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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - TrashMan

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1
Crikey!
Dunno how I missed that. Thanks.

2
Suggestions / A use for your favorite extra ships
« on: January 06, 2024, 03:32:18 AM »
We all end up with far more ship that we can have in a fleet. Good ships that are just gathering dust in storage. Even more so with mods when there's so many great ships you'd field all of them if you could.
We can also have more captains than we can field.

So a suggestion - for each world you own you can create a special defense fleet. A captain of yours and his ship will be promoted as fleet leader and will build a fleet around it. That captain and ship will re-spawn after some time if killed (resources premitting) and won't count against your captain/ship limit, since they will be effectively removed from your fleet.
That fleet will count towards sector defense tough.

A way to reward and make use of captains and ships.

3
Quote
37963 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.MediumBallisticsIntegration]
java.lang.RuntimeException: Error loading [data.hullmods.MediumBallisticsIntegration]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassFormatError: Inconsistent constant value type in class file data/hullmods/MediumBallisticsIntegration
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at org.codehaus.janino.JavaSourceClassLoader.defineBytecode(JavaSourceClassLoader.java:244)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:194)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more


What exactly is the issue here? I?m not sure. The Hullmod in question:
Code
package data.hullmods;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.impl.campaign.ids.Stats;

public class MediumBallisticsIntegration extends BaseHullMod {

public static final float COST_REDUCTION  = 3;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getDynamic().getMod(Stats.MEDIUM_BALLISTIC_MOD).modifyFlat(id, -COST_REDUCTION);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) COST_REDUCTION + "";
return null;
}

@Override
public boolean affectsOPCosts() {
return true;
}
}

4
Wouldn't a high impact value PUSH away the target?

5
Best way to implement a tractor beam effect?

Negative impact value for a weapon doesn't do anything. Changing targets speed temporarily on weapon impact? Direct application of force? If so, is there an existing method for it?

6
I find it very hard to build up loyalty for some ships that are fragile by design and the AI isn't best using. So they end up dying a lot. Even tough they do 600%+ damage, captains still keep loosing loyalty.

7
Mods / Re: [096.RC10] Planetary Shield Replacer by ShogunTrooper
« on: October 14, 2023, 10:29:38 AM »
I don't even build teh shield, because it's ugly.

IMHO, it would probably look better if it was a finer mesh and blueish

8
Question - there are some older mods that I still like to use so I modify them myself. One of the thing I did was alter the hullmods for the new S-mod thing.

I edited both the java files of hullmods to the add the if (sMod) branch and the hullmods.cvs to add the SModDesc descriptions, but in-game no S-mod description show up, nor even the S-mod ui category. Am I missing something?

Hmm, nothing else comes to mind. Make sure the hullmod class is extending BaseHullMod - though if it wasn't, I think you'd have noticed due to other problems, so that's probably not it.

... are you testing this in the main menu? S-mod stuff only shows up in the campaign.

Fixed it.
I named the column SModDesc instead of sModDesc. Now it works! Thanks

9
Question - there are some older mods that I still like to use so I modify them myself. One of the thing I did was alter the hullmods for the new S-mod thing.

I edited both the java files of hullmods to the add the if (sMod) branch and the hullmods.cvs to add the SModDesc descriptions, but in-game no S-mod description show up, nor even the S-mod ui category. Am I missing something?

10
Mods / Re: [0.95a] Capture Officers and Crew
« on: September 02, 2023, 04:23:53 AM »
What's the mod called and link?
"Take No Prisoners" and it's discord exclusive.

FFS, why?
Is it the unofficial Discord server? I can't join that one for some reason.

11
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 02, 2023, 01:12:03 AM »
This is an absolutley essential mod IMHO. Waiting patiently.

12
Modding / Re: State of STEELCLADS
« on: December 10, 2019, 12:30:29 AM »
1st - if you bothered to read, it specifically sez assets of MINE. I do not have hunderds of stolen assets. A few weapon sprites (4-5 maybe), that have been hacked up and heavily modified, perhaps. The only weapon sprite I "lifted" is one missile launcher. But if you consider a 5x1 pixel weapon barrel or a 2x3 pixel vent to be theft, then everything is theft. I'm quite sure there is a sequence of pixels that I made that appears in your mod somewhere.

2nd - I have a life and other things to do. Writing code was never my strong suite and while I did a lot of coding, none of it was in Java. Also, you are full of BS, claiming ownership of a OnHit function (don't even give me that "specific implementaion" crap. There's nothing in the script other than that function). And I did offer money for scripting help, publicly - no one replied.
You are right in one thing. The last update I did was half-hearted, as I already lost interest. Your missile sprite remained because I completely forgot about it.
But let's not even pretend that this is about some exclusivity or copyright issue. We both know the only reason you started this is because of a post of mine in an unrelated thread you didn't like. You specifically admitted that as much. Basically, you were/are acting out of sheer spite. You entire "moral high ground/politeness" tower is on a unstable grounds.

13
Modding / State of STEELCLADS
« on: December 07, 2019, 05:29:47 AM »
Just a quick heads-up to people who are wondering about the status of Steelclad - it is not in development anymore.
Now before anyone jumps to conclusions and starts thinking Harmful Mechanics antics are the reason - nope, don't pester the guy.
Replacing 2-3 weapons sprites is hardly a setback.

The real reason is that I'm an obsessive-cumpulsive modder with the attention span of a goldfish. I modded pretty much any game I played, and given that I've been at this modding business for well over 20 years, you can imagine the number. EV Nova, Baldurs Gate series, Morrowind, Oblivion, Skyrim, Freespace series, X3, Xenonauts, X-com, Space Wolves, Dawn of War, Freelancer, Dominions series, Fallen Empires, C&C, Wesnoth, Sword of the Stars to name just a few that have completed mods. I even worked on some full-fledged games. The number of unfinished mods stuck in eternal limbo or lost to drive crashes and accidental deletions is far greater.
Because of this it is rare for me to stick with modding any game for long. Those that followed my activity can see that I pretty much disappear and then pop back up for a while when a new update comes out and the game catches my attention again. It is a testament to Starsector that I came back so many times as I did, very few games ever manage that.
Either way, being that I'm an old fart with things happening in RL, you can image how my interest is waning. Lately maintaining this has become more of a chore than passion.

As for what the future holds, when I took over from Okim he said he was fine with anyone taking over, since he wouldn't want the mod to die. I feel the same, so if anyone wants to work with it, you have both of our blessings.
I am reasonably satisfied with the state of the mod, since it's stable and functional, despite not having everything I wanted in it yet.
I'm going to put in some extra files and unfinished scripts up as a separate zip just in case.

That said, a final disclaimer, a basic rule I had since I started modding: any and all assets of mine are free to be be used in any shape or form by anyone, no credits necessary. I firmly believe that this is always the best for any community, as I've been a part of MANY modding communities and tribalism, backstabbing, pointless drama and trying to hog exclusive content brought many projects and teams down.

There is a small chance that I might return; best case scenario when the next major update drops or the game is finished - but that is assuming I have time then and something else doesn't catch my attention.
Anyway, I had great fun with this game and discussing things with you guys. You might see me around occasionally.

14
Thankings you muchly!

15
How to get:
a) a valid random system with an asteroid field/ring
b) a valid random market
Using these collections you should be able to fill a WeightedRandomPicker or other collection with systems or markets that meet your criteria:
Code: java
Global.getSector().getEconomy().getMarketsCopy();
Global.getSector().getStarSystems();

I hate to ask for more spoonfeeding, but can you be more specific? Examples do more than a thousand words. Looking at Starfarer API doesn't help at all.

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