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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 - Digganob

Pages: [1] 2
1
Could you make a version of this mod where you only add the dialogue options? Instead of just murdering everyone I meet as a pirate, I'd like to just threaten them till they give me their stuff. I would download the whole thing, it seems like quite a good mod, but there are many other mods I want to use as well, and the grand majority aren't compatible with yours.

So, I was thinking, for those who just want the dialogue options, is that possible? Is there some way for me to make that change my self?

Also, your new ships and weapons look pretty cool, so in addition to my above questions, could you have a mod that only adds the ships and weapons? That shouldn't interfere with any other mods either I wouldn't think.

Absolutely!  :)

Both of these options will be available very soon. I'm module-izing those very things for stand alone releases and this test update is partly to verify compatibility with more mods and some recently requested balance changes. A lot of work in this update was to separate out the ids from competing with other mods so that I can compile a ship and weapon pack more easily. Consider it groundwork for the above. A lot of this is structural changes to the mod code and should be otherwise unnoticeable- but it was a substantial undertaking that hopefully will allow for easier modulization and better compatibility with the TC as well. As an example from a past request, I think Ship and Weapon Pack is now compatible with the TC when following the instructions to enable Nex. Most faction mods should be compatible now (unbalanced but compatible) and the only things that won't work well are ones that modify industries. Adding industries is probably ok, but trying to override orbital stations, for instance, won't work well.

The plan: The Archean Order factions' ship and weapon pack versions will remove those obstacles and allow vanilla ships and weapons back into the codex and standard markets. It will start out as just a fork that doesn't add any markets to the economy but lets the ships and weapons be available through blueprint drops. That should preserve the modiverse economy hopefully. You could theoretically feed those blueprints to pirates to fight against them if you wanted to, but a player would be opting in to that imbalance as a result. As it gets more vanilla balanced, I will add a market or two for each faction pack using the Map of the Modiverse as a guide.

The dialogue options are a little trickier, but very doable. I wanted to wait until I could add other cools things to it and better flesh out the system/dialogue for releasing it stand-alone, but the demand is there so I may as well fork it and update both as I make that system better. It will add a bit of work, but overall I think it will be better for the community to have that option available. I would also like to work on a way to allow other modders to add their own dialogue to that system in their mods, but I'm not 100% sure how to go about that yet. It's definitely something I want to do though.

Balancing the ship and weapon pack will take a lot more time as it will very likely require stand-alone sprite edits as well as massive stat changes to be more in line with vanilla. I will work on it from time to time but still want to actively work on the TC as well. Since I don't think it will break anything, per se, with the way I am planning to structure that pack, I can still release it unbalanced and update it with balance changes as I get to them.

Thanks for the quick response! Modularization for the mod's different features sounds great, especially for your dialogue options, it's really something unique I haven't seen anyone else do.

You mentioned that other modders might be able to make dialogue for their mods, so does that mean that each faction has different dialogue options/different chances for options' results? If so I'd think you could have some sort of universal set of dialogue options that apply to every faction unless told otherwise, that way a dialogue options standalone mod should work regardless of the faction mods it's paired with.

2
Could you make a version of this mod where you only add the dialogue options? Instead of just murdering everyone I meet as a pirate, I'd like to just threaten them till they give me their stuff. I would download the whole thing, it seems like quite a good mod, but there are many other mods I want to use as well, and the grand majority aren't compatible with yours.

So, I was thinking, for those who just want the dialogue options, is that possible? Is there some way for me to make that change my self?

Also, your new ships and weapons look pretty cool, so in addition to my above questions, could you have a mod that only adds the ships and weapons? That shouldn't interfere with any other mods either I wouldn't think.

4
General Discussion / Less Violent Piracy?
« on: March 21, 2020, 12:33:57 AM »
I was wondering if there was a mod or something that would have pirates instead threaten convoys and myself before attacking, letting them go if they gave some cargo or credits up or something, and maybe I myself could do the same.

I just think it's a bit weird that pirates have no conscience, and massacre everyone they see. I should think they'd at least have them pay themselves out of being attacked, if at least to keep trade going so traders don't just stop going by routes attacked by pirates. Also, if I want to be a pirate myself I'd rather not kill anyone I see. I guess I could imagine it as that I'm just disabling their ships and boarding them, as disabling is indeed a mechanic, but still, being forced to attack every time if I want to get something out of it is a bit weird.

So yeah, any mods out there that at least lets you open up dialogue, or has dialogue opened up with pirates?

5
General Discussion / Re: How to unlock all blueprints?
« on: March 20, 2020, 07:55:18 PM »
Its a mod in the mod forums. Should have everything you need

Thanks.

6
General Discussion / Re: How to unlock all blueprints?
« on: March 19, 2020, 10:49:15 PM »
Console commands includes a command to give you all the BP. It may give you ones you arent supposed to acquire though

Thank you. Is there a guide somewhere where I can learn how to use console commands?

7
General Discussion / How to unlock all blueprints?
« on: March 19, 2020, 08:22:04 PM »
Sometimes I want to do a playthrough where I only do one thing or just don't want to go through the tedium of raiding other factions or scavenging the entire galaxy. I have the prism freeport enabled, which helps, but even then I still have to get a bunch of blueprints the freeport just makes it easier to get the ones I want.

Is there a variable in the game files or something that can be changed so that I unlock all blueprints for a save? Does devmode automatically give you all the blueprints?

