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Messages - BHunterSEAL

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16
For version-control and mod compatibility, I decided to take my edits to vanilla settings.json and make a local mod. However, I can't seem to make it show up in the launcher. I don't have any experience modding SS (or anything else, really) so I was hoping someone could point out where I've gone wrong--I've been through the modding wiki and documentation and can't spot the problem. It's just mod_info.json and a few settings strings so I've included everything below; the internal brackets were added while I was troubleshooting, I get the impression they're not necessary if the arguments aren't arrays.

mods\Custom Settings\mod_info.json
Code
{
"id":"customsettings",
"name":"Custom Settings",
"author":"BHunterSEAL",
"utility":"true",
"version":"0.9",
"description":"Slightly reduced combat speed, Academy stipend disabled, commission rewards slightly buffed and supply/demand.",
"GameVersion":"0.9.1a",
}

mods\Custom Settings\data\config\settings.json
Code
{
{"oneClickJumpPoints":false,
"altMouseMoveToMassTransfer":false,
"combatSpeedMult":0.9f,},

{"impactSoundVolumeMult":1.0,},

{"enableSpacerStart":true,
"enableStipend":false,},

{"economyDeficitPriceIncrPerUnit":0.15,
"economyDeficitPriceMultMax":1.65,
"economyExcessPriceDecrPerUnit":0.11,
"economyExcessPriceMultMin":0.63,},

{"baseSystemBounty":1000,
"minSystemBounties":0,
"maxSystemBounties":5,},

{"factionCommissionBounty":500,
"factionCommissionStipendBase":25000,
"factionCommissionStipendPerLevel":2000,},

}

These are all running fine out of the vanilla settings file, but I noticed in the documentation that the launcher won't show mods which attempt to alter mod-restricted strings in that file--none of my changes were in that commented section of the file, but is it possible something I changed is on a restricted list anyway?

17
Mods / Re: [0.9a] [Utility] Fix Empty Planets - updated
« on: January 18, 2019, 08:30:32 PM »
I'm a little confused--I understand this changes Core World uninhabited planet generation parameters to make them more similar to planets generated on the rim, does that mean more resources and survey-able?

18
General Discussion / Re: 0.91 Wishlist
« on: November 25, 2018, 04:03:15 AM »
Would like to be able to instantly plot a course (preferably without being dumped back to the campaign map) with a right-click on the name of a market in the "commodity info" view (list of low-priced sellers / high-priced buyers for a given good). That would save a ton of time going to the map screen, or if I really don't know where something is, having to use the planet list.

19
General Discussion / Re: Galatian Academy Stipend
« on: November 18, 2018, 10:39:57 AM »
I went through the Settings file, and a few others related to the economy, looking for just this, but couldn’t find it anywhere. I’m sure it won’t be long before a modder figures out where those parameters are hiding.

That said, I find even the “normal” starts a little easy relative to Starfarer (ie, the original campaign where fleets were generally smaller). There is a “Spacer” start that can be enabled in settings.json (relatively close to the top) but I haven’t experimented with it yet, apparently you start with nothing but a shuttle and a mountain of debt... given the cargo hold size, smuggling drugs may be the only way to make a living.

20
Bug Reports & Support / Always BMT Micro?
« on: November 16, 2018, 09:09:14 PM »
Just wondering if Starsector (I bought it in the Starfarer days) always used BMT Micro to process payments / keys. I installed the new release on a computer that hasn't had Starsector on it before, and I can't find my activation key anywhere--searched both my main e-mail addresses for anything relevant. I emailed the Keys address as indicated in the sticky but they haven't gotten back to me. Was there another service used previously for transactions? I know this isn't the first new PC I've tried playing on, not sure how I dug up keys in the past though.

I have an ancient Mac that may have the game installed, any way to recover my key from that computer?

21
Announcements / Re: Umm yeah a little late for that
« on: August 15, 2018, 02:17:26 PM »
 
It's at the point where its too close to a new release to get heavily involved in a new campaign, but also seems too far away to not scratch the itch.

I don't want to sound like some kinda weirdo, but you could always play the missions.  I mean, if you're into that kind of thing.

It wasn't so long ago that all you could play was missions.

Fake edit: I can actually remember remember playing those missions from my dorm room. I'm now a fairly experienced professional and in a few weeks will be teaching college students. I'm also a lot fatter :(

Real edit: I appear to have forgotten how to properly quote people in my old age.
Part #2: I've tried several permutations of Insert Quote now and am truly embarrassed for myself.
Part #3: fixed, wow.

22
General Discussion / Re: Market - I jsut do not understand it at all.
« on: August 26, 2017, 04:05:04 AM »
Cabal can be turned off in the mod settings file. I think they're a little OP and don't mesh well with the feel of the vanilla factions, so I almost never have them enabled.

23
Thoughts from someone who doesn't mind the vanilla curve, but likes where Steiner seems to be going:

- The military ship availability eliminates a big part of the growth / player progression part of the game. The discount seems generous as well. I understand that's the point, but I'm not a big fan. Glad it can be largely ignored (by not patronizing the Steiner station).
- I like the insurance feature but would prefer to have to pay for it (i.e., disabled by default but purchaseable through an option in markets, for maybe 40-50% of fleet / ship value). Not sure how feasible that is, but it would totally make this mod go from an optional "easy mode" to a must-have for most players. That could be something to be enabled/disabled through an options file.
- Love the relationship bribing. Most freeform-type games have something like that and it's a great addition that almost makes this a must-have.
- Super excited for loans and the potential consequences of nonpayment (i.e. bounty hunters).

