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Topics - Morrokain

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Suggestions / New Collision Class
« on: September 19, 2014, 06:49:18 PM »
I would like:
collisionClass: "SHIPS_AND_ASTEROIDS_no_FF"

Essentially a way for a projectile or beam to ignore enemy fighters and only be able to hit ships and asteroids without automatically damaging your own ship.

Modding / MutableShipStatsAPI Missing Something?
« on: May 06, 2014, 01:43:28 PM »
I am trying to make a skill that sets the deployment/logistics cost of the player flagship but I can't seem to find anything in the MutableShipStatsAPI that can modify logistics cost.

I see almost everything else modifiable in the data spreadsheet though and plenty of things that aren't. Was this overlooked or am I missing it?

I want it to look something like this:
	public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getFleetPoints().set(id, SkillData.HELMSMANSHIP_LOGISTICS_COST);


This should make it so that the logistics/deployment cost of the player flagship is always 12 no matter the hull-size correct?

Modding / Level Cap
« on: April 28, 2014, 05:24:27 PM »
Is there currently a way to set a hard level cap in the LevelupPlugin? Or at least a way to simulate it by cutting off point earning past a certain level?

My skills system would be totally broken without one :P

Suggestions / Free Control Camera During Autopilot
« on: April 22, 2014, 01:09:05 PM »
Ok one more suggestion and I will leave this subforum alone for a bit lol.

I think it would be useful to unlock the camera leash while the player's ship is on autopilot. I can see why its useful when controlling a ship, but for tactical purposes during autopilot I would really like to be able to see everything that is going on in a battle. Unlocking autopilot would of course recenter back to the ship and put the leash back on.

The current system of changing camera views in the tactical screen is somewhat tiresome when trying to monitor several things at once. It also runs into issues when focused on fighter wings since the camera will sometimes randomly zoom to a fighter coming out of the carrier and the sense of whats going on in the battle is momentarily lost.

Modding / Modding Faction Fleet Compositions
« on: April 21, 2014, 09:33:48 PM »
Is it enough to simply have a factions file in the mod with the same ID for the campaign to replace fleet compositions in a mod? Or is there an extra step? My mod seems to be using vanilla faction fleet compositions instead of my modded ones. I literally just copy pasted the files into the mod directory with the same path and name and just rewrote the variants.

Should I use the mod info file and just "replace" the factions files? I thought that was only for csv files.

Any idea what I am doing wrong?

Suggestions / Unlockable Codex Entries
« on: April 19, 2014, 09:44:32 PM »
For the purposes of storytelling and surprising players. I think it would be a good idea to allow certain ships/weapons/factions/etc to only be shown in the codex when they have been "discovered" in game. You could even have different codex entries for ship variant strengths and weaknesses that are only shown when that ship is discovered.

To add to that, you could have a dialogue when meeting a fleet called (Scan Fleet) or something to gather necessary intel and information that could be stored in the codex. This would of course be considered rude at best, hostile at worst.

In other words, the codex gives a little too much away by having everything stored in it right away. I would rather it be starsector's pokedex lol

Modding / Starter Ships
« on: April 08, 2014, 08:09:45 PM »
Didn't see anything that addressed this and I have browsed through the data and didn't see this. How do I edit what ship I am given if my fleet is defeated?

My current incarnation of the Vigilance is a micro carrier with only a single missile turret. It is also one of the ships sometimes given to you when you are defeated.

It is literally impossible to use this ship as a re-starter ship in my mod  :D

Suggestions / A Suggestion For Campaign Design
« on: February 23, 2014, 11:04:10 AM »
I have been thinking about this for a while now. One of the things that currently bugs me about the placeholder for starsector's campaign that I would like to see re-visited upon the campaign development is how NPC battles are handled.

My main issue with it is simply that there is no way to affect the outcome of a battle when factions collide. You can't come to the aid of your faction's fleet. It just lacks a certain strategic element.