8
Mods / Re: [0.9.1a] Shadowy Broker (v0.3.2 - 2020/02/17)
« on: February 26, 2020, 12:13:53 AM »
Good and original idea, I like it. Also doesn't feel like a cheat since you're actually paying the guy for the service. Good mod! Will definitely save me some time and boredom trying to play as a trade convoy.

9
is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ?  is it something wanted or i'm missunderstanding something?

Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.

10
Hey, have you considered making the derelict mothership into a scavenged HMI capital? I think it would fit quite nicely, because they could easily turn it into a good mobile mining station, and they don't seem to have a real sort of flagship yet, as the junk isn't very combat effective against other capitals, and the herakles is more of it's own thing in it's theme, as it's essentially a low-tech paragon. I think that it would be a cool way to make a "true" flagship for HMI, because it fits with the theme of them, really, and it would also just be really fun having the biggest ship in the game at your disposal. I'd think in combat it'd sort of be like a really weak, mobile station, which would have trouble dealing with for instance an onslaught on one side, but could deal with ships all around it well, almost like the junk, but it would be effective against things bigger than frigates. So, it would make a good centerpiece to a fleet, but it couldn't stand alone in the same way that a station could, unless it was fighting against very weak fleets. Hope you like the suggestion, keep up the good work. Love your mod man, especially the new Fishkill ship, I was hurting for a nice big low-tech carrier. I also just like the junk/scavenged motif of the ships overall. Keep it up. Oh, and a minor suggestion/question, would you consider making a sort of trash launcher? Like, it shoots "missiles" with no range, so they just get launched out of the ship to smack against enemy ships. I'm not sure what kind of black magic you'd have to do to make it work or even have it be effective, but it's something to think about I think, especially with the theme some of your other weapons have taken.

11
Modding / Re: [0.9.1a] Boardable Unboardables.
« on: October 11, 2019, 04:42:30 PM »
Hey, I was just wondering, how does this mod interact with ships with Vast Bulk (ships with multiple parts that can each break, such as stations or one of that huge derelict ship)? I would imagine maybe your officers can, but you can't? If you can that'd be sick. ;D

12
Mods / Re: [0.8.1a] LowTech Armada
« on: October 11, 2019, 02:50:42 PM »
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

Its clear that you are using a mod made for 0.8.1a. Current version of the game is 0.9.1a. Most mods that aren't updated to this version are more likely to not work. If you have other mods that aren't updated, I highly suggest you remove them to save yourself and others from unnecessary headaches.

Oh ok, thanks.

13
Mods / Re: [0.8.1a] LowTech Armada
« on: October 10, 2019, 09:22:07 PM »
Hey I tried downloading your mod and running it, but starsector crashed when it started up saying that LTA_moduleBarbican1_Gauss wasn't found, and I tracked it to LowTech Armada. I looked through the data of your mod, and I found a file with the same name. Do you know what may be the problem?

14
Modding / Re: Installing Mods - A Simple Guide
« on: October 10, 2019, 08:39:14 PM »
Can I ask why running mods requires more memory? For instance, why would having new ships require more? It just seems odd because it's just adding more data, it doesn't seem like it's a larger load on my computer.

15
Modding / Re: Vast Bulk For Everyone!
« on: September 07, 2019, 06:07:24 PM »
This is an interesting idea, but I think the disabling mechanic (i.e. when you EMP a ship's weapons or engines) already covers this. It does most of the functionality you described, but the difference is that it is not permanent, or not permanent enough.

Instead of going through the fuss of reconstructing each and every ship with separate components, and possibly lose performance as a result, you could try either A) Have disabled ship weapons or engines stay disabled or B) Significantly increase the time it takes to repair a ship's engines or weapons. Option A sounds hardcore, and will definitely result in more ship losses. Option B sounds a bit more viable. I believe (correct me if I'm wrong) this requires just a parametric change to whatever timer or variable that is responsible for how long ship systems stay disabled, since I'm aware there are hullmods and other stats that affect this timer by a percentage.

HOWEVER, this will make weapons that EMP very overpowered. Everyone will be flying around with EMP weapons, and if you get hit, it is game over. You will need to also do some balancing for said weapons, either by nerfing the amount of EMP damage they do, or lowering the chance to disable ship systems (idk how the EMP calculations work).

To do something closer to what you originally envisioned, you could expand the disabling mechanic to other weapons essentially making all weapons "EMP", or have the chance to disable whatever systems you hit. I think with the damage types, however, this will require significant framework, since I believe EMP damage is a separate thing by itself.

For your repairing idea, that will need to be new code. For instance, you'd need a script that checks for a ship within the vicinity of the second ship that has a disabled system. Then, you'd need a script that disables said ship from doing anything other than "repairing" the second ship (just hovering nearby, frozen). And finally, you need to finish the script with removing the disabled modifier on the second ship, and returning both ships to normal behavior.

Just some thoughts.

You make some good points, but I was thinking this would be more of a separate system, where EMP weapons are good at quickly weakening ships for a short time, with Vast Bulk this would weaken ships in one specific area, permanently. For instance if you destroyed the engine area the ship would be permanently floating around, but would still have all of its firepower. Basically it would make it so that far into a battle, not a whole lot of ships would be permanently destroyed, just crippled, either running away, or floating around uselessly. That's kind of the goal I'd say, for the battlefield to be covered in disabled ships, not a bunch of debris. Whereas with extended EMP repair times, this would just result in ships running away for longer and then coming back completely ok. Really, what I want is a slightly more realistic representation of damage, not just shooting a ship enough that it just blows up for no reason.

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