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Messages - Verrius

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61
Mods / Re: The Nomads (0.8.1)
« on: September 17, 2013, 12:07:43 PM »
How exciting! One of my favorite mods from my childhood.

62
Mods / Re: Fleet Control Mod (Developing new version for .6)
« on: September 17, 2013, 01:43:28 AM »
Thanks guys :) As soon as it's even remotely playable, I'll have a "beta" version put up that will likely need testing. The mod is being redone from the ground up once again, so I'm not too worried about fixing the previous version. Things are being done in an entirely different way using the new dialogue system.

You will be able to build an orbital station around any planet. I might have a special station option where you can build it anywhere, but it would have less production and functions than a full orbital station. Will probably wait until you can set unique station graphics for that. I'll probably disallow having more than one per planet, and the number of outposts will likely be limited by skills.

As for the dust, no. There are no interactions with it, so there would be no easy way to do it, and it wouldn't really be worth it. Mining is going to be redone as well. AI Ships will probably treat it similarly to before, however I'm probably just going to use to use the dialogue system.

63
Alright, yeah that was pretty simple :p.

So far I've gotten most of it working how I want it to, I'm just trying to find a good way to display what the stations are doing to the player visually.

Is there is a way to have text or other assets displayed on the screen, perhaps underneath the picture that's already there? These UI Panels are making my head spin, and it looks ugly to have it displayed in the text window above.

64
Modding / Re: Modiverse - Map
« on: September 16, 2013, 11:48:34 AM »
Might not be a bad idea to sticky this under the Faction API Color thread thing. This is going to be good information going forward :)

65
Mods / Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« on: September 16, 2013, 02:01:16 AM »
Some delicious screenshots of the new setup for Stations:
Spoiler
[close]
Spoiler
[close]

There will be construction contracts available in stations that will allow you to build your station around any planet you like. It'll probably spawn a fleet that you'd have the option of talking to to just plop the station right where you're floating as well.

Planned functions are:

/* Station Menu Hierarchy
    *
    * Trade Cargo
    * Trade Ships
    * Refit
    * Repair All
    * Manage Production Facilities (Build Production Facilities) //NOTE, it's intended that purchasing more Structures makes all future structures cost more for this specific station.
    * --Build Solar Panels (Energy)
    * --Build Factory (Supplies)
    * --Build Oil Refinery (Fuel)
    * --Build Mining Facility (Ore)
    * --Build Cloning Facility (People)
    * Manage Patrols (Makes patrols based off the ships you have in the Station's inventory, as well as resources)
    * --Enable/Disable Small Patrols (20 FP Max)
    * --Enable/Disable Medium Patrols (50 FP Max)
    * --Enable/Disable Large Patrols (100 FP Max)
    * Manage Station Trading Policy
    * --Manage Selling Convoys (Deploys Buffalo convoys. These trade out profitable resources.)
    * ----Begin/Halt Energy Selling
    * ----Begin/Halt Supply Selling
    * ----Begin/Halt Fuel Selling
    * ----Begin/Halt Ore Selling
    * --Manage Buying Convoys (Deploys Buffalo convoys. These buy lacking resources when needed.)
    * ----Begin/Halt Energy Buying
    * ----Begin/Halt Supply Buying
    * ----Begin/Halt Fuel Buying
    * ----Begin/Halt Ore Buying
    * --Enable/Disable Mining Teams (Deploys Mining Units that attempt to mine resources from asteroids.)
    * Halt/Resume operations (For when you just can't make money right now.)
    */

If anything proves to be impossible, I've got alternatives in mind. So far I think it should all work out, but will take some time.

66
Thanks! Putting a Jar together seems like something simple, but all of my Java experience was from High School Computer Science and early College Level, so my knowledge is pretty limited, all things considered.

Anyhoo, Talking to planets while holding a "Station Building Contract" after selecting the "Build" option that only appears when you are holding said item works, and does everything I'd ever want it to.

I've started setting up the Interactions for the actual stations, and I'm noticing right off the bat that Eclipse doesn't like the org.lwjgl part of the Keyboard input, "cannot be resolved"

No clue how to fix that >_<

67
Awesome, the good news is I figured out how to make the Jar, also the game runs without crashing.

The bad news is, I can't tell if it's even using my Planet Interaction. At the moment, I'd expect it to just run the mod's interaction, because I haven't done anything to tell it not to. But no matter what I do to the mod's planet interaction thing, it doesn't change anything.

