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News: New blog post: Pirate Bases, Raids, and Objectives (06/12/18); In-dev patch notes for Starsector 0.9a (06/01/18);Starsector 0.8.1a is out!
 
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1  Starsector / Bug Reports & Support (modded) / Re: Reinforcements glitch on: July 13, 2018, 07:45:47 PM
Nexerelin (previously SWP or DynaSector) does some things with the battle map generation that may influence the issue. Could it be ships trying to avoid spawning on asteroids or even dust/ice balls that somehow end up extending far beyond the map boundaries?

I'll see if I can find the time to investigate.
2  Starsector / Mods / Re: [0.8.1a] Nexerelin v0.8.3e "Battle Stations!" (update 2018-03-17) on: June 22, 2018, 03:46:08 AM
Without checking, I'm guessing the 30 speed is copied directly from vanilla's placeholder station. Since stations can't actually move in battle the value isn't actually used.

The lack of any real penalty for black market smuggling is a vanilla thing (and indeed, Nex makes open market better with its lower tariff), but I guess vanilla doesn't provide easy tools to reverse the relationship loss either. I might figure out how to handle this, but I think I'll wait to see what 0.9 does with the economy first.

Anyway, thanks for feedback!
3  Starsector / Mods / Re: [0.8.1a] TC: Archean Order: Star-Wars-Inspired Combat/RPG (v1.2.1d) Update 4/15 on: June 20, 2018, 04:52:24 AM
FYI: mods designated as "utility" will already work with TCs and will not be deactivated in the mod menu when a TC is selected or vice-versa.

There may be some mods that don't do this when perhaps they should (Audio Plus is one, perhaps because it modifies some vanilla sounds).
4  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: June 19, 2018, 06:53:44 AM
Quick question, because I'm not sure exactly how to do this: how does one make the small mini descriptions on the UI in the bottom-left of the screen during combat? I want a little thing to pop up as a consequence of activating a speed increase at high flux for a hullmod, but I'm unsure how.

Phase cloak uses this:

Code: (java)

   protected Object STATUSKEY1 = new Object();
   protected Object STATUSKEY2 = new Object();
   protected Object STATUSKEY3 = new Object();
   protected Object STATUSKEY4 = new Object();
   
   protected void maintainStatus(ShipAPI playerShip, State state, float effectLevel) {
      float level = effectLevel;
      float f = VULNERABLE_FRACTION;
      
      ShipSystemAPI cloak = playerShip.getPhaseCloak();
      if (cloak == null) cloak = playerShip.getSystem();
      if (cloak == null) return;
      
      if (level > f) {
//         Global.getCombatEngine().maintainStatusForPlayerShip(STATUSKEY1,
//               cloak.getSpecAPI().getIconSpriteName(), cloak.getDisplayName(), "can not be hit", false);
         Global.getCombatEngine().maintainStatusForPlayerShip(STATUSKEY2,
               cloak.getSpecAPI().getIconSpriteName(), cloak.getDisplayName(), "time flow altered", false);
      } else {
//         float INCOMING_DAMAGE_MULT = 0.25f;
//         float percent = (1f - INCOMING_DAMAGE_MULT) * getEffectLevel() * 100;
//         Global.getCombatEngine().maintainStatusForPlayerShip(STATUSKEY3,
//               spec.getIconSpriteName(), cloak.getDisplayName(), "damage mitigated by " + (int) percent + "%", false);
      }
   }


For a hullmod, use advance() instead of maintainStatus().
5  Starsector / Blog Posts / Re: Pirate Bases, Raids, and Objectives on: June 12, 2018, 11:52:14 PM
Is there a strategic-level AI governing the response to raids and counter-raids? Like, if I drop into a system unnanounced with an Onslaught for a doorknocker and a pirate fleet spots me, will they gather nearby fleets and attack me? Pull back all fleets in-system to defend the station? Or, if the forces are lopsided enough, simply abandon the system? (I better still get paid in the last case)
Will this change if I have my transponder off? (Maybe I'm just coming to trade!)

