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Messages - DarkerThanBlack

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1
Blog Posts / Re: Skills and Story Points
« on: November 06, 2019, 08:23:53 AM »
Wow, thank you for the quick response. The scrolling aptitude UI is more than I'd hope for :)
Thank you! Every answer you've provided is basically the most ideal response :O, amazing. Looking forward to the update.

2
Blog Posts / Re: Skills and Story Points
« on: November 05, 2019, 02:51:28 PM »

(It's also moddable, yes, but the skills aren't suitable to "you can pick any one you want", so a "proper" change to them would also rebalance them entirely, which is of course much more involved.)


I do have to say, there's evident polish in the update however I'm a bit more concern with the narrowing down of the UI flexibility.
I've not read the entire thread, and I fully expect the first question to already be answered so sorry in advance, but I'm going to ask some specifics regarding mod-ability:

1) Can we increase the 15 level cap as to pick more skills?
2) Can we add new skills in addition to the existing ones? The new UI seems to be a little less flexible than the old one.
3) Can/will we need to replace an existing skill from the list?
4) Can the permanent hullmod limit (of 2 right now) be increased using a skill?
5) How does the permanent hullmod play with the dock exclusive hullmod? Will assigning "Expanded Cargo Holds" to a permanent slot remove it from the dock exclusive count (coincidentally dock mods also have a limit of 2)?

3
Question regarding the max burn level.
Is there a way to increase the max burn rate so I can have lighter ship fleets go faster then 20? I haven't found any setting to do that.

I know the UI has only 20 pips but I can distinctly remember being able to go past 20 in 0.7.2 that has seem to be changed in 0.8 and is now capped to 20.
The upgraded sustained burn (+5 burn) skill is kind of overpowered (this might have be indented) since I don't know of any capital ship that has a burn level of 5 or less (without D mods, in the vanilla game).
Anyways point being a light fleet will have the same speed as a capital ship fleet using sustained burn (and frankly I use S Burn all the time). The loss of agility is at best a slight inconvenience factor since chased AI fleets seem to not make any sharp turns. Or they do E Burns in the opposite direction, however that ends up not working out for them since I come in with 20 burn speed and catch them from behind before they can dodge or catch relevant speed.


4
Blog Posts / Re: Skill Overhaul
« on: December 20, 2016, 03:03:57 PM »
Boy it's been a while since I've posted, but with the upcoming updates regarding Cartography and Skill Overhaul I'd thought I would contribute with a questions and a feedback note.

1) Regarding the skill ui, from the blog image I see that the Combat tree is fully decked out, can we add another skill via mods? Will there be a arrows to navigate right and left? Or will we need to change an existing skill in that tree? I know character points are limited and the options are more then overwhelming but considering that the cap be increased via mods will we be able to add new skills to a tree without removing exiting ones?

2) Weapon groups, can we get more of them :)? Some capital ships have a wide selection of weapons and for me at least 5 slots its usually not enough. What I like to do is keep slot 5 empty so I can switch to it from an auto firing slot and keep the slots weapon range overlay.
That way I can focus on maneuvers with the weapon ranges displayed and let the ai handle the firing, however this brings me down to 4 weapon slots and as on most ships 1 is always reserved for manual fire missiles and 1 for hardpoint weapons. The remaining 2 slots are not always enough to separate point defenses and other main weapons. Tho its probably not the best solution its the only workaround I know for having the weapon range displayed of a specific auto fire slot.

PS: Love the game, its been on a steady but worthwhile update track, thank you and good job :)

5
Modding / Re: Log Error Assistance (Code included)
« on: July 22, 2012, 03:01:23 AM »
if that's the entire class file then add this as the first line

package data.scripts.world;

6
The general thought is that an economic/trading system would support such scenarios.

I have not started work on anything like this because I would like to first finish a basic diplomacy/reward system that's almost finished ( if I could find some free time ) and after that work on the infrastructure for the economy.

7
... Subversion is looking better and better...

GITHub for the win!  :D

8
603 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error loading [graphics/planets/terranan.jpg] resource, not found in [E:\Games\Starfarer\starfarer-core\..\mods\CAELUS,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/terranan.jpg] resource, not found in [E:\Games\Starfarer\starfarer-core\..\mods\CAELUS,../starfarer.res/res,CLASSPATH]

could you fix the name on the jpg  ;)

9
apparently the mod is broken, or at least for me

11453 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [metallic] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [metallic] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)


I've just dl it from the first page link ... did a new game install too cuz I thought I've messed with my game to much.

10
Great! It seems DEV 4 is fixed! Only thing left to do is make the faction relations work (which they don't, currently.)

DarketThanBlack, do you have our dropbox?

No, but I got it from the first page.

11
How do you clear all the items (weapons, crew, ships, everything) in a station with-ought knowing the nr of items, so you don't have to remove them manually?
there is no way to change the mothballed ships once set to a station.

Actually, you can clear a station. Just make sure you have the following imports:
Code
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.campaign.fleet.CargoData;

And this method should let you clear the cargo:
Code
    public static void deleteStationCargo(SectorEntityToken station, String factionID)
    {
        CargoData cargo;
        cargo = (CargoData) station.getCargo();

        cargo.clear();
        cargo.setMothballedShips(null);
        cargo.initMothballedShips(factionID);
    }

I haven't played around with it much, but it seems to work just fine.

Edit: You don't need StarSystemAPI. No idea why I included it. Fixed.

How the hell have I've missed that :o
If there was a way to +rep you I'd have done that now :)

Thank you.


12
I'm not sure, but you could try looking in the gun runners mod / trade scavenger mods they have a way of adding every weapon in the game into their station so you can probably reverse that and remove everything in your station this only provides a way to remove weapons though iirc, but it's a start. :P

there is no way to change the mothballed ships once set to a station.
a workaround would be to remove the station ... and recreate it ... maybe.
I've sent Alex a message if he could expose more features in the CargoApi's interface to allow us to manipulate the ship stock of a station.

13
because the code is obfuscated, still its something ...

speaking of obfuscated code ... dose anyone know what the clear() function on the CargoAPI do?
It seems to clear the stacks ... and that looks like just the items but not the ships in a space station ... ya nvm

How do you clear all the items (weapons, crew, ships, everything) in a station with-ought knowing the nr of items, so you don't have to remove them manually?

14
I don't know how a IDE will help you solve bugs  :P
We need a logging feature ...  :-[
http://fractalsoftworks.com/forum/index.php?topic=3173.0
I think that solves it. ;D

That's not gona help you if your code behaves unexpectedly, the only thing you can rely on is starfarer.log and ingame messages.

15
I don't know how a IDE will help you solve bugs  :P
We need a logging feature ...  :-[

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