs
« on: July 02, 2020, 09:02:33 PM »
I will not be bothered in updating the Hot Maid Ship and USS botes until further noticed they are as expansive as the IJN and the IJN alone is plenty enough for me but as it stands all AL factions are done until crap anniversary happens again and tralalalala

8
because disrupted markets are tied to the market itself but then again I mainly use the gimmick on spaceports and orbital stations

9
in the save its possible to "remove" the disruption

by making the disruption shorter to say like 1 day but that requires a bit of fudging with the
<disrupted> values per industry

10
Modding / Re: [0.9.1] Azur Lane Portrait Packs
« on: July 01, 2020, 10:03:35 AM »
https://github.com/Algester/azurlanesakuraempireportraitpack/releases/


AHHHHH!!!!! IJN HAS LIKE 300 IMAGES!!!!

I'll maintain the IJN, IB and French botes for the mean time but I'll try to get through the Russkie botes but someone has to maintain them

also the portrait packs are only for independent and player factions

https://github.com/Algester/azurlaneironbloodportraitpack/releases/tag/1.0.0

KMS botes

https://github.com/Algester/azurlaneirisvichyaportraitpack/releases/tag/1.0.0

FFNF and MNF botes

https://github.com/Algester/azurlanesardegnaempireportraitpack/releases/tag/1.0.0

Regia Marina botes

https://github.com/Algester/azurlanenorthunionportraitpack/releases/tag/1.0.0

Soviet Navy botes

https://github.com/Algester/azurlaneeasternradianceportraitpack/releases/tag/1.0.0

China/Taiwan Navy botes

if you need help in how to further maintain the Chinese, Soviet and Italian navy portraits drop me a line you can also fork the github .version files to your own account as well

11
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: July 01, 2020, 12:33:04 AM »
question are gifted astral gates supposed to have no generated admins or does the logic of first building them and then subsequently give them to factions be the better alternative

I know the gifted stations have no admin when first created, but does an admin get assigned by the receiving faction automatically sometime later? If not, I will have to correct this.

I considered allowing the player to gift already-constructed gates to other factions, but the problem was that there's quite a few conditions that have to be met in order for the player to gift a gate, and I didn't want to have a situation where the player built a gate only to find that they're not able to gift it.
sorry for replying now as far as I have observed no the gates dont get admins after months

12
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: June 30, 2020, 11:24:46 PM »




sadly she will experience the Anmi sameface syndrome on all other skins
if you liek it
http://www.mediafire.com/file/0ifxdefwqdmcomd/Suomi_portraits.7z/file

I just realized all the photos are on medium resolution...




http://www.mediafire.com/file/n4870c2gnk6tg9l/suomi_med.7z/file

if you guys dont know how to add more portraits go into data\world\factions of the GFL mod folder and add
Code
			"graphics/portraits/gfl_Suomi.png",
"graphics/portraits/gfl_Suomi_wedding.png",
"graphics/portraits/gfl_Suomi_swimsuit.png",
"graphics/portraits/gfl_Suomi_xmas.png",
near the end of each faction file

13
Looking for some help with the console commands.

Is there a way to spawn an active Remnant Nexus (at the play location, sorta like the stable location spawning)?

Also the planet spawning command, how exactly is it done? Could someone show the code for what will spawn some random planet at the player location (or just any planet really that I can copy paste and use in game).

Help appreciated.

you could use the same code for the stable location to spawn a remnant nexus since its nearly the same thing used to make pirate stations but exactly what is the custom entity called I do not know

as for your question on planets thing is I'm still working out the kinks in the code where planet generation is technically randomized

https://pastebin.com/iYxVK2Bq

right now the code looks like that I just used the code posted by rrz85012 and added a random number generator for the planet radius between 100-300

The planet spawning is so easy now you have pointed the way. Cheers!