If the player leaves a pirate base alone long enough, will it ever go away on its own? Might one of the major factions could mount their own expedition to destroy the base?

Might the player gain the benefits of a faction's objectives through a commission or some other channel?
6  Starsector / Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes on: June 11, 2018, 06:03:47 AM
I've wanted fleet officers to be "recycled" and appear again with reputation persistence, not for any behavioral effects (although those would be nice too) but simply because it'd be neat for the player to open the comm link and go "oh we've met before". Kind of a "make the Sector feel more alive/real" thing.
7  Starsector / Mods / Re: [0.8.1a] Arsenal Expansion v1.4.11 - Ping on: June 07, 2018, 04:49:41 PM
k2arim99: That's a Linux (and Mac?) incompatibility issue, fixed for next Arsenal Expansion release.

For now, open Arsenal Expansion 1.4.11/data/weapons/proj/ae_blacksmith_lance.proj and ae_cannonlance.proj
and change
Code:
"bulletSprite":"graphics/missiles/missile_mirv_warhead.png",
to
Code:
"bulletSprite":"graphics/missiles/missile_MIRV_warhead.png",
8  Starsector / Suggestions / Re: Randomly buff hull mod on built ships? on: June 07, 2018, 06:24:49 AM
We interrupt this discussion of what RNG is good/bad to bring you these explanatory articles by Keith Burgun:
Randomness and game design
Three types of bad randomness, and one good one

(The key point made in these articles is the difference between output randomness (bad) and input randomness (good). I might describe it as: one gives the player something to work with, the other passes arbitrary judgement on the player.)

That is all. Carry on!
9  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: June 04, 2018, 04:50:05 AM
Is there any way to change the fleet composition depending on fleet size? So small fleets might have a moderate % of small escorts relative to overall small units, while large fleets would not field them.
DR mods use the hack of modifying the faction's fleet doctrine before creating the fleet, then changing it back afterwards. (It's used to make larger fleets prefer big ships)
(example)
10  Starsector / Suggestions / Re: Pirates Posting Bounties on Faction Admirals on: June 03, 2018, 05:26:35 PM
(Added by DynaSector, actually)
11  Starsector / Modding / Re: vmparams editing on: June 02, 2018, 10:27:52 AM
IIRC you can also disable "hide file extensions" in Windows Explorer and then rename the file to remove the .txt extension.
12  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: May 26, 2018, 10:14:47 PM
Overwriting the asteroid ring texture isn't an option, since 1) the mod texture is set up differently (it uses the whole 1024x512 image to define one texture type, instead of four),
and 2) we don't actually want to modify the ring textures outside this one system, that's an invasive change.

Anyway, I found the easy way to replace the asteroid belt gen plugin (thanks for making StarSystemGenerator.terrainPlugins public) so the specific case is dealt with Smiley
13  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: May 26, 2018, 08:35:30 PM
Seems I can't get the sprite of arbitrary SectorEntityTokens, so yeah. Also don't feel like replacing the star system generation code just for this.

None that I can think of; what's the use case?
A certain modder found the ring textures used for asteroid belts weren't as visually attractive as desired, so he made his own, presently used for the hand-placed asteroid belts in the mod's star system. We were exploring the possibility of using the custom texture for additional asteroid belts created by StarSystemGenerator.addOrbitingEntities() as well.
14  Starsector / Modding / Re: Misc modding questions that are too minor to warrant their own thread on: May 26, 2018, 06:04:48 AM
AsteroidBeltGenPlugin creates a pair of ring bands under each asteroid belt. Is there a way to identify all such bands in a system so I can remove them?
15  Starsector / Fan Media & Fiction / Re: Fan Fiction! - The Knight Errant on: May 16, 2018, 06:33:14 AM
I'm interested in reading more Smiley

Minor corrections/stuff:
sense the divine -> sense of the divine

Mora class -> Mora-class
(on the other hand you're also supposed to italicise the class name (example), but I've never bothered with that, perhaps because no game I know does either)

Rimor has a space after it and before the full stop that shouldn't be there

The bolding all dialogue is an unusual conceit, any particular reason for it?
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