24
Mods / Re: [0.8a] Better Beginning v0.3 - Create the Story!
« on: May 20, 2017, 12:18:11 AM »
It looks like I may be the only one who prefers 0.2. I actually prefer to start my new games with as few ships as possible, and forcing me to start with a fleet when all I ever really want are one or two ships is a bit much. Also, I had a lot of fun starting off in a Tempest last game. While the new version is well-written and provides a more fleshed-out role-playing experience, I feel much more limited in my choices. Anyway, great work on the mod! I'm still enjoying .2!

Well, everyone has a different way to play, that's for sure!  :P And it's one more thing I need to think about when it comes to further work on this mod - thanks for the feedback!


The new narrative is both amusing and very in keeping with the setting. It'd be a shame if it went away entirely. ;)
I am also very much a fan of the wannabe pirate comedy start option, and so naturally chose it because reasons.

I actually prefer to start my new games with as few ships as possible
As much as I love destroyer starts in order to skip things I don't like, this guy has a point.
Maybe next version could have a range of choices at the first step, and at every point along the way you have the option to refuse any further "help" and just start with whatever you have picked so far. This also helps make the Condor quandry above a little easier to solve.
Also a good opportunity for the dealer to offer some smug comment about overconfident kids these days etc...

Glad you're enjoying the format! :D


As for the smaller start, I think it's definitely to be thought about. One method I had considered is, instead of starting right away with ship options, give the player a "Fleet Difficulty" option (say, "Beginner", "Normal", and "Challenge") which then gives them three different sets of options (with some possible overlaps where necessary) with ships at what I would consider to be those difficulties.

That would be separate from the "Campaign Difficulty" of course. This just says, "Oh, I'm new / I want a more relaxing start, start with a slightly bigger fleet, maybe some more money, with more run-of-the-mill easy to understand ships," while the Challenge difficulty would be more of "Give me a notably difficult set of starting ships and make me work for survival."

Thoughts?

Yes please!

25
General Discussion / Re: Expected performance on a T7700 + 8600M?
« on: February 27, 2017, 11:44:24 AM »
My primary gaming rigs are PCs, but for playing SS on the run I used a 2010 Macbook Pro with a core 2 (don't recall speed), 4 GB RAM and an integrated GPU. It was a little choppy in larger battles but usually very smooth, at least 40 or so FPS, although the bottom of the laptop would get hot enough to burn my skin through a pair of shorts. Granted, this was back in 2013 or so, when the game was less complicated--and I certainly never tried adding any of the mods like SS+ or Nexerellin, which require more juice.

So my suggestion would be trying to use the integrated card instead of the discrete one.

26
General Discussion / Re: PSA ON NAVAL VS. AIRFORCE
« on: November 17, 2016, 07:18:46 AM »
The Falklands War in '82 is probably the most recent example of large-scale combat between modern fleets--or at least, one modern fleet and one semi-modern fleet. This took place before the long and sad decline of the Royal Navy into its current pitiful state; it was, at the time, arguably the third-strongest naval force on the planet. The Argentines made up for a lack of numbers and contemporary tech in its surface fleet with a force of Exocet-armed Super Etendards that proved deadly, sinking several destroyers, frigates and support vessels. The Argentine navy lost an ex-USN, WWII-era cruiser.

It's worth pointing out that none of the ships sunk had effective anti-missile defense systems like the 20mm Phoenix CIWS (US) or 30mm Goalkeeper (Dutch), of which all British surface combatants now have one or the other. In Starsector terms, it's not surprising that destroyer- or frigate-class ships lacking effective PD or shields would fall to one or two licks from a Harpoon or what-have-you. But plenty of other ships were damaged during the conflict and either went to port in friendly South American countries or limped back to Britain for servicing.

27
Mods / Re: (0.7.2a) StarSector AI Overhaul, Alpha 3
« on: September 18, 2016, 06:22:38 PM »
I figured I'd give this a whirl (on the off-chance the Thumper will finally live up to its flavor-text and shoot at missiles) but one thing I noticed right away--the version as linked in the OP appears to be Alpha 1, not Alpha 3 (per the info file). Normally I'd assume it's a typo, but the datestamp is from 4/17, when the thread was first posted, not 4/21 when you posted about Alpha 3.

28
Mods / Re: [0.7.2a] Starsector+ 3.6.0
« on: September 17, 2016, 11:29:22 PM »
I'm a little confused, thought this was more or less discontinued when the core features were split into different mods. Does running SS+ with a setup with the other Dark Revenant mods add any additional features? The skill and balance changes mentioned a few posts up, for example--or are those already in Dynasector?

29
General Discussion / Re: The best shipping ships
« on: September 14, 2016, 04:55:19 PM »
Speaking of shielded cargo holds, what happens in a mixed shielded/unshielded fleet scenario, assuming the amount of contraband <= the cargo capacity of the shielded vessel?

30
I am most successful playing X games when I set up a few tradeships, crank SATA to 6x (any higher and AI ships throw themselves into stations) and go to bed. Assuming at least one or two traders lived through the night, I should finally have enough credits to be able to afford a ship that lasts more than a few seconds in combat.

The fact that "go to bed" is a critical step here should have been a red flag three or four iterations of the series ago.

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