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Messages - TrashMan

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16
More stupid questions - before I spawn a fleet that will raid/attack, I need a target system/market

How to get:
a) a valid random system with an asteroid field/ring
b) a valid random market

I know I can use a list of markets that will work for Corvus mode, but for random galaxy I need something else.

17
Mods / Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
« on: November 24, 2019, 06:56:26 AM »


Major Update

only about a month late for halloween, ghost ships are here

distress calls may be worth answering now

bring marines

full changelog and download in OP, as always

(i promise i'll read the thread and respond to stuff soon, sorry everyone!)

YEEEEEEEEEEEEEEES!!!

I Love you! (no homo)

18
Don't. I added my own station with different upgrades and costs, so the system works well as it is.

19
How to check if one month has passsed (a monthly check for a script to fire)?

I know it should extend EveryFrameScript but how to track (roughly) a month. By counting frames? Can I use the same method as the monthly stipend (if I can find it, don't know where it is in the code)?

20
Mods / Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
« on: November 18, 2019, 12:25:48 AM »
Hmm...yeah, it's efficiency is a bit too high. Will have to nerf it a bit

21
Mods / Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
« on: November 17, 2019, 01:47:25 AM »
1.025c uploaded.

Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.

22
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 16, 2019, 04:33:11 PM »
Upgrade to tier 2 work, it's just yeah you have industries name tier 3 battlestation.
2nd point you should neff turbolaser :) when fighting ship with it it's insane how fast my ship die or kill with it.

Turbolaser?
You mean X-Ray laser batteries (they are pretty effective) or do you mean the one mega-beam?


If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.
You may already know this and apologies if you do, but just in case because it took me forever to figure out all the details:

Making a station upgrade to the next tier is handled in the industries.csv file under "data\campaign". Look at the "upgrade" column. The value there must be the industry id (not the station id) of the station you are upgrading to. Its the same thing with the "downgrade" column just before it. Put the id of the industry that defines your downgrade option there.

Yeah, I knew. And I see I did specify the downgrade options for all bases, but forgot to fill in the upgrade column for Tier 2. Easily fixable.

23
What's the best way to implement a shipsystem taking a chunk (or rapidly increasing loss of) CR?

MutableShipStats has a few entires I tried playing with, but no actual CR loss seems to occur.
Without knowing what you're trying to do it's hard to guess what the best way to implement it is, but as a last resort you can always brute-force it with ship.setCurrentCR()

Either ship taking a big CR hit on shipsystem activation OR a ship having a greatly increased CR drain while it's active.I tired the second one, but it doesn't look like CR is decreasing at all. Or does it only affect a ship after Peak time?

24
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 15, 2019, 04:48:50 AM »
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.

25
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 14, 2019, 07:40:54 AM »
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.

Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.

Huh.. Alas, didn't have time to test it, might be a made a typo somewhere in the industries file. You can upgrade to tier 2, right?

26
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 14, 2019, 07:39:48 AM »
Ah, modder drama over absolutely nothing. Sure feels like the doom community in here.
Also, I've noticed several typos and inconsistencies in the mod's descriptions for various things, like the PNS not always being called PNS, and rogue apostrophes. Hope it'll get fixed come next update.

That's because it was called VNS before. And re-balancing necessiated changes to some ship, which means their descriptions need updating too. I need to go over the entire descriptions file when I find time.

27
What's the best way to implement a shipsystem taking a chunk (or rapidly increasing loss of) CR?

MutableShipStats has a few entires I tried playing with, but no actual CR loss seems to occur.

28
Mods / Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
« on: November 14, 2019, 04:26:23 AM »
Just wanted to confirm that I take the rights of modders very seriously and that using other modders' stuff without their permission (or after said permission has been revoked) will not be allowed on the forum. In light of that, I ask that you please comply with Soren's request within a reasonable timeframe.

Yeah, sure, whatever. I wasn't using the Drama Queens bladebreakers spawn code anyway (turned out to not be what I needed, so it just sits there unused). Not sure if there's anything else. I think there might be one OnHit effect. Will have to check.
Don't know when the next update is going to be tough, since I'm dealing with a lot of RL stuff atm, including job switching and moving.

29
Suggestions / Re: More Realistic
« on: November 11, 2019, 01:19:31 AM »
I've never seen an Onslaught, Legion, Odyssey, Paragon or Astral for sale in military or black market in vanilla 0.9 starsector. Perhaps they do sell them, but then it would be extraordinary rare, as no-one but you can claim to ever see one. I visit Culann a lot during my games because it is the best source of phase ships. This is why I said we need to have a common base for discussion. Mods obviously don't count of the purpose of discussing ship availability.

If the mod doesn't alter the market code in any way, just adds ship, then it should.

Because in every playtrough I see top of the line ship on markets.
Interestingly enough, the only ones I haven't seen (only any market) are the ones I personally set in a faction file to be 0.1 (I broke the blueprints up into 3 groups)

30
General Discussion / Re: Raids make little sense
« on: November 11, 2019, 12:55:58 AM »
No thank you. There is no need for the complication and contradictions in boarding mechanics.

what contradictions?

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