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Messages - LazyWizard

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1351
Suggestions / Re: Crew morale outside of combat
« on: September 07, 2012, 06:18:14 AM »
My only problem with the concept of crew morale is that it can make it very hard to recover from a run of bad luck. One of my favorite parts of the game right now is clawing my way back up to the top after disaster strikes. If heavy morale loss means that my regulars are now effectively greens, and I can't dock at a station for repairs because the few remaining elites would jump ship, that part of the game could become unnecessarily frustrating.

If you've ever played Sid Meier's Pirates on the harder difficulties, you probably know what I'm talking about. It was very hard to get out of a failure spiral without virtually starting over from scratch. ;)

1352
Modding / Re: API reference
« on: September 07, 2012, 06:04:05 AM »
You can find the entire API source in starfarer-core/starfarer.api.zip. :)

You are one fine Wizard, Lady.
Holy crap.

What.

1353
General Discussion / Re: Question: Crew Exp
« on: September 07, 2012, 02:57:27 AM »
If you hover over the crew in your cargo, it should give you a breakdown of the bonuses each level grants. Aside from the stat boosts, the major difference in crew level is an improved ability to lead targets (aiming where it will be instead of where it is).

It's always good to have high-level crew in ships that use ballistic weapons, since the bonus to aim matters so much with slow-travelling projectiles. Other than that, it depends on your personal play style. If you travel with a carrier fleet, Elite fighters are much more likely to survive, but unless you're very good you'll go through crew faster than new ones level up. I personally like to have my frigates elite, fighters veteran, and everything else uses what's left.

As an aside, Green crew are almost never worth it unless you're severely low on cash, as they grant penalties to your ship instead of bonuses (see below for the sole exception).

Also, keep in mind that the percentage of crew that needs to be experienced goes down as size category increases, so Veteran and Elite capital ships are a possibility. You can then fill the remainder with cheap Green crew.

Edit: ninja'd. I need to stop taking so long writing these things. ;)

1354
Modding / Re: API reference
« on: September 07, 2012, 01:57:14 AM »
It would be nice to at least be able to see what functions we do or don't have access to. I mean there's this: http://fractalsoftworks.com/starfarer.api/
looks auto generated. Can we get more? This was really handy when developing missions.

A list of function signatures, and definitions for enumerated constants, would be more than enough.

I mean sure, we have the starfarer-core scripts, but do those in aggregate use every aspect of the API's?

You can find the entire API source in starfarer-core/starfarer.api.zip. :)

1355
Modding / Re: Starfarer PSA #1: Your Ship's Bounds Polygon Is Too Detailed
« on: September 06, 2012, 11:23:20 AM »
:O but what about the hole in the front? that's + 4 bounds, and the rear flak mount? thats + 1 per side and the middle 2 armor side plates? another + 1 per side. then i think it would be awesome. so 18 bounds total? =D

You don't want an exact outline of your ship, just an approximation. The chances of a projectile being fired at the perfect range and angle to travel between the arms and fade away before hitting anything is so remote that it's not worth worrying about. Same thing with the concavities on the side - try to imagine a projectile path that could enter that area and still miss. ;)

1356
i dont know if you changed anyhting in the past half hour.
because i tried to play it and it gave an error( half hour back) :-\

Yeah, that was one of the things he wanted me to fix. :P

Paycheck system is almost done. I'm tracking down a serialization issue (something isn't being reloaded properly when you load a save) - after that it should be good to go. :)

1357
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: September 06, 2012, 01:28:31 AM »
one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...

In Hull Mode, hit W to edit weapon slots, highlight the slot you want to be built-in and press T. Change ship.weapon.type to BUILT_IN, then press U to switch to editing built-in weapons. You should be able to set the weapon used there.

1358
Modding / Re: Quick Iteration through Stations
« on: September 05, 2012, 08:02:22 AM »
It's still ugly in a lot of ways. For one thing, it shouldn't need to be designed as a SpawnPoint in the first place; there should be a cleaner way to run code at X hours / days / weeks.

You don't need to be extending BaseSpawnPoint in the first place - your code will be much cleaner if you write your own class that implements SpawnPointPlugin. As for running events at timed intervals (as well as implementing SpawnPointPlugin), you might find this thread I wrote useful. :)


Hmm.  So, I was playing around with some stuff last night before I ran out of steam; basically, I need a generic method to query what Faction an OrbitalStation can be, using SectorEntityToken to start the derivation.

