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Messages - AxleMC131

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1
Mods / Re: [0.8a] Better Beginning v0.3 - Create the Story!
« on: January 04, 2021, 01:13:26 AM »
I wonder if this works on 9.1 if I choose to ban Nexerelin.

I highly doubt this mod will work with 0.9, though you are welcome to try. As this mod was discontinued in 2017 however I can’t say how it might screw things up if it even starts enabled.

With all that aside, there is really no reason to use Better Beginning over Nexerelin. The latter does much the same job far better and more smoothly, and has a much more established history. If you want to just avoid certain features Nex comes with, I’m sure you can toggle those things in the mod’s settings file.

(In aside, it is technically against the forum rules to necro old threads like this, though the context is relevant. In future, feel free to PM such questions.)

2
Hey folks, still alive, just forgetting that I need to actively check the forums every now and then for updates and comments. Haven’t forgotten my modding, just life has been taking me in other directions this year. While I don’t know when I’ll be “back”, rest assured I will be eventually.

That aside, I see questions.


I really love the fighter wings in this mod (firebird is the best wing 8) , not just from this mod but out of all wings ever created), but i see a problem with the enigma. Enigma is way too weak for a wing that costs 20 OP...

The Enigma really is, well, an enigma. To me as much as anyone else. The concept for a “beam bomber” is something I really quite enjoy, but I agree I haven’t nailed it just yet. The Enigma is one of the more frequently changed vehicles in DaRa. It’s almost certain to get rebalanced and toyed around with more in future updates.

About vendetta, in the codex it says something like being sibling with onslaught and being a missile focused warship. How about some  built-in missile weapons for vendetta? That would be cool just like how onslaught have a pair of built-in TPC.

It’s a cool idea, for sure! However I haven’t ever felt the need for a custom built-in on the Vendetta, I think it’s special enough as a ship even without that. Further, a couple of DaRa weapons (the Anaximander specifically, and the upcoming Dynamo torpedo launcher) were designed with the Vendetta in mind as a launch platform. Maybe the XIV variant could accept a built-in, but I’m really not sure what. (A built-in for the sake of looking more like the Onslaught would be kinda boring in my opinion, and make the Vendetta seem rather a cheap concept next to the Onslaught. Also the Legion has no built-in weapons or fighters, yet is also an Onslaught companion.)

... The Vendetta is already in my game (even managed to get its blueprint the campaign before this one), is it because there are other mods introducing it?

Is it the vanilla Vendetta or a variant of it?  Some mods add skins and variants of other ships from other mods.  The Mayasuran faction mod, for example, has a Manta(M), but it doesn't require DaRa to show up.

I think Vendetta XIV included in XIV blueprint.

There is a “Great Houses” Vendetta, as provided by Nia in Tahlan Shipworks (I think, might be another of their mods), which will appear without DaRa being present. I don’t know of any other forms of the vessel in other mods.

The Vendetta (XIV) is part of DaRa though.

(An aside question for Axle, is it possible to add additional starts to Nexerelin from your end?  If so, can we see a Nex start option with a Starlifter?)

It’s not only possible: there already are Nex custom starts added by DaRa! Specifically custom faction starts, you can check the Nexerelin config in DaRa’s files to see the full list of additions. However, I have no intentions of a Starlifter custom start, so you probably won’t see such a thing anytime soon.

3
Suggestions / Re: API request thread (please read OP before posting!)
« on: September 02, 2020, 01:45:07 AM »
... currently it also requires setting up a fake combat entity because emp arc can't just be cast at point...

(Assuming you are spawning an arc with one end at an existing entity, and not from a random point to a random point)

Have you tried swapping the target and origin points for the arc? Because the TARGET needs to be a CombatEntityAPI and the ORIGIN is a Vector2f coordinate location... If you aren't dealing damage and just want a visual arc, you just flip them, so the origin is your "random point in space" and the target is the thing that's actually generating the arc.

4
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: August 29, 2020, 02:27:41 PM »
This may have been mentioned before, but is there a way/process for just adding the new ship hulls with this mod?  Specifically minus the weapons.

Making a personal mod-pack that has vanilla combat/weapons with some tweaks, but as many new ship hulls as I can cram in.

