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Messages - Morrokain

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916
Modding / Re: [Mod Request] Mod my sprites for me?
« on: June 16, 2020, 08:19:44 PM »
It's weird no-one's brought up https://starsector.fandom.com/wiki/Intro_to_Modding yet, so here's me, bringing up https://starsector.fandom.com/wiki/Intro_to_Modding :P

Lol I chuckled at this, but yeah it truly is a good guide though!  ;)

First of all, thank you! I put a (relative) lot of my time into those sprites. I've tried reading that guide, but after modding ships, i'm stuck at the part where you actually put them into the 'world', so to speak. So i thought i'd ask someone who's more knowledgeable than me, to get these sprites to be an actual ship in the game, before delving into the Discord. Thanks for your reply!

Besides the guides, you can make sure the game is correctly loading your .ship and .variant files by putting the game into "dev mode" which allows you to check variants under the "Edit Variants" section at the bottom of the start screen- which is otherwise not available as an option. This also allows you to create simulations with those variants to test balance.

Go to: starsector\starsector core\data\config\settings.JSON and change:    "devMode":false,      to:    "devMode":true,

As general advice: start small.

Look under: data\hulls\ship_data.JSON  -(you can open it with a spreadsheet editor or notepad but an editor makes it easier to read and therefore better understand each ship stat)

That will give you an idea of of all the stats a ship should have and give you some guidance on how to balance yours.

I also highly recommend the Ship Editor to make your .ship file and .variant files.

After downloading and running the application, the right side will show you all the commands you can use to build those files. I'm honestly not sure if a guide exists on all its functionality though, but I can tell you that it will prove to be invaluable for many things regarding ship creation. And of course if you have specific questions or run into problems you can ask here or on the discord.

If you're having trouble or it feels overwhelming, let me know and I will provide a demo mod with one of your sprites (you can pick) so you will have a specific example to go off of.

917
Hi. today i was playing my lvl 15 scientist,  i tried to look at my intel panel and it instantly crashed , pressing the shortcuts did nothing, litteraly.
Do someone know what to do?
Thanks again

First off, thank you for the details that really helps! It looks like an issue with Nex when attempting to sabotage an industry but I'm not sure if I caused it or not as I do add station industries. I'll send this report to Histidine and see any insight can be provided. Thanks!

918
General Discussion / Re: Location of the randomised ship name file
« on: June 15, 2020, 05:39:25 PM »
ship_names.JSON under: data\strings

919
Quote
i want to do this for balancing purposes for use with the archean order tc (considering the lore of aria i think it fits quite nicesly with the archean mod)

I normally would never do this sort of thing, but I'm making an exception here. I just want to make a public statement that I would like to keep the Archean Order mod away from any references to neo-nazi-ism in any form. I'm not saying the author intended that connection, but the official ruling from Alex puts that mod in that category for me.

Of course, any user has the freedom to choose the mods they want and this is no exception. But I am very much against that ideology and want that to be known.

920
I like that one. It has a good visual definition of the overall superstructure and layers. I also like the turret layout and shape. Very aesthetically pleasing to me. One confusing thing that stands out, imo, is the armor plates along the edges at the front portion. They seem visually higher than the layer the turret emplacements are set on. A minor thing though.

Overall good job. :)

921
i think thats great! well thought out and makes me personally like the archean order much more. interestingly enough i had an idea that the consortium and the order and all the factions could use a mission based system in the bars similar to delivering for the independents. i may be remembering incorrectly but it seems as though delivery contracts only raise independent relation status. it would be neat to have something similar tailored to the other factions. it could be as simple as having delivery contracts that you can find in a bar that would be linguistically representative of the faction they would raise relations with. other neat things like being able to buy commodities from luddic planets in the bar would be interesting, especially if it relates directly to that faction like the luddic ones seem to.

Oh yeah I definitely have plans to do stuff like that in the future! I also want a mission chain to be required to get a commission with Archean Order or Adamantine Consortium - maybe even Sci-Corps. Their tech is too powerful to mostly be available at "Favored" with very little caveats. There are some reasons I'm holding off on that for now, though.

1) The code for that is fairly new and could change. The mod is already a big project and compatibility updates for Vanilla releases take a long time as it is. So the less I have to change the better. The next Starsector release will probably give me confidence of the feature's overall stability - especially if it doesn't change - implying that Alex has tested it out and feels like it is sufficient enough.

2) Time concerns from existing work - (Commissioned Crews and Fleet Dialogue are fairly large endeavors and will take some time - more so on the side of Fleet Dialogue)

3) Other mod compatibility concerns or the desire to plug in to some more optional feature mods.  (Specifically I want to take a look at Starship Legends and Combat Chatter for thematic additions along those lines, if possible. There is also an incompatibility with Better Colonies I'd ideally like to solve.)