The only method I could think up is pretty hackish; insert a string into each named location giving the Faction ownership, and if the string matches X, then Y.

Is there any more elegant way to approach that problem?

Could you explain that again? I'm not sure I understand what you are trying to do. You want something like getOwner(SectorEntityToken station), only listing multiple potential owners?

1359
Modding / Re: Quick Iteration through Stations
« on: September 05, 2012, 04:06:58 AM »
Well, after a bit of work, I've figured out a method to generically go through all the Stations without ever having to refer to them by name or object:
Code
	StarSystemAPI system = getSector().getStarSystem("Corvus");
List theStations = system.getOrbitalStations();

for (int orbital = 0; orbital < theStations.size(); orbital++)
{
String s1 = "" + orbital;
SectorEntityToken myStation = (SectorEntityToken)theStations.get(orbital);
String s2 = (String)myStation.getName();
Global.getSectorAPI().addMessage("Station Checker is checking " + s2);
}

Having this around opens up a lot of possibilities.  I need to, er, turn them into something that works now ;)

When more than one Sector exists, Alex, it would be real, real nice if you'd give us a method getLocalSector() that would return the Sector the player's currently in, so that scripts like this can operate anywhere without much hassle or having to iterate through all the Systems and determine which one the player's in, etc. :)

You're looking for Global.getSector(). ;) Though we currently lack an equivalent for LocationAPI/StarSystemAPI.

1360
Mods / Star Wars Mod 2.05 (under new management)
« on: August 30, 2012, 10:15:26 PM »
Here's the new version: download

A few ships don't have systems yet - I'm planning on making some Star Wars themed ones for them to use. The weapon grouping for most of the variants is extremely messed up right now, and I still need to take a closer look at the wings.

The next update after that should bring full campaign integration.

Edit: fixed broken sim refit battles.

Full changelog:
Spoiler
Quote
General
 - Most variants now use all of the hull's OP
 - Some variants were using larger weapons than their mounts supported, changed to smaller weapons
 - Added this mod's ships to the refit simulation battles (not sorted by category yet)
 - Cleaned up the code slightly
 - Fixed a few minor typos

Weapons
 - New weapon: Laser Cannon, identical to TIE Laser Cannon except tagged as Point Defense
 - New weapon: Dual Laser Cannon, identical to X-Wing Laser Cannon except tagged as Point Defense
 - (fix) The Heavy Turbolaser is now correctly tagged as a Large weapon

Ship Systems

TIE Complement
 - Small: 4 TIE fighter drones, 12 total, regen 4/minute
 - Medium: 6 TIE fighter drones, 18 total, regen 4/minute
 - Large: 8 TIE fighter drones, 30 total, regen 4/minute

Ships:

Lambda-class Shuttle
 - (fix) Changed right turret to medium
 - (fix) Left turret is now hidden

CR90 Corvette
 - Dropped ordnance points to 40 (from 60)
 - Two main turbolaser batteries are now built-in
 - Increased Flux Capacity to 3000 (from 2500)
 - (fix) Right-side turrets are now angled properly
 - New ship system: High Energy Focus

Nebulon-B Frigate
 - (fix) Right-side turrets are now angled properly
 - Now has built-in Dual Laser Cannons (PD)
 - New ship system: High Energy Focus

MC-80
 - Dropped ordnance points to 260 (from 400)
 - Quadlasers are now built-in
 - New ship system: High Energy Focus

Home One
 - Dropped ordnance points to 300 (from 400)
 - (fix) Missile mounts are now tagged as missiles, not energy
 - (fix) Several turrets resized to support their default weapons
 - Quadlasers are now built-in
 - New ship system: High Energy Focus

Ardent
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Small)

Acclimator
 - Dropped ordnance points to 125 (from 150)
 - Swapped out TIE Laser Cannons for built-in PD Laser Cannons
 - New ship system: TIE Complement (Small)

Victory
 - Dropped ordnance points to 150 (from 200)
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Medium)

Victory Interdictor
 - Dropped ordnance points to 140 (from 200)
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Medium)

Interdictor Star Destroyer
 - Dropped ordnance points to 250 (from 300)
 - (fix) Changed large missile mounts to small
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Large)

Star Destroyer
 - Dropped ordnance points to 250 (from 400)
 - (fix) Changed frontal mounts from small to medium
 - Quadlasers are now built-in
 - New ship system: TIE Complement (Large)

Note: while it may look like several ships were hit with the nerf-bat in regards to max OP, most of the lowering was due to switching their point defenses to built-in. The major exceptions were Home One, the MC80 and the Star Destroyer, which had something like 100 points more than they needed. ;)
[close]

This mod was originally created by washout. The old thread can be found here.