My proposition:

1)  When enemy fleets begin a battle, have the fleets locked into place for perhaps a day or two in a state of "pre-battle."
    a) If it makes sense from a hardware standpoint, have a slowly degrading battle over time (ie ships lost/damaged) until the battle concludes. If no, simply do not calculate the auto-battle for a day or two and give the player a chance to intervene.
    b) If a player intervenes a new battle type where you have friendly A.I ships (you cannot give anything but general orders to if any at all) already deployed along with enemy ships. You can then deploy elements of your fleet to aid the friendlies.

I feel this is essential for the health of the campaign. Right now the placeholder feels like bugs flying into a bug zapper. They touch it and zap! There isn't any player control there. The only way you can control system mechanics is to snipe supply fleets or defense fleets.

This has other benefits too. Station sieges? Planetary blockades like in the mission? Player owned A.I fleets defending their stations and assets? (I know some of these have been implemented in mods but they will be even more fun with this campaign addition!)

What are everyones' thoughts? Feel free to offer other suggestions as this is a template I came up with overnight  ;)

- Morrokain

Suggestions / New Weapon A.I Hint
« on: February 23, 2014, 10:43:16 AM »
I am not really sure if this has been implemented and I just missed it, but I think it would be a really good idea to add an A.I hint:


so that certain weapons will not fire at fighters with their automated fire control.

For some weapons, especially in mods, it just doesn't make sense that they do and becomes a huge drain on flux. You could always switch to "local control" and snipe them yourself if you want  :)

I know making it a "strike" weapon works... but it unfortunately changes the A.I in other undesirable ways. Not attacking frigates and sometimes not firing until the ship is overloaded for example.

Modding / Question on total conversions - solved
« on: November 01, 2013, 04:22:58 PM »
I am making a total conversion that re-balances the vanilla ships.

My plan was to implement the mod in a way that does not interfere with the generator scripts of vanilla but merely replaces the .ship .weapon .faction and .system files along with their associated csv files.

Then I would use my custom mod plugins to add the things I want to to the BaseSpawnPoint and so forth. This is essentially to make it far easier to update on future releases that add things like new sectors, spawn points etc and saves me a ton of headache!

So the question is:

For total conversions using "replace" in the mod info file,

A) Can I use that to replace entire folders? (i.e mods/modname/data/hulls) or if not..

B) Would replacing each file in those folders work if they have the same name in the mod folder? (i.e mods/modname/data/hulls/onslaught.ship)

fingers crossed for A!  ;D

Suggestions / Hullmods, Missiles and Character Progression
« on: October 13, 2013, 12:39:26 AM »
So while fantasizing and planning mod material on future non-combat features of starsector, I was struck with an idea.

To keep it short and sweet: make hullmods moddable to cost credits (varying hullmod to hullmod) each time they are fitted. Perhaps even possibly make missiles cost credits to resupply (in a mod)

Now then, here is the long and detailed why I feel this is important. Spoilers for those who don't care hehe :D

In another post, I talked about my experience with 0.6a and why I felt it was better than its predecessors. To summarize, it added depth because it added meaningful player choices and considerations with the introduction of CR.

But another important aspect of games like starsector for me is character progression. To a certain extent we already have that with player skills, but for me I'm talking specifically about ship improvements. Eventually we are sure to see other ways of making credits outside of combat. But what I am not seeing right now are many ways to improve your current ship. That's not to say there aren't plenty of play style customization options (torpedoes vs LR missles for instance), and some weapons are arguably better in their role than others and could technically be called an upgrade, but there just is not much to actually spend your credits on other than more ships or supplies.

So, in the interests of those who prefer smaller fleets that prioritize powerful flagships, more ways are needed to improve said flagship other than skills in Combat. In other words, definitive "gear" progression similar to RPGs of one ship based on more weapon quality tiers (already possible through modding) and other ways to spend money improving said ship.

