Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Morrokain

Pages: [1] 2 3 ... 55
1
Bug Reports & Support (modded) / Re: Archean market bug.
« on: Today at 10:57:38 PM »
Ok, I think I got this all fixed up. I'm going to run some more tests to ensure I'm not getting any nullpointers on the standard starting scripts without Nex and make sure the scripts that fix the Eldrus market without Nex also work, then I'll release a fix for both issues.

2
Looks like I found it. Apparently it couldn't find the Station Commander from Jangala and threw a nullpointer when it tried and modified the player's starting relationship with them.

I fixed the crash issue from it at least and will release a hotfix for it tonight at some point. I need to look at the other bug first.

3
Taking a look at this now!

Thank you very much for posting the error in detail it really helps. :)

4
Bug Reports & Support (modded) / Re: Archean market bug.
« on: Today at 06:20:13 PM »
Hi there!

Can you remember specifically what planets were broken this way? The only one I was aware of in Nex was Eldrus.

It might be something I'm missing when merging the mod's sector gen with Nex. I already need to correctly implement the new factions capitals and spawning locations.

5
I have zero idea what ya mean at all by the library mods tank stuff, or that stuff.

Sorry I meant they decrease your systems performance and will cause a lot of slow down while in battles (most likely).

6
TC flag meaning totalConversion line?

Yes the totalConversion line. I checked it out myself and it will run alongside Archean Order with the appropriate library mods. 2 things:

1) The library mods tank CPU performance (at least for me) so be aware of that going in.

2) The FDS mod works fine but variants will seem underpowered because they use vanilla balanced weapons. I'll send the mod author a message about letting me rebalance them for the Archean Order mod since the themes match well, but for performance reasons I will have to separate out the library mods so that could cause complications.

Quote
And I've played it by itself when I first acquired the game, but haven't sense. Been this mod only because well, Its a big blast.

Ah, And I hit a Null Error when picking out starting stuff. Ya can't swap the picture or it crashes the game. I'm using the Ao mod and the Nexeraline as well if that helps pinpoint it.

Thank you I'm very happy you think so!  :)

Hmm, let me take a look at that crash.

*Edit*

Not seeing a crash on my end when selecting a new portrait (new game using the latest Nex and AO release)

It does pause a tiny bit though, which indicates it is a little system intensive to load all the portraits. Was the crash a null pointer or just a generic "null" and can you select random portrait without it crashing?

7
Oh yes they certainly look inspired from Star Wars. :)

Have you tried it yet? I think it should actually work with Archean Order by looking at the mod. You just need to disable the TC flag to include it in your mod list. Directions are on the front page (it is very simple)


8
Modding / Re: [Scripting/Questing] How make intel entry invisible + more
« on: November 16, 2019, 04:42:48 PM »
Checked into this - ahh! So what you actually want to get the $player memory is this:

Global.getSector().getCharacterData().getMemory()

Which is separate from the memory of the player's PersonAPI. So what you're doing is "working" in the sense that the value is being set in the player person's memory, but this is not the memory object that gets used with the $player context.

That makes so much more sense now, thank you! I'll give it another try later tonight.

9
Shame ya said just other mods cause the pizza wedges would be a great add in I'd think.

This mod?

https://fractalsoftworks.com/forum/index.php?topic=12243.0

10
I played i bit with TC and really enjoyed this one, but its sad that you can't play with these others, including Vayra that brings good features.

Yeah that is the downside of the combat changes being so universal it is really hard to make Vanilla-modified mods work well. It would require an entire rework of almost all the ship files to make it possible, and then balancing for actual fun would be some serious math.

Stuff like: (hullsize weapon count) * (Avg dps of large weapons across vanilla and mods / number of average additional Archean Order large weapons(by hullsize))

So each Archean Order weapon would have to correlate to a certain fraction of vanilla damage (since there are more of them per ship) and then the number of weapon slots and fighter bays per hull (by hullsize) would have to be standardized against vanilla (and alongside other Archean Order ships).

Archean Order was not designed under these strict parameters. It was quite honestly designed for "fun" in the sense of cinematic battles that look similar to Star Wars battles. The weapons and ship mounts were mostly designed around aesthetics and then balanced afterward. I would not recommend this approach for normal game design, but for a mod its a design choice that I can make confidently and fine tuning over many years paid off in the long run.

For instance, the Megalith went through ~40 different looks before the mod was released the first time. I watched every video I could find of a Lucrehulk battleship firing a spread of lasers and wanted the top-down forward firing of the Megalith to look very similar. The weapon placement is key to make that happen and so the Megalith (as one of the most powerful ships in the mod) was the cornerstone that most of the other ships were balanced around rather than that being the consideration while designing weapon placements.

Archean Order weapons were then designed partly around the Megalith's weapon slots. That is why they are the longest ranged weapons- the Megalith has forward-facing weapon slots practically at the back of the ship lol but that's required to get the firing look it needs. Most weapons also have a very slight firing delay that differs from weapon to weapon. Again this is purely aesthetic because it creates the staggered fire iconic to Star Wars instead of salvo-based volleys that are more in line with WWII naval combat.

That should give some insight into the combat changes and why they are difficult to revert back to Vanilla standards.

I'm not done adding ships and weapons to the mod though, so if there are any ships and weapons from other mods you would like to see in Archean Order let me know (Permission from the mod author will be strictly required of course) and I can rebalance them.

