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Messages - th3boodlebot

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1
Modding / Re: Star Wars: Revisited (Project: LaserSpam)
« on: Today at 06:18:05 AM »
Hello, not sure if anyone will reply, but I've been thinking of getting into modding and I figure updating an unfinished project would be a good way to start.  I've already been fooling around with vanilla ships making variants, however, I'd like to try my hand at some more in depth stuff.
I'd like to obtain permission to TRY to update this mod to 9.1a
If the answer is no, that's ok.

2
I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus  (the forum says it is up to date for only as far as .81a)

3
hello im trying to mod a single ship (added by underworld mod, the uw_stalker class cruiser)
Ive had the idea to create custom versions of my favorite ships that are whatever i want "better" while console commanding them in and manually removing credits to "pay" and i was wondering what i need to do to make that happen (a mod that allows you to make certain upgrades to whatever ship you want [within reason] would be AMAZING {1 mil for a boosted flux system/etc or an extra weapon mount/buillt in weapon/fighter/hullmod or changing ship system})
i edited and resaved the ship under a separate id and added it to the ship.whatever excel file but i ended up with a null pointer
any ideas? do i need to add picture files for the hull itself to point to?
can i make my own "mod" file with just my own "custom upgraded" hulls of my favorite ships in a way where they wont spawn normally or spawn so rarely that ill essentially never see them?
thanks in advance!

nevermind! i figured out my issue. i wasnt saving the hull specs to the csv in the editor. LOL

4
Mods / Re: [0.8a] Gundam: Iron-Blooded Orphans Mobile Suits
« on: July 27, 2020, 07:58:02 AM »
anyone have an idea of how to get this working? i just want to use it in my paythrough

5
If I add a faction to a playthrough will it eventually spawn in on it's own or do I have to start a new playthrough?

6
hey ive been experimenting with mods that work with archean order and in particular aria and galaxy tigers seem to work fine.
(i havent tried every single one there is) it seems like they all work just fine
in fact the only problem ive hit is certain mods that add hullmods, i can obtain and learn the hullmods but they dont show up when i go to apply them to ships
that is to say in galaxy tigers (they add cool hull mods that cost a lot of op to add a drone bay to any ship that can spare the op) i cant use the drone hullmods
ive noticed a few others that have the same issue
any idea how to fix this?

Have you toggled the filter in the refit screen to show the hullmods? New categories acquired during gameplay start toggled off, and most mod hullmods are in their own categories nowadays.

DOH
that was it lol thanks

7
hey ive been experimenting with mods that work with archean order and in particular aria and galaxy tigers seem to work fine.
(i havent tried every single one there is) it seems like they all work just fine
in fact the only problem ive hit is certain mods that add hullmods, i can obtain and learn the hullmods but they dont show up when i go to apply them to ships
that is to say in galaxy tigers (they add cool hull mods that cost a lot of op to add a drone bay to any ship that can spare the op) i cant use the drone hullmods
ive noticed a few others that have the same issue
any idea how to fix this?

8
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.

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.

9
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.


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

10
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]

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

11
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)
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)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)


also, out of curiosity, why isnt there an aria page on this forum anymore?

thanks in advance!
Hi, strangely enough deployment cost is set under the column "supplies/rec", which is right beside "supplies/mo". Either way, you can just take a look at the column for the Guderian and find the "80" there and I reckon that will get you to where you want to be.

It seems that the naming and theme choice, and I quote, "is going to make people wonder whether it's a neo-nazi mod or not", and so Alex thought it prudent to not host the mod in the forum. So I host it on the nexus myself!


thanks! and thats sad. people dont get mad at the neocommunists when stalin and mao murdered millions. gulags are just ussr "concentration camps." mao killed way more than either as well in his "republic"
also there was a mod back in the day called "thule" which was really interesting and had the same linguistic style only the ships were all flying saucers
whatever thanks for hosting it the mod is fun and a super neat idea!

12
hello i was wanting to change how many deployment points the expansion ships from aria cost (the big one is 80 or so)
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)
the reason why is because the changes to ships in archean ends up making the expansion ships exceptionally weak (in the other mod, all ships have much more weapon slots, and dont really increase the deployment cost. capital ships and cruiser in particular have such a large expansion in weaponry, that they are relatively on par with the expansion ships {if not substantially more powerful in some cases])
anyways the idea of having moving space stations is neat and i enjoy using them, but it makes it almost pointless with such a high deployment cost
i opened the .ship file with word and could make out several parameters that were alterable but didnt see anything concerning deployment costs
this will be my first attempt at modifying something so please excuse my inexperience
i also use yuri with archean they both work fine and fit well (considering all of the missiles in archean order have autoforges)


also, out of curiosity, why isnt there an aria page on this forum anymore?

thanks in advance!

13
I believe Alex is working on that for the next update, but you can also go to:

Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4f\data\world\factions

The faction files there have a numShips entry that can be from 1 to 5 I think. So you can mess with that and see what effect it has.

thanks! do you know if there is a setting for this in other factions/ the starsector core files?
i havent looked anywhere yet im replying before i do. thanks again!
as it turns out, theres not much to be done about this, considering the variety in scale of fleets based on the size of the market, among other factors, spawning said fleet.
it really is a moot point though as the upgrade parts for my pc (so that i dont bottleneck my graphics card so heavy, i actually took it off because its a waste of power until i get my new motherboard) will be here the 27th or 28th
still cool to know i can modify this factor some.

No problem! In case you don't already know this, you can also adjust battlesize to be lower and that may help with performance. I believe the minimum is pretty low in this mod, but you can adjust it further if needed by editing the settings file at: Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4e\data\config

ok good to know there is another option
like i said though im upgrading my motherboard to a one that supports ddr4 with a single 16gig ram stick and ill be running an i3 9100f with a 1050 ti so my problems running starsector should mostly dissolve. might need to get a ssd at some point..... eventually

14
I believe Alex is working on that for the next update, but you can also go to:

Fractal Softworks\Starsector\mods\Archean Order TC v1.3.4f\data\world\factions

The faction files there have a numShips entry that can be from 1 to 5 I think. So you can mess with that and see what effect it has.

thanks! do you know if there is a setting for this in other factions/ the starsector core files?
i havent looked anywhere yet im replying before i do. thanks again!
as it turns out, theres not much to be done about this, considering the variety in scale of fleets based on the size of the market, among other factors, spawning said fleet.
it really is a moot point though as the upgrade parts for my pc (so that i dont bottleneck my graphics card so heavy, i actually took it off because its a waste of power until i get my new motherboard) will be here the 27th or 28th
still cool to know i can modify this factor some.

15
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14c
« on: February 22, 2020, 01:01:34 PM »
Are you on the latest version? That particular crash should be fixed in that. If you are on 14c, though, I'll have to take a second look at it

that appears to have been the issue. mustve overlooked that in the version checker. thanks!

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