That is why having hullmods cost credits to fit (so you "buy" hullmods at a station after they become unlocked through skills) as well as OP would add meaningful gameplay progression. It gives the player something to work towards and gives more choices on what to spend their money on to directly improve their ship's capabilities.

Having missiles cost credits to replace also indirectly improves a ship, but I am less enamored of this one since it is a little too logistic-y and we already have a pretty decent logistics system.

Either way, it also helps facilitate a reason to travel and explore within the game universe. Different stations offer different quality weapons, missile types and hullmod options. Higher tier is more expensive, less accessible or hidden. This also allows for faction specific improvements to increase variety and flavor.

For those who would rather rely on "more is better" and focus on larger fleet logistics and management, it does not limit much. Many ships with weaker weapons or no hull mods would perform roughly the same cost for cost as a couple ships with a lot of money invested into their improvement. In terms of loss, larger fleet's losses are easier to replace but happen more frequently while an elite ship's loss is a severe blow to the player's wallet but less likely to happen due to overall ship quality.

The point is that it not only creates variety and a more concise play style option, it gives the player more to do, more to gain, and more to enjoy.  ;D


Modding / Missile Sprite Modification
« on: September 30, 2013, 06:32:59 PM »
Is there a renderhint to allow missiles to render below the turret sprite? A.k.a [RENDER_BARREL_BELOW] for missiles?

Suggestions / Modding Request
« on: September 23, 2013, 10:53:41 PM »
Not sure if this was ever mentioned but I haven't come across it.

I'd like to request a way to:

1) Have a code in the weapon file for weapons to only be able to be equipped on turret slots or only able to be equipped on hardpoints. For example: Equip Limitations: STANDARD/Equip Limitations: TURRET/Equip Limitations: HARDPOINT Something along those lines.

2) Be able to create modifiers for equip slot types. For example: Hardpoints gain +10% damage to standard weapon damage. Could work with range/flux/damage/fire rate etc.

The first one is because I would like to keep the customization option of being able to select multiple weapons (built ins are a placeholder right now) but since a lot of my mod deals with scale, hardpoints are usually reserved for the largest weapons. Sure I could simply retool the sprite of the turret variant but that kind of breaks immersion because then the hardpoint having a larger gun of the same weapon should realistically do more damage (hence #2).

Would this be terribly difficult?

Suggestions / 0.6 Difficulty Curve - My Thoughts/First Impressions
« on: September 19, 2013, 03:39:18 PM »
Hey its been a while since I wrote anything on here but 0.6 brings so much to the table I had to give some feedback!

Overall, I love the state of the game and the new depth that 0.6 brings to Starsector. I have noticed, however, many people complaining about the difficulty associated with supply cost, fleet management, early game combat, and CR recovery.

The most obvious suggestion would be to lower supply costs or reduce the amount of supplies consumed. With the exception of fighters, I want to put my .02 in and advise against this as I feel it is a knee jerk reaction to frustration because the only way to get credits right now is combat and combat lowers CR and usually comes with high costs for repairs. Once industry comes in I think it will smooth over a lot of these issues.

I feel that the new logistics management is great because it forces you to make some tough choices on what you spend your credits on and increases the time it takes to build a large solid fleet. I think this is great! Before I would never even think much about weapons before I got a cruiser since enough cash came in from battles to make larger ships pretty accessible early on. Now I find myself going:

 "Hmm maybe instead of another frigate I should make that Dual Autocannon on the forward turret slot of my Lasher a Railgun to give myself a bit of a combat edge. It costs under a 1000 credits so I will certainly have enough to resupply if this next engagement goes poorly."

And it is a tad bit scary to wander too far from your home station. I have a good story here that I will put into spoilers for the sake of relevancy. Skip to keep just the suggestion aspect of it but it serves as a concrete example to prove my point.

The first time I went exploring in hyperspace I made a poor choice on which wormhole I came through into the Askonia system. I ended up stranded at that planet far to the bottom of the map. Blind (nothing showed up on the map other than that planet. Bug? Or intended?) and running dangerously low on supplies, I had no choice but to engage the wandering Midtech Patrol I had been following hoping it would lead me to a station. "Sorry guys, nothing against you but my crew needs your supplies badly." I thought as I engaged.

