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Messages - Harmful Mechanic

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I'm glad you like it.

In the dev version, I've changed up the ship system to a non-teleporting dash, more in line with what I initially wanted. That's a little more controllable; you can use it to instantly change direction once you get the hang of it.

General Discussion / Re: [redacted] craftable mod?
« on: November 14, 2020, 07:55:40 AM »
It's just an entry in special_items.csv (enter the weapon, fighter wing, and ship hull tags you want the package to pull from under 'plugin params') and a line in settings.json:
calling whatever you want to use as a graphic on the blueprint screen. Super simple; you can make a tiny mod, copy the required files from the vanilla game, and change an existing blueprint package's entries.

I've actually thought about making a template mod for this, since it's really not all that difficult (at least in basic form). Maybe I should bang that out this weekend.

General Discussion / Re: [redacted] craftable mod?
« on: November 14, 2020, 06:36:37 AM »
If you create a blueprint package calling the tag 'remnant', which should pull all the ships and high-end weaponry that outfits Remnant ships, that'll 'make them craftable' although the UNBOARDABLE tag will make it impossible to recover them if destroyed.

If you want to go further and make a more user-friendly mod, you can create a set of ship skins that remove the UNBOARDABLE tag, or have some minor visual alterations, and tag them with something like 'remnant_playable' and have your blueprint package call that tag. Then you'll have a set of customized Remnant ships that don't need to replace any vanilla content. You could repaint them to your heart's content, change slot types, and generally monkey around with the hulls to have custom AI-controlled defense ships.

Could you add it to a running game? mmm... probably, although IIRC rare blueprint packs are scattered around the sector at sector generation, so they wouldn't be included. You can solve that with Console Commands, of course.

Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 13, 2020, 07:48:09 AM »
The weapon type stuff sounds like fun. I have a hard time thinking up weapons I'd actually want to straddle slot types (the closest I can think of is some kind of energy-missile or rocket-gun weapon), but knowing it's something I can do now fills me with glee.

I assume this is a decision that's linked to all the REDACTED special weapons you've been showing off?

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: November 11, 2020, 06:22:40 AM »
It's the orientation of the module and the slot it goes into, which despite looking like it points outboard to port, in mechanical terms it faces directly forwards. So you'd have to redo the entire module's .ship file; rotate the image 90º, redo the bounds and slots, angle the large module slot on the Warlock outward 90º... up to you if you want to do all that.

I have basically no desire to redo this kind of stuff on my end just to make it easier for people to modify in turn, sadly; the entire point of the module is for the LRM system to get shot off (is it a good design? Eh.... I think if I were doing it now I'd do it pretty differently, but it's not the worst ever). If I went back in to redo the Warlock's overall design, I'd probably make the module proportionately larger, but otherwise not really change it; if you want to make it tougher, you're better off pumping up the armor value.

If it's an autofit issue, I can add a hullmod that blocks Makeshift Shield to the module.

General Discussion / Re: Mortars vs Maulers
« on: November 10, 2020, 05:20:14 PM »
A lot of 'true high end HE weapons' are recipes for making frigates utterly nonviable. That makes them kind of a questionable balance proposition; some of the more creative midrange HE weapons in mods (the Blackrock Sunfire PDE is one of my favorites) are designed the way they are to keep them from becoming vicious frigate-murderers.

You're unlikely to get either help or hindrance in creating whatever IP mod you want to exist. The problem with most IP mods is that someone with beginner skills shows up, does a little bit of work, and then expects the rest of the forum to pitch in to complete it with/for them. Then the mod gets abandoned. Rinse, repeat.

Regarding C&Ds; generally it's not worth the negative publicity hit for a rights-holder to issue those for tiny fan projects unless the fan project is seeing as being in direct competition with an official project. But you have no functional way of knowing what might be in the works at any given time; you could chug along on your mod for years and get it all nullified at once because someone decided in a closed meeting to greenlight a game, and the legal staff is doing a sweep for competing fan projects. And; the game they greenlit might never see the light of day; you might just get your work tanked because Legal is doing their due diligence.

