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Messages - Tecrys

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31
Modding / Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« on: September 14, 2023, 04:32:47 AM »
I'd love to hear your thoughts on balance/difficulty of the mod. I think it's hard to hit the right spot and I tend to make my content way too weak.

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
Thanks for your offer, much appreciated!
I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)

32
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 13, 2023, 10:05:00 AM »
Shameless self promotion:
SVC (BGE remake) is out!
https://fractalsoftworks.com/forum/index.php?topic=28010.0

33
Modding / Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« on: September 13, 2023, 09:36:07 AM »
Reserved

34
Modding / [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: September 13, 2023, 09:35:54 AM »


Symbiotic Void Creatures

(click the banner to download)


SVC adds wild creatures you can encounter and interact with during your travels.
Requires LazyLib, GraphicsLib and MagicLib.
Advanced Gunnery Control and JRE8 are highly recommended but not a dependency.


Features

Can be added (but not removed) to an existing save if Nexerilin is activated.
a variety of creatures with lots of animations
quirky organic weapons
exploration focused gameplay
make friends among the stars or exploit them for their [REDACTED]

Fully supported mods:
Nexerelin,
Starship Legends,
Substance Abuse,
Take No Prisoners,
Combat Chatter,
Experimental Hullmods,
Progressive S-Mods,
Automated Commands,
More Military Missions

Graphics, animation, sound and some writing: Tecrys
Co-Author, Coder and Writer: Jannes aka DesperatePeter
Read the Readme inside mod folder for additional credits.

in case you want to spoil the surprise, here are some gifs
[close]
Changelog
0.5.0-alpha
- basic 0.97a compatibility
0.4.4-alpha
- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
0.4.3-alpha
- fixed a typo that resulted in certain variants not spawning
- Parasumbilical Cord can now only deflect a maximum of 5% of target hull per second, resulting in a maximum of 20% hull damage over its duration
- Whale Event has been further improved by spawning fleets further apart
0.4.2-alpha
- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)
0.4.0-alpha
- players no longer need the automated ships skill to recover Voidlings. There's now a different way to attain that ability
- added a new weapon
- a colony structure blueprint can now be earned
- implemented a custom Nexerilin start
- new bar events
- updated all Voidling variants
- full Exotica Technologies support including a special upgrade
- juggled many stats around
- fixed some edge case crashes
0.3.0-alpha
- Voidlings use some new tactics
- 3 new weapons (maybe 1 more)
- Voidling weapons are now obtainable
- Exotica Technologies mod integration
- Parasumbilical Cord: slight rework in the way the ability reflects damage
- 1 Miniboss: Scoliac
- Description fixes
0.2.0-alpha
- cross-mod support for Starship Legends [Big Thanks to Sundog!], Substance Abuse [Thank you PureTilt], Take No Prisoners, Combat Chatter, Experimental Hullmods, Progressive S-Mods, Automated Commands and More Military Missions [Stjarwhals are no longer a possible target]
- integration of DecoLib reducing vram footprint by almost half
- Voidlings are more dangerous now (improved manoeuvrability, removed EMP vulnerability, custom right click defensive system, erratic behaviour)
- more Voidling variants
- customized loot pool
- slightly increased spawn rates
- slightly reduced creature sound volume
- fixed whales not having fins in refit screen
0.1.2-alpha
-Fixed Voidlings not using grapplers which massively nerfed them
-fixed Nexerilin faction relations which should in turn fix the event dialog screens
[close]

35
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 08, 2023, 12:57:33 PM »
Thanks for letting me know, I think I forgot to delete some annotations by my proof reader.
I will fix it when I return to modding from my AC6/gaming break

36
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: September 04, 2023, 01:47:37 AM »
hey,
i think this is a issue in your mod?
snip

You are not on the latest version of the mod, this bug is fixed already. To make it easy, download this and replace the .jar in the jar folder of the mod:
https://drive.google.com/file/d/1Gh3AOIY4UfgFc3m-5s_nf9_nu9-J-Djx/view?usp=sharing

37
Mods / Re: [0.96a] Orbital Manipulation and Maintenance (Hotfix)
« on: August 29, 2023, 02:36:51 PM »
There's an NPE when entering wierd custom systems without stars (like the tradeposts from Epta Consortium, or a certain location in the Galatia questline) with the Mobile Algae Farm hullmod.
This bug is fixed in latest version. Please re-download the mod

38
I uploaded a hotfix that is save compatible with the initial release of 0.8a. Fixed an NPE involving algae farms.

Now, enjoying the update, but I just wanted to ask if the faction description will be added, since on my end, it's still has the placeholder text if no description is present.
Thanks for letting me know. I'll fix that in a later update. Currently focused on something else.

why does the ship say critical malfunctions for the drones that are in the loadout menu? like they dont work
That is normal. The whole drone weapon swapping involves some minor hacking. Unfortunately I wasn't able to suppress that critical malfuncion floating text. You can just ignore it.