The problem: they had a cruiser in this patrol. With only 2 heavily modified lashers (remember that railgun?) a Heavy Machine Gun toting Hound with engine boosters and auxillary thrusters, and a couple talon wings supported by my LR missile Condor, I took on the fleet in desperation.

It seemed to go well at first. A well placed Reaper in my right side missile port overwhelmed the Brawler class who dared engage me alone within 10 seconds of the battle commencing. I had sent my other lasher and hound to double team the mere support lasher escorting the cruiser and it fell soon after the brawler as the railgun and heavy machine gun overwhelmed its shields right as the pilums from my condor smacked into its starboard. The two economy mortars (hey railguns are high on OP) on my other lashers hardpoints finished the job. My talons were keeping the two Gladius wings occupied and I noticed their Gemini engaging my Condor at point blank range. A harpoon and an accelerated ammo feeders worth of assault guns to is engines took it out before it even knew what happened. "I might be able to do this!" I thought.

Then we took on the Eagle. Man medium beams hurt now. Within 10 seconds of engaging the Eagle I knew it was futile. My own ship was out of missiles and at 50% hull. The other lasher's armor looked like swish cheese from its forward guns and my hound was running on an engine duck-taped to its port side at a mere 2% hull. We hadn't even dented its armor. Full retreat!

Somehow every ship escaped. Even the carrier since it was too far removed for the eagle to catch up to it. Phew I thought! That was until I realized I couldn't send out salvage teams to gather the supplies that were tantalizingly floating in space because an eagle was still guarding their remains. All for naught.

So completely out of supplies now and with only 2 ships combat capable I tried to find a station. Long story short an accidental explosion taking out one of the 2 combat ships and a marauding pirate fleet seeing easy prey sent my crew to the slave ships. Reload.

So I failed. I took a gamble and lost because I didn't store enough supplies to last a while when exploring and as a result I had to take on a much bigger fleet than I normally would have. And lost.


I think that's key here. The added tension of supply management and the very real possibility of being lost or stranded gives consequences to your decisions that weren't really present in the game before now. So I feel these should stay.

However, the big issue with this difficulty now is two-fold:

1) I can't seem to find affordable freighters early on to allow me to stockpile supplies for long trips or exploration. (maybe I'm missing something)

2) Right now you must go into combat about once every 10-11 days to maintain income enough to buy supplies. If you just happen to be unlucky with spawns so that no applicable fleets are within your reach.. even in your home sector you are pretty much screwed and there is not much you can do about it. (again maybe I'm missing a mechanic here. mothball maybe haven't tried that yet.)

So certainly #1 is an issue. #2 could just be a fluke but that was my impression.

So aside from implementing things like industry I would suggest a couple things to help this dilema.

1) Clearly provide an indicator in the map section that denotes "well traveled or known" space zones and "you might not have enough supplies for this" space zones. That way players know what they are getting into. "Fringe" for example was a good indicator for me to not use that wormhole that was already in use.

2) More farmable/variable fleets. An example would be more independent traders loaded with supplies and medium to light on defense. This would give options (also with consequences such as angering authorities or getting a bounty placed on you for mercs) besides "Oh god where's a buffalo pirate fleet I've only got 5 days left!"

Great update!!  :)

Modding / Weapon Out of Ammo Problem
« on: November 04, 2012, 09:38:11 PM »
I am making a burst weapon similar to the Burst PD laser.

The problem I am having is that it uses a gun sprite and animation and once it runs out of charges its gun sprite disappears and no longer reappears when it gains a new charge similar to how Ballistic ammo based weapons work.

Is there anything I can do about it? Like a weapon hint or something or override?

If not, can we add that to the list of "useful things to eventually get done that modders might like?"  ;D

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