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

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Messages - xenoargh

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16
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: October 01, 2019, 11:04:35 AM »
Well, it's hard to sort out what's Nexerelin and what's EZ Faction there.  I'll take another look at the features that hook into Vanilla's code.

17
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 30, 2019, 11:39:12 PM »
New build has been released.  Please let me know how it works with that many EZ Factions running; it'll almost certainly require a new game.

18
Suggestions / Re: Bigger size Atropos launchers
« on: September 30, 2019, 11:24:31 PM »
How about making the Atropos EMP / Ion, with a weaker damage component, splitting into a star-like distribution of EMP-dealing MIRVS?

That would fit the High Tech themes, differentiate from Harpoons, not step on the lowly, benighted Salamander too hard, etc.

I agree with the complaint that the Atropos is largely just another Harpoon; it's inherently uninteresting and making it available as Medium either makes Typhoon or Harpoon Pod obsolete (or both).  The Hammer has the advantage of being cheap, but kind of awful; it has a niche.  The Atropos can either be expensive, but good, making it a viable replacement for Reapers in all forms, or it can be quite different and find a use that's interesting.  I could see a blanket-EMP missile being very effective vs. Low Tech, personally.

19
Weird.  Can't hear fireSoundOne at all.  Maybe it needs the volume turned up.

20
Question on fireSoundOne on Beams.  It doesn't appear to play when we fire; it's just fireSoundTwo, looped.

Are there special circumstances?  PD Laser has laser_intro as fireSoundOne, PD Burst just has fireSoundOne, PhaseBeam has fireSoundOne commented out.  What are the rules for these?  I used to have cool Laser Intros, but they just don't appear to work now.

21
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 30, 2019, 02:50:21 PM »
OK.  I've made some substantial changes under the hood to deal with how certain things work, in regards to economy updates; might fix that issue.  I'll get a new build out soon.  It'll probably require a new game to function correctly.

22
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 29, 2019, 09:30:51 PM »
Not really; it's supposed to Just Work.  This huge pause on a timer effect has to be due to something very unusual happening; I'm looking at it now.

23
Modding / Re: Getting Modded Weapon to Lead right
« on: September 29, 2019, 04:19:26 PM »
Is the beam's firepoint angled?  That's easy to mess up in the SSEd weapon editor.

24
Modding / Re: [0.91][UTILITY] EZ Faction 0.6a
« on: September 29, 2019, 04:18:23 PM »
I'm not entirely certain, as that's a lot of Factions, lol.  Were they all generated via EZ Faction?

If so:  you'd need to profile it; at a guess, maybe it's EZFactionRestockScript?  Potentially it can cause these sorts of issues; I'll look at making it run more efficiently.

25
I've had some problems with auto-fit pointed out with my mod, and I'd like to address them.

Basically, when the code for selecting a Variant runs, how does it pick an auto-fit?  The criteria it appears to be using are something like:

1.  Is it within OP budget?
2.  Something mysterious / undocumented regarding the weapon / Hull Mod tags.
3.  Whimsy.

The results are that occasionally we're seeing what should be terrifying ships that fall apart faster than a wet paper bag, amongst other things.

Sooooo... what I'd like, frankly, is:

1.  Auto-fit picks a stock Variant and installs all of its Hull Mods 100% of the time.  Hull Mods being subject to whimsy is especially problematic; they're usually set for specific circumstances.
2.  Auto-fit picks stock Variants more often than not, because the whimsy usually doesn't work.
3.  Auto-fit leaves certain weapons that are part of a stock Variant alone.  I have some "weapons" that Do Stuff; the auto-fit algo isn't making decent use of them.

26
Mods / Re: [0.91][UTILITY] Starsector FX
« on: September 28, 2019, 10:35:29 AM »
I'll look at Blueprint pricing; you're right, that should probably not be quite so lucrative.

Interesting point about the sizes of the shots; I'll increase them a bit.

You shouldn't ever buy Capitals, until you're at endgame-money; they're meant to be captured or built at a Colony.  That's kind of the point, really; nobody's going to sell you a Capital.

A well-equipped endgame Capital is incredibly tough; you can make builds that will kill a lot of things on auto-pilot. 

The auto-fit ones the computer uses shouldn't be used as judgement criteria.  I've had the idea that they shouldn't get auto-equipped at all for quite some time now, so that players get to see a few Variants that are really dangerous.

I'm not sure about the AI being "suicidal" so much as more aggressive in general than Vanilla.  It's judging threats in a completely different way, and in general, it's designed to get into range and cause damage.  In Vanilla, the AI's reluctance to close tends to give the player a huge advantage; you can pick your fights and roll it up piecemeal.  In Rebal, my expectation is that players are placing their fleet elements in the tactical view so that they're not all in the scrum; carriers in the rear, assault elements up front, etc. 

The enemy isn't quite that smart yet.  Back when the very early versions of the AI was first developed (for Vacuum) it was placing fleet elements to frustrate players more via the Admiral AI, but that got broken due to various changes Alex made and I haven't fixed it again.  I might have to put that project back on my agenda; I feel like the enemy AI works quite nicely up to the point where the player's powerful enough that very little will stop them anyhow, but if Capitals are feeling "paper-thin" then obviously some changes need to be made ;)

27
Mods / Re: [0.91][UTILITY] Starsector FX
« on: September 27, 2019, 10:04:44 PM »
Different combat style for sure, and it's tuned for Rebal, not Vanilla, so YMMV :)

28
Modding / Re: Please switch Bomb to MISSILE
« on: September 26, 2019, 12:10:50 AM »
Totally fine, I have my bad days too  :P

29
Mods / Re: [0.91][UTILITY] Starsector FX
« on: September 25, 2019, 11:35:12 PM »
New update is being uploaded tonight. 

All altered Vanilla data (sounds, graphics, .WPN / .PROJ files) has been removed from the FX_EXAMPLE project and ported over to Rebal (where I think it belongs, at this point, as it's gone quite a lot beyond, "hey, why don't I spruce up stuff while I'm here", lol).

This means FX_EXAMPLE is now essentially neutral about what mods are running on top of it, which should make it more-attractive to integrate. 

However, that means end-users need to look at Rebal's files to understand how the .PROJ / .WPN integration works, i.e., what JSON entries you can use.  I think that's less confusing overall, maybe.

The fighter_thruster_sm WPN / reference is still in FX_EXAMPLE, because all of the engine-replacers use that Decorative Weapon to do their thing.

30
Modding / Re: New modder needing help
« on: September 25, 2019, 05:13:16 PM »
You got rid of the curly bracket at the end of the JSON file and at the beginning, what's this:

Code
        {
            "angle": 0,
            "arc": 315,
            "id": "WS 001",
            "locations": [
                109,
                18
            ]{

You realllllllly need to pay attention to the brackets and commas and suchlike.  FWIW, I've had plenty of adventures with those, lol.

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