There are lots of pseudo-legal arguments about copyright and trademark violations being magically legal if you're not charging money or if you change a certain percentage of pixels, and those are all garbage arguments with no legal basis. In the former case, it's just not worth the time and expense to go after you; in the latter, disguising what you're doing just improves the chances of getting away with it. But assuming a rights-holder has deep pockets and a single-minded desire to chase after you, none of that is legal; it just might be beneath notice, or lack a basis for action.

So it's less 'frowned upon' and more 'given the high barriers to entry in modding Starsector at all, low-effort IP mods don't get very far compared to original work'. The exceptions are all pretty unique - dating back to when the game was much less complex, putting a unique spin on the IP, or directly copying functionality from other, more complex original mods. Nothing is actively stopping you from being another exception.

General Discussion / Re: Mortars vs Maulers
« on: November 04, 2020, 09:55:06 PM »
Range is king, and also alpha damage: larger shots penetrate more armor, so where two mortar shells bounce off, a mauler round can penetrate. Especially since the mortar spreads around a good bit.

Suggestions / Re: use story points to hullmod ships to upgrade their mounts
« on: November 03, 2020, 12:22:12 PM »
Leaving aside that I think this is an extremely bad idea, it's hard to see how it would work with the architecture of the game. Like, it's one thing to have a bad idea; I've had them, some of them are still up on the forum for people to giggle at, but it's unclear how this would work under the hood, too.

Personally, I like the game a lot more with synergy and composite slots taking over for some of the universals. Mounting limitations make for more interesting ships overall. Being able to remove that would remove a lot of the reason to use and outfit different ships; if you can do it all to one ship, then you can do it slightly to a bunch of ships. And ships are defined by their mounts as much as anything; there are interesting games where you can mount any weapon in any slot, but they aren't much like Starsector as we know it anymore.

Suggestions / Re: Better venting effect graphics
« on: October 29, 2020, 07:02:41 PM »
If you want a more energetic start, consider having the first particle white and fade to the standard purple over 5-10 frames.

Modding Resources / Re: [Guide] Semantic Versioning for mods
« on: October 22, 2020, 10:31:49 AM »
Yeah, this is ludicrously out of touch for a community where you can write a comprehensive FAQ, voluminous changelogs, label your save-breaking updates and explain the architecture issues that make save-breaking updates a fact of life at length, and users will barely learn to tell which mod contains which factions, systems, ship, weapon, or feature.

Semantic Versioning makes the most sense in a context where you control architecture and users have incentives to learn and consistently apply your versioning. Neither applies to Starsector modding.

Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: October 21, 2020, 06:03:14 PM »
You can actually tweak that AI behavior yourself, since it's not set in compiled code but in the .json file for the ship system. Just copy the AI field from one of those systems and the ship should treat it exactly the same way.

If there are any issues with it, you should find them pretty fast with simple testing.

It's weapon_data.csv, and I went and checked Tahlan's weapon_data.csv; it does, indeed, have the STRIKE tag.

The chances are very good this is 100% intended behavior, and it fits the weapon design; better not to have it waste shots on fighters. If you want it to shoot frigates, you can add the USE_VS_FRIGATES tag with a comma:


And that should work just fine.

General Discussion / Re: Starsector has ruined Mount & Blade games for me
« on: October 08, 2020, 04:03:28 PM »
If you don't take breaks, you burn completely out. It sounds cool to think about working 100-hour weeks on your game, but that's the route to hypertension and possible suicide, not a sustainable working schedule.

I don't begrudge our Benevolent Overlord breaks; they keep him sane(ish), and more productive over the long run. Leave the deathmarching to EA; and when was the last time you enjoyed one of their games without reservations?

This long dev cycle has proven out again and again as a winning strategy, so it's hard to guess what, realistically, could be changed that wouldn't have a detrimental effect on the next release's quality. Adding more people to the team at this late date isn't going to meaningfully speed things up, and there's no reason to think more testing would help (after all; *we* are the final alpha testers each release).

It's frustrating, but look on the bright side; mod breakage is likely to be resolved pretty quickly. We have a better idea of the sorts of things coming down the pipe now, and on the whole, more experience. I'm itching to get started on story missions.

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