11
Modding / Re: [Scripting/Questing] How make intel entry invisible + more
« on: November 15, 2019, 09:48:28 PM »
Thank you very much! Let me know if there is anything I can do to assist with more information. I would have isolated it out into a small mod if it was convenient, but that would require setting up an entirely new project for the jar to provide a control. I haven't messed with those settings on my (now outdated to boot) IntelliJ on my home PC in a while, and I'm worried about messing up my current project.

If that proves necessary I will attempt to do so on another machine if possible.

12
Modding / Re: [Scripting/Questing] How make intel entry invisible + more
« on: November 15, 2019, 09:16:54 PM »
That should set the value in memory, yes. The core game does this in a ton of places, e.g. TutorialMissionIntel:

mainContact.getMemoryWithoutUpdate().set("$tut_mainContact", true);

That sort of thing, just used everywhere.

Did you happen to see this feedback?

Spoiler
I set the isDone() return to false, but still no luck actually populating anything to memory. The RuntimeException does fire if I take away the memory check (like before) but if I comment that out and just leave the portion that is supposed to attach a variable to the player's memory it never shows up.

I even directly referenced TutorialMissionEvent and set the PersonAPI to protected like it is there.

Are there any examples I can reference where a memory variable is attached to the player rather than an entity PersonAPI?

I know it at least gets to this code:

Code

player = Global.getSector().getPlayerPerson();
        player.getMemoryWithoutUpdate().set("$PortraitsEnabled", false);


But that particular code doesn't seem to work while under EveryFrameScript.

I don't understand what I could be doing wrong. :( It seems rather straightforward on the surface.

Full script:
Code

package archeus.campaign.everyframescripts;

import com.fs.starfarer.api.EveryFrameScript;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.util.IntervalUtil;
import com.fs.starfarer.api.util.Misc;
import archeus.rulecmd.SetPlayerPortraits;

import java.util.ArrayList;
import java.util.List;

public class CheckCommissionForPortraitLocks implements EveryFrameScript {
private IntervalUtil tracker = new IntervalUtil(0.05f, 0.1f);

    protected PersonAPI player;

public CheckCommissionForPortraitLocks() {
//player.getMemoryWithoutUpdate().is("$FactionOnlyPortraitsEnabled", true) &&
        player = Global.getSector().getPlayerPerson();
if (Misc.getCommissionFactionId() == null) {
resetPlayerPortraits();
}
}

public void advance(float amount) {
float days = Global.getSector().getClock().convertToDays(amount);
tracker.advance(days);
player = Global.getSector().getPlayerPerson();

//Global.getSector().getPlayerPerson().getMemoryWithoutUpdate().getBoolean("$player.FactionOnlyPortraitsEnabled")
if (tracker.intervalElapsed()) {
if (player.getMemoryWithoutUpdate().is("$FactionOnlyPortraitsEnabled", false) && Misc.getCommissionFactionId() == null) {
resetPlayerPortraits();
}
}
}

public void resetPlayerPortraits() {
        SetPlayerPortraits portraits = new SetPlayerPortraits();

List<Misc.Token> params = new ArrayList<Misc.Token>();
Misc.Token token = new Misc.Token("all", null);
params.add(0, token);
portraits.execute(null, null, params, null);

        player = Global.getSector().getPlayerPerson();
        player.getMemoryWithoutUpdate().set("$PortraitsEnabled", false);

        //throw new RuntimeException("Yep, it's running");
}

public boolean isDone() {
return false;
}

public boolean runWhilePaused() {
return false;
}
}


[close]

I understand you are very, very busy so no worries if so, but I've tried this very thing and it doesn't work for me. I wouldn't think that the player PersonAPI would be different from any other PersonAPI, but it seems to not work. I've used the exact same thing before for an entity-based PersonAPI and it seems to work fine.

Any chance the:

Code
    protected PersonAPI player;
    player = Global.getSector().getPlayerPerson();
    player.getMemoryWithoutUpdate().set("$PortraitsEnabled", false);

-wouldn't work to your knowledge? Sorry to be a pain, I just can't seem to find the issue. Is this a separate kind of memory than you would see under the "DumpMemory" option while in dev mode?

13
Modding / Re: Is there a way to add more fighter bays?
« on: November 15, 2019, 09:07:56 PM »
Thanks for the info! My fighters are much weaker than vanilla, so hopefully not too unbalanced but there have been many changes along the way to get to that point lol that's definitely true.  :P

I've considered modules, but I'm not 100% comfortable with their implementation yet considering it requires text file edits for any changes (to my knowledge) since the ship editor doesn't currently support them. Its the same reason I've slowly moved away from skin files because it makes the variants harder to edit in the long run compared to just adding another line the csv file.

14
Modding / Re: [Scripting/Questing] How make intel entry invisible + more
« on: November 15, 2019, 05:46:29 PM »
Code
this.rina.getMemoryWithoutUpdate().set("$mvt_isRina", true);

Does this actually set the memory variable for you?? I am trying to do the same thing for the player and when I call this particular method it doesn't seem to function. It doesn't crash either, but the memory variable never shows up and can't be checked for in other scripts or rules.

Any help you can give would be amazing if it works for you. I gave up after a few days of trying to get it to work. I'll probably get back to it at some point.

15
Modding / Re: Is there a way to add more fighter bays?
« on: November 15, 2019, 05:19:21 PM »
edit2: max you can use is 8 :)

I use 10 or even 12 fighter bays for some of my carriers. That can cut off the refit UI for some weapons if the ship is big enough, however, so that is a consideration that has to be made. Or did you mean the max you can add with a hullmod is 8 + whatever the base is from the csv file?

Pages: [1] 2 3 ... 55