1361
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: August 30, 2012, 05:04:05 PM »
Only four more ships to go. I anticipate a release later today. :)

Edit: and released!

1362
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: August 30, 2012, 01:18:53 AM »
All well and good, the problem came when I captured a Lambda Class Shuttle.  I noticed I was always out of supplies. So I ran a little test.  Fleet without the shuttle, supple use normal, add in a shuttle, and I am using like 20 supplies a second (with just a couple frigates and a couple of fighter wings.)  Not sure what needs to be done to fix it, but there you have it.

I have been unable to replicate this bug. Was this fixed in a Starfarer patch? Are you sure you weren't damaged or over any supply limits?

--------------------------

Here's a quick progress update:

Empire caps now release TIE squadrons as their ship system. They will be able to unleash a ton of them, though I'm still deciding between giving them regenerating drones or just a very large reserve. As an aside, considering a Star Destroyer in this mod holds 1000-2500 crew, I don't think making fleets lose one crew per fighter destroyed is worth implementing. For now, TIE fighters are also found as normal squadrons in fleets, but don't count on that being the case forever. They are canonically short-ranged fighters, so it makes sense for them to only be found in a SD's retinue.

On the Rebel side, most ships now have High Energy Focus. I intended this to be a temporary placeholder, but I found this system to work well enough that I might keep it. It fits with the 'lining up an attack run' scenes from the films. :)

While running through the ships, I ran across a few weapons in slots that don't support them. I've only fixed a few of these; I'll carefully inspect the entire mod later. I'm also planning on fixing (read: lowering) the ordnance points available to a few ships, as right now some variants have loads of unused OP.

I feel that Star Wars-style capital ships should be huge, lumbering beasts that mostly fight other capital ships while relying on fighters and frigates to screen them from smaller threats. To that end, I'm considering turning their point defenses into built-in weapons. Quadlasers are fairly terrible (I just watched a veteran Star Destroyer fail to shoot down a single Salamander during the ten seconds it was circling the ship), so I don't think anyone would be too broken up about them not appearing on the loot list. Mostly, this change is because allowing players to replace them with a decent PD system would make this mod's capital ships nigh-unbeatable. :)

1363
General Discussion / Re: Wasp manned. Veterans start deserting.
« on: August 29, 2012, 05:32:58 PM »
I find the answer to Wasps dropping like flies is "Use more Wasps". No, seriously. With multiple wings attacking a target the point defense is spread thinner, and the target is unable to focus fire on a single wing or chase down fleeing Wasps, so they can easily make it back to your carriers when they need to repair. My current fleet is two carriers and 12 squadrons of wasps, and I've never lost a single wing. Even just two wings attacking a target improves survival rates immensely.

Plus, the image of 72 shorter-ranged tactical lasers firing at a single target is pure bliss. :D

1364
Mods / Re: Star Wars Mod Update: v2.04 new guns
« on: August 29, 2012, 12:02:51 AM »
I e-mailed the creator and asked him if he was willing to allow another modder to take over the project. This is his reply:

Quote
By all means, I just don't have the time these days
[...]
I was working on redoing all the ships via another mod and importing the models from it. It was some freelancer star wars mod or something. It has like 150 ships... But like I said I just plain don't have the time anymore.

I'll update this mod to be compatible with the current version, but I'm probably not the best person to lead future development (I have no artistic talent whatsoever, and am already juggling almost a dozen other projects ;)). Are there any skilled modders who would be willing to take charge after I finish updating it?

1365
Bug Reports & Support / Re: Linux Startup Script
« on: August 28, 2012, 11:49:38 AM »
Spoiler
[close]


This
link might be helpful. :)

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