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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - lethargie

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While this is possible, it is a bit outside the scope of the current project. Stats editing is probably better done by modifying the .csv that contains them. The project is on a bit of a hiatus right now. It was pointed out to me that the editor had a tendency to crash, while at the same time work found some way to keep me very busy. As soon as I get more coding time, I will be back trying to had error logging features to better debug unfortunate problems some people might have.

Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.2.1)
« on: June 09, 2020, 07:25:38 PM »
is there a way to remove "thin atmosphere with this mod?

General Discussion / Re: How do i deal with dumb friendlies
« on: June 04, 2020, 01:21:59 PM »
Get a load of interceptors. Clearing the skies helps a lot your AI allies behave themselves.

Favor small cruiser and large destroyer around the 20 dp mark. Too many capitals and you get surrounded, too small ship and they get individually murdered. Get 1 -2 capital to act as a safe space for your other ship to retreat.

Favor more kinetics then HE. The computer does not handle well shield overload.

Mods / Re: [0.9.1a] Outer Rim Alliance v0.88 (2020/04/26)
« on: June 04, 2020, 12:25:12 PM »
I do not know why, but the faction does not seem to spawn their own weapons in their markets.

Ship Update!

Tons of work now allow us to use the editor to edit the known ship list of any faction in the game! This is done exactly like portraits you just have to select another tag. Wanna make the Tritach use remnant drones? Add some ibb from ship/weapon pack to the persean league? (almost) Anything you want to do with ship list is now available in a nice visual tool. Be carefull with that power thought, if you remove all ship from a faction, they wont spawn fleet (obviously, but i'm just making sure)

On top of that, you can "shift click" to move ship to and fro. This QoL feature will be added to portraits soon.

Link is updated on the main post. I'm going to update use case when I get the courage to do it. Don't forget to share the fun sectors you have created with this tool.

next goals:
Add "shift click" to portrait
Allow modmaker to edit their mod rather then having to merge the patch back in their files.

in the same kind of question. Both module_bastion_pd1.ship And module_bastion_pd1_lowtech.ship got the same hullId: module_bastion_pd1.

However, they link to different sprites, is there really one sprite we never see, or is there some mechanism to separate hull with same id?

Both  hound_overdriven.variant and variants/hound_d_pirates_overdriven.variant from starsector_core have the same variant id: hound_d_pirates_Overdriven

when a faction try to spawn this variant because it has the proper hull, what happens?

the following file are always replaced:
Sound files (e.g, .ogg, .wav)
Graphics (.png, .jpg)
Scripts (.java)
Weapon and projectile specifications (.wpn, .proj)
Ship hull and variant specifications (.ship, .variant)
Fonts (.fnt)

if I name them in my mod_info replace file, does it does something if multiple mod try to replace them, or is it just useless?

Now onto version 0_0_4_0.

We now have the ability to save/load modification list! I shared a simple one, making this both a mod and a tool.

Don't be afraid to share your own, the look of the sector is ours to edit.

Yeah I should make a plan section, if only not to forget.

Next update should introduce the ability to save your modification as a serie of token that can be reapplied. So that way, if you change your modlist you can reapply all your modification before doing some more.

After that I'm definitely doing a tab for know hull. Most of the work is done, it will mostly be figuring out a pleasant interface.

Ultimately, I would like for every part of the faction file to be modifiable, so that a moder could literally create one from scratch.

Sprite switching is not something I think I can do right now. Sprite are intimately linked to the ship data.

Now onto version 0_0_3_0.

I have added the value tab, which allow edit of any faction name and color!. So if you are colorblind you can fix that for factions (including your own)
Editing color is 100% safe and can be changed during your savegame.

scaleColorOnly doesn't touch the alpha component. In this case it wouldn't matter since setAlpha overwrites it to 175 regardless, but it'd matter if a subsequent call scaled the alpha. (You can see the implementations of those methods in Misc...)

Im sorry for being probably quite ignorant. But how do I see the implementation? I found the API, but that only gives the signature of the method. Is there source code somewhere?

so you set the alpha to 175  on a scaled color from the base? How does scaleColorOnly work? (And what the difference with scaleColor)

There are 3 colors you can specify for a faction: Color, baseuicolor and darkuicolor. How are they calculated if no value is given for them?. Baseuicolor seems to default to color, but darkuicolor seems noticably well, darker. I mean it make sense, since baseuicolor is text on top of darkuicolor. But If I wanted to preview the color effect whitout loading the game, what should i do?

Modding / Re: [0.9.1a] Lethargie's Editable patch generator
« on: May 06, 2020, 10:03:34 AM »
that was weird, the link seems to be functional now. Sorry about that.

Edit: I am super dumb, I forgot to make the repository public. Its done now, it should work.

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