Tried simply removing the folders relating to weapons in the data master folder, and the one in the scripts folder but encountered an error, probably unsurprisingly.

You'd have to go through and clean up any references that are shared between ships and weapons. This will be the case for any ships that have built-in unique weapons, such as the Excelsior's cannons, the Cathedral's missile, the Vindicator's Gungnir cannon, etc. You'd also have to change every single ship variant file that uses a weapon from the mod to use a vanilla equivalent.

Your checklist of things to do is basically:
- Pick out all MODULAR ONLY weapons added by the mod
- Remove their blueprint tags in weapon_data.csv (this should prevent them from being used by any factions who have weapons allocated by tag)
- For those weapons that are picked on a singular basis, you'll also have to check each and every faction file for references to that weapon, and remove (comment out) that reference
- Go through each and every variant file in SWP and replace all references to mod weapons with an equivalent vanilla weapon

And that's just what I can think of off the top of my head, I'm real out of practise at the moment and I'm likely to be missing something important. AND I know SWP has a lot of cool integrated functions which means a lot of mechanics you can't simply remove by "deleting them", they will have functions referenced in scripts elsewhere that will likely be a pain to trawl through and clean up for every weapon. This is something you'd want to do one weapon at a time.

Put simply, this is a LOT of work, and I don't know why you'd bother just to play with vanilla-only weapons, especially for something like SWP who's weapons are pretty vanilla-alike already. ??? But hey, to each their own.

I wish you luck. You'll need it.

5
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 23, 2020, 11:39:53 PM »
Do people just never read the thread?

A Commissioned Crew hullmod is in for the next update, already did it and have it working.

Good self-catch Nokhal. ;)

6
Mods / Re: [0.9.1a] Mayasuran Navy 8.3.0 RC2
« on: August 15, 2020, 03:57:57 PM »
Check that both Mayasuran Navy and Nexerelin are up to date.

7
Modding / Re: How can i change music files?
« on: August 08, 2020, 06:57:30 PM »
How exactly did you "replace" the theme? Did you replace the entire sound file with another one? Did you change the file name? Did you change the reference in sounds.json?

And (for sanity's sake) do please post the error log.

8
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 20, 2020, 01:25:08 AM »

are you checking independent markets? i think they only show up there.

I'm quite sure the relevant questgivers can be found at any market owned by a faction that is part of the bounty board, not just Independents.

9
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 19, 2020, 11:07:45 PM »
Might want to post your full modlist all the same, just in case. The IBB questgivers only spawn at the markets of certain factions don't forget - I can't remember the whole list, but I'm pretty sure the Hegemony, Persean League and Independents are all included.

(All the same, also make sure to check you actually have SWP enabled in your launcher along with your other mods. ;) You'd be surprised how often that comes up.)

10
Suggestions / Re: Subcaliber covers.
« on: July 19, 2020, 02:19:23 AM »
Hmm. Might work for the turrets, but I don't like it for the hardpoints - not for that example at least. I feel if you're going to the effort of inserting this QoL feature, you'd do it properly with a unique sprite.

11
Suggestions / Re: Subcaliber covers.
« on: July 19, 2020, 12:45:30 AM »
That's a pretty slick concept. I would not be against seeing something like this in-game.

12
Isn't the weaver just a reskinned blackrock ship? Another one of the ships look suspiciously like a tiandong ship too.

They're not reskins so much as hat-tips to those ships from other mods. I actually mentioned this to Alfonzo, how cool the comparison was for one or two that I recognized, but apparently quite a lot of them are referenced from notable ships in other mods.

13
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.11.0
« on: July 11, 2020, 10:15:20 PM »
Oh those are looking just fab. ;D Well done!

14
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 07, 2020, 12:53:26 AM »

EDIT: false alarm. I found mod caused that.

Might be worth reporting this to that mod's author.

15
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.5
« on: July 06, 2020, 02:08:04 AM »
It absolutely causes malfunctions - both weapon and engine failures, last I heard. If you aren't seeing them often, you've probably got a skill or something reducing the chance. If you aren't seeing ANY... something's not right.

(Bear in mind weapon malfunctions only have a chance of occuring while the weapon is firing, I can't recall if engines are the same with requiring active control inputs.)

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