4) Finally, there is some more nuance I want to add to the factions if I can. Things like gender-ized post names and more specifically defined portraits/characters based on posts. The last one mostly just applies to the Adamantine Consortium as it looks a little weird seeing a vampire portrait as the lowest rank, for instance.

922
Modding / Re: [0.9.1a] Star Conquest (WIP)
« on: June 15, 2020, 10:56:48 AM »
Hmm, actually the mod has some flesh (there is about 65 unique ships in total), the main help I'll need is on both the scripting for non-vanilla weapons, hullmod and systems effects, as well as everything that on the campaign side, adding new star systems, planets, fleets, faction and such, has I mainly focused on ships and weapons since the beginning in 2017. If what you have seen in the main post seems interesting to you, I'll gratefully accept your help when I end up stuck on some scripts

Where can I find the Discord link ? That may help a lot too, since I'm always connected when I'm working on the mod, that'll be helpfull too !

The first place I would go for campaign stuff is Vayra's Modding Tutorial.

If you scroll down towards the bottom it discusses generating planets/new systems, etc. It will seem complicated at first but once you get the hang of it you will be able to see how a lot of the campaign pieces interact. That will be useful for adding scripts to the campaign later on as well. Also see King Alfonzo's Guide to adding faction fleets.

If you haven't, I'd highly recommend setting up an IDE to compile your code into a jar. In my experience it will also make things a lot easier and faster in the long run and save you some real headaches. You can search for methods more easily without having to constantly search through the API documentation and it will do useful things like auto-importing classes or telling you about basic errors.

A few guides exist to help you but they are dated so you might not be able to follow them line for line. I personally use IntelliJ so I can probably help you with that but I'm on an older version (IntelliJ IDEA Community Edition 2017.1.4 x64) for my own convenience so things are definitely a little different on the newest version. The concepts are likely the same though.

IDE Guides:
Kazi's IntelliJ Tutorial
TJJ's Eclipse Tutorial
LazyWizard's Netbeans Tutorial

I don't think much documentation exists for weapon scripting and I haven't really done that myself so I will be of no help there most likely. For hullmods and ship systems my advice is to look at vanilla's implementation as an example and keep it simple at first until you have the basics down. I just started doing more complex stuff like rendering graphics, etc, in my hullmods and it can get pretty involved.

Finally, here is the discord link for when you run into issues.

Hope all this helps! I know it might seem a bit overwhelming at first, but keep at it and it will pay off!  :)

923
yea really cool and the messages popping up would be great! also the idea of the player having the ability sounds fun
perhaps something similar could be done with another faction where they are psi warriors or something, like the angel to the consortiums demon

Thanks!

The Archean Order (the faction) sort of acts as a counter-part through their "phase walkers", but initially the faction is forced to be reluctant - well not allies but more of a ceasefire accord - with the Adamantine Consortium as a necessity to wage their war on the Tri-Tachyon Corporation. So they aren't Sith but they aren't Jedi either. Rather they are a kind of combination of the two extremes.

It is set up that way to drive the eventual narrative for the mod (a long ways off most likely as writing takes an extremely long amount of time and I also have to implement the events, missions, etc to go alongside it) and it intentionally creates ambiguity for the Archean Order. They believe in a prophecy of doom and act with determination to prevent it from happening. The dire consequences of failure creates hard choices that are a theme of the narrative. There are sub-factions/iconic characters planned within the Archean Order who do act in the way you describe (in that they loathe the Consortium and seek to break the accord) but they aren't really visible at the moment.

That being said, the primary antagonist to the Adamantine Consortium is the Corps of Science and Exploration. They aren't capable of using any special powers, however. They are just brave and battle-hardened people determined to fight against the Consortium's atrocities at all costs and generally seek to improve the sector's standard of living. You can kind of compare them to the rebel alliance or a very weakened version of Starfleet desperately trying to survive in a sector struggling to keep law and order (and also citizen freedoms) intact.

The Corps and the Archean Order don't exactly trust each other, but have enough in common to work together in some situations. I'm hoping this creates a diverse and nuanced backdrop to create a really good story when the time comes.

924
Modding / Re: [0.9.1a] Star Conquest (WIP)
« on: June 14, 2020, 05:51:24 PM »
What help did you need? You can PM me if you have questions or I'll try and check this thread every once in a while.

I've heard discord has a dedicated learning section as well where you can ask questions and get help from experienced modders, but I haven't really checked that out yet myself.