Can't tell which part I'm doing wrong, quite possibly all of it. The whole class for the Campaign Plugin looks like this:

Code
public class vfleet_CoreCampaignPlugin extends BaseCampaignPlugin {

public String getId() {
return null;
}

public boolean isTransient() {
return false;
}

public PluginPick pickInteractionDialogPlugin(SectorEntityToken interactionTarget) {

if (interactionTarget instanceof PlanetAPI) {
return new PluginPick(new vfleet_PlanetBuildStationDialogPlugin(), PickPriority.MOD_SPECIFIC);
}

/*if (interactionTarget instanceof OrbitalStationAPI) {
return new PluginPick(new OrbitalStationInteractionDialogPluginImpl(), PickPriority.MOD_SPECIFIC);
}*/

/*if (interactionTarget instanceof CampaignFleetAPI) {
return new PluginPick(new FleetInteractionDialogPluginImpl(), PickPriority.MOD_SPECIFIC);
}*/

return null;
}
}

(No, I have no idea what I'm doing.)

68
Thanks Lazy, that's pretty helpful. Although I'm still confused, I may as well try to describe what I want to do.

All I wanna do is add special dialogue options for Stations controlled by a specific faction.
Also would like to do a special dialogue that only plays when you interact with a planet.

But things don't ever seem to work the way I want them to.

I should add that I'd like to to NOT replace anything I can avoid replacing, for compatibility.

69
Can somebody explain to me in a nutshell, what Jars are, and how they work with Starsector? It seems like a pretty standard Java thing. Funnily enough I don't know much about Java.

(I'm asking because it seems like you need them to get around generics are something. It's hard to explain because I'm realizing just now how little I know about Java.)

70
General Discussion / Re: People seem to be down heartened :(
« on: September 09, 2013, 03:38:37 PM »
The biggest thing I'm worried about is the structural changes: mods can now be turned on and off, store their own data, don't use a generators.csv or mod_info.json. All the old mods are going to be broken and it'l probably take a month or so for supported mods to catch up. The new features will get slowly added, but for a little while (like 2 hours before LazyWizard shows us how its done lol) .6 is gonna be vanilla only.
I'm not even gonna bother updating anything but Fleet Control at this point, and that's getting a rework. Again.

71
Mods / Re: Fleet Control Mod (v1.15, .54.1a) Major bug fix.
« on: August 04, 2013, 02:01:31 PM »
I might revamp it again for the next update, which might take a little doing. I'm going to have to practically relearn how to mod anyway :p

72
Discussions / Re: Lurking
« on: July 13, 2013, 09:16:26 PM »
Still here. Also working, but not a 9-5, because I'm not cool enough.

73
Discussions / Re: Kinetic Void
« on: July 02, 2013, 04:42:04 PM »
Just gave it a spin, still barely anything to do. If you buy it now, don't expect to do anything but make pretty ships.

74
Discussions / Re: Xbox One........yay
« on: May 21, 2013, 11:20:47 AM »
HEY GUYS DO YOU LIEK SPROTS GAMES!? OH GIGGITY DO WE HAVE SPROTS GAMEAS FOR YOU!!!

HERES SOME CALL OF DUTY!

BRO4LYFEYOLOSWAG420

75
General Discussion / Re: Nearly 2 Month's no Patch Notes
« on: May 15, 2013, 12:19:25 PM »
I don't honestly think it matters. Yeah, it sucks when you think that the game going on Version .6 means it'll probably be in development for a couple years to come, but the only situation where that's really a "bad thing" is if something else similar is released that kills it.

(EDIT: Well, a lot can happen in x years. Fractal Software could bankrupt or something. But I doubt that.)

Which isn't really likely, nor is it actually bad for us, because we'd have what we want.

The infrequency of the patch notes is entirely irrelevant. I can plan for what I want to do with my mods, but that doesn't even take 10 minutes of reading the notes to realize what I want to do with the new features.

Don't get me wrong, I LOVE hearing news. The Patch Notes, and especially updates, give off the same vibes as reading about/purchasing a whole new game. But for however long it's been since I bought it, I've just stopped caring so much.

(That's not a bad thing.)

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