The Remnant Nexus one is more difficult. Still cannot figure it out, I have tried changing the stable_location  to remnant_station2_Standard and remnant_station2, but they don't work. I think it is because they are considered ships (maybe if they were added to the spawnfleet command? but then they wouldn't be static and have other ships there in the same "fleet"? meh).
I have used (when trying to get the Remant Nexus to show) the stable locations code to spawn derelicts and stations (all things from the custom_entities.json). The stations though (even when spanwed as remnant) don't do anything.
I think to get to work what I want I would need to spawn a planet with headquarters etc, and put it under remnant control (maybe tinker with their faction file).

Now I make another request for help. How do I hand a new planet over to a faction? I have made a planet, occupied it, set up its industry now I want to hand it over to another faction. I tried: SetMaketOwner Remnant
I get Error: could not find entity with name "remnant"
Nevermind you can do this in game without console commands. Mind you, there is no Remnant option, must be in the faction file somewhere.
Unless there is a console command to bypass this?

How do you use the Random Planet spawn code? Inputing the code while adjusting planet name and type ends up giving a Java null pointer error. Also does this code that spawns the planet at the player fleet location or random? would the Orbits and such be stable and it would remain fixed or would the planet drift off to nowhere?

I've noticed using the earlier planet spawn code that the spawned planet won't have any conditions or have stock commodities that existing planets have listed
what did you not understand... did you look at the comments made in the pastebin

I listed every possible combination possible and you should disregard the = sign in those lines I just wrote down what they summon and do

and then before survaying a planet go to that planet and use the AddCondition console command easier this way rather than having to chuck in all details line by line

14
Sorry for the slow reply! Just started playing Nobunaga's Ambition and it's way too fun so I'm hopelessly hooked! :P Unfortunately that means updates and fixes will probably be delayed for while...

personally I kind of think the PD missile systems (Cherry Pod APS, Rosethorn SAM, Steel Grape SAM) should at least get their re-loadable ammo back
You think so too? I was rolling that around my head for a bit, but I kind of balanced them against Diable's Magic Box pd missile, at 5 OP and limited ammo as well... But peronally I lean more to them having unlimited ammo too. We'll see.

Hello, just a suggestion but perhaps it might be better to consolidate the tech/manufacturer tags into one eg. Yuri Expedition/Caparice Trade Co.?
Hmm, yeah, I can see what you mean. It felt like a fun idea when I was just doing YRXP, but now that I have 3 mods going, I suppose it's a whole lot of clutter. I'll write this down for the next update!

Ran into a bug with the ship mall, if you go to a system that doesn't have any colonies in it the game will crash as soon as you try to move your fleet and spit out this error:
Thanks for the bug report! I'll take note of this for a future patch. For now, I'm pretty sure you can freely remove the Ship Mall mod, so as a temporary workaround, consider removing it before going out on exploration and bounty missions and just slap it back on when you're reentering civilization. Sorry for the inconvenience!

DA's magicbox PD missile stats

15
Is there a way to spawn the hyperspace jump point to the player's location?

Code
runcode Global.getSector().getStarSystem("System Name").autogenerateHyperspaceJumpPoints(true,true)
// the first true statement is for Gas Giants
// the second true statement is for generating Fringe Jump Points
runcode Random rndm = new Random;
                StarSystemAPI starSystem = Global.getSector().getPlayerFleet().getStarSystem();
                JumpPointAPI newJumpPoint = Global.getFactory().createJumpPoint("console_added_jumppoint" + rndm.nextInt(), "Hyperspace Jump Point " + starSystem.getJumpPoints().size());
                float distance = MathUtils.getDistance(Global.getSector().getPlayerFleet().getLocation(), starSystem.getStar().getLocation());
                OrbitAPI newJumpPointOrbitAroundStar = Global.getFactory().createCircularOrbit(starSystem.getStar(), 0, distance, distance / 10);
                newJumpPoint.setOrbit(newJumpPointOrbitAroundStar);
                newJumpPoint.setStandardWormholeToHyperspaceVisual();

Pages: [1] 2 3