925
i know essentially nothin about modding, however, i recall there being ship systems that have an area of effect that changes certain parameters of enemy ships. perhaps something similar that targets ship malfunction chance? is ship malfunction chance tied specifically to combat readiness (with the exception of perhaps emp damage)? maybe a work around would be a constant emp effect around the flagship in the picture. the "mental energy" could be emp and flagged as fragmentation so that the shields and armor could (as far as your idea goes it would make sense for the dense matter in the way to mitigate the effect) mitigate the emp effect. i have no idea what numbers to go with really but i like the idea youre running with and i think it suits the adamantium consortion well

Thanks for the suggestion and I'm glad you like the idea. :)

I actually have the behavior working already and I like it. It is essentially an area of effect application of the same behavior that "Ill-Advised Modifications" causes. So there is a base chance for a weapon to malfunction on any enemies within a range of 1500 around the flagship. When something malfunctions there is a chance it will be a critical malfunction- which can be read as crew weeping uncontrollably in a maintenance shaft somewhere or otherwise refusing direct orders to return to battle stations - which means the weapon is permanently disabled.

The things I still have to do are:

1) Make the radius and strength scale a bit- probably by player level and reputation. I like the idea of the player visibly seeing their power grow in that sense. So numbers aren't finalized yet.

2) Code a check in the faction file to allow other modders to either reduce or completely negate the impact of the effect. AI factions can use this to be immune. This also makes sense for hardier factions who wouldn't balk at that sort of thing.

3) Decide if I want to have a custom graphic of some kind and make that happen.

4) Code text popups of effected ships for some flavor. Things like "Nooo! Not like like this! Not like this!!" or "AHHH!" for when the effect is working and things like "Steady men... steady..." OR "I'm not afraid of you, demon!" when it doesn't. Stuff like that.

926
This is taking longer than I thought it would but I have the first (and probably hardest) Commissioned Crews hullmod for Archean Order mostly working. There is still some nuance and flavor to add though. Sorry for the delay. This hullmod may seem really strong and I have more I want to do with it, but this is a flagship-only hullmod. The rest of your fleet won't get it and it will require the player to pilot an Adamantine Consortium vessel. It's not finalized, but here's the tooltip to show what it does:

Spoiler

[close]

927
I'm trying something like this for one of my mods that would also suffer this, but my tools for reasons outside of my control are... Notepad++. That's it XD.

When it tries to compile I get
"Unknown variable or type "ship""

I figure there's something else I'll have to import?

Ah that sucks an IDE is much easier to use with this sort of thing. If you link me the code I'll plug it in real quick and see what I find as it may be something simple.

Thanks! I (think) it works; when I tried it replacement rate seemed to decrease faster after taking fighter casualties, its too bad I can't directly set the replacement rate % though. This should be good enough either way :)

Glad that helped! There might be a method to set the refit rate as a flat amount. (I *think* this would essentially be your preferred way of setting replacement rate % directly but I don't think I've ever used it so I'm not sure.)

928
I'm working on a hullmod that launches a drone from a carrier when a ship that has it gets close, and I just want to decrease the carriers replacement rate as the drone is repairing the ship..if you could help , i'd appreciate it

I think a way you could do this would be to set up a timer under:

Code
	@Override
public void advanceInCombat(ShipAPI ship, float amount) {

}

Then to periodically reduce replacement rate you would use something like:

Code
  
*(outside timer)*     
float reduction = 0f;
MutableShipStatsAPI stats = ship.getMutableStats();
*(outside timer)*

*(drone repairing returns true)*
*(inside timer)*

reduction = 10f;
stats.getFighterRefitTimeMult().modifyPercent(id, 100 - reduction);
*(increment timer)*

*(drone repairing returns true)*
reduction = 20f;
stats.getFighterRefitTimeMult().modifyPercent(id, 100 - reduction);
*(increment timer)*

etc, until:

 *(drone repairing returns false)*
 *(reset replacement rate)*
 *(reset timer)*
 reduction = 0f;

*(inside timer)*

Hopefully that make sense I'm not sure how well I explained it. Then you can use increments that fit the behavior you would like to see. For instance here I go by 10% with an implied timer of ~5 seconds to create roughly a 2% decay per second.

If you just want a flat decrease while repairing you wouldn't even really need the timer. That would more be like:

Code
while (drone repairing) {
    float reduction = 50f;
    ship.getMutableStats().getFighterRefitTimeMult().modifyPercent(id, reduction);
}

You might have to play around with the various modifiers to getFighterRefitTimeMult() to see what works the best. For instance to increase the replacement rate I use:

getFighterRefitTimeMult().modifyMult(id, 1f - REFIT_TIME_PERCENT / 100f);

Hope that helps! :)

929
Also note that if you want to add new variants to autofit the variants have to be added to: default_ship_roles.json under: data\world\factions

930
Is there anyway to directly modify the replacement rate % for carriers in combat? I saw some mults for fighter replacement but I dont think those are doing what I want

That should be what you use from my experience. What's your target implementation? I'll try and help. I don't think you can go below 30% replacement rate in general though for any individual carrier.

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