+1 praying for addition to Nexerelin
The mod actually started as a Nex only faction. You can play as or against Freitag Corporation if you wish.
Or am I misunderstanding your post and you mean something else?

Just to be clear, I'm taking a break from OMM to continue work on BGE remake aka Symbiotic Void Creatures but I will always try to kepp the mod free of bugs and game-breaking crashes. Please let me know if you find any

39
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: August 04, 2023, 10:50:55 AM »
Huge update coming soon:
Patch Notes (OMM 0.8a - Release):
- (weapon groups, probably not) Compromise: missiles can be fired separately with middle mouse button, all other weapons fire on left click
- Mobile Algae Farming, [DONE!]
- 2 Mobile Algae Farm ships: Limnopilos (Destroyer), Macrocheira (Capital), [Macroceira still needs some work but good enough for now]
- fixed Limnopilos algae pods not showing up in refit screen, [DONE!]
- slightly polished most sprites and decos, [DONE!]
- Sesarma finally changes sprite according to logistics mod installed, [DONE!]
- added Koura experimental phase frigate, [DONE!]
- changed built-in salvage gantry to surveying equipment and high resolution Sensors on Nathatntia Capital Ship, [DONE!]
- Fixed the description and doubled effectiveness of Monofilament Tow Cable installed on Ecrevisse Heavy Manipulator, [DONE!]
- Sand Hopper renamed to Orchestia and added built-in ground support package for more versatility, [DONE!]
- new Freitag Corporation branches in Ilm, Eldfell and Nova Maxios, [DONE!]
- Most drones will now orbit their motherships in formations that can be changed by recalling/sending fighters (default z or y), [DONE!]
- Functional targeting laser, [DONE!]
- rework all variants to better fit the construction, repair and logistics theme, [DONE!]
- Freitag Corporation now allied with independents [This is a compromise so I don't have to spawn an NPC and fleets manually]
{- Freitag HQ is now aligned with independents (as it should be), [Cancelled]}
{- (New NPC in Freitag HQ to do typical faction stuff) idk if I can code that, [Cancelled]}

40
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 01, 2023, 11:34:34 AM »
I'd like to exclude ships with a certain hullmod from graphicslib extra ship damage and destruction effects like smoke, burning wreckage and such, though burning wreckage can stay if it's possible for the smoke to be recoloured for these specific ships.
I'm also not a coder so a more in-depth answer (perhaps with code I can just add to my hullmod?) would be much appreciated.
Thanks a lot in advance

41
General Discussion / Re: Buying Story Points for Credits?
« on: May 18, 2023, 09:48:11 AM »
I would not mind that, or even some SP uses changed to use credits instead, or at least credits being another direct payment type accepted, to cut down on the mundane spam in the History tag.
Could be a questline to obtain the ability to pay credits instead of SP in certain situations. I'd like that

42
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 16, 2023, 08:35:22 AM »
Quick update
- Fixed an NPE that happened when Freitag ships get their shields reduced to 10° (Shield Shunt for example)
- Shield Drones are much more effective in stats and behaviour. Consequently Euphausia and Nathantia have had their shields reduced to 10°
- Sand Hopper got its jump system back (it can jump a short distance over ships)
- fixed the faction blueprint to actually include blueprints
- changed around a lot of drone weapon slots for less missile spamability and more ballistic weapon opportunities
- includes first draft of a new ship (Koura frigate, not in campaign yet)
- removed the targeting laser until it's fixed

43
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 15, 2023, 10:44:20 AM »
Both algae carrying ships are very much work in progress, Macrocheira isn't in at all, yet

44
Mods / Re: [0.96a] Orbital Manipulation and Maintenance
« on: May 15, 2023, 06:39:33 AM »
Quote
Is it it's own market?
Yes. Also you can take a commission there and get access to military market with enough rep.
Quote
Huh, didn't know that was a vanilla thing. Do you know what other ships have it?
The Ox used to have it. Got changed at some point to a very similar hullmod.

45
The text formating in the description of the hullmod is broken.
Probably very low on the priority list since no vanilla ship uses Monofilament Tow Cable anymore but I thought I should still report it.
No idea why it looks like this, description in hull_mods.csv looks fine


Screenshot of the same bug in Junkyard Dogs to show it is not specific to OMM

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