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Messages - Harmful Mechanic

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Well, a given case might not be actionable, but that has nothing to do with the legal rights. Sure, you might get away with it, but you might not, and it's a shame to put a bunch of unpaid labor into something only to have to take it down, so why not err on the safe side?

Regardless, kudos to the OP for going the pastiche route, you learn more that way.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 24, 2020, 04:15:30 PM »
The error is between the keyboard and the chair; there's a variant that's complete and a damaged one, you want the complete one, you actually called the damaged one. As it's an NPC-only ship that you're not meant to fly, I'm not going to call this working as intended so much as 'user beware'.

I have no idea what's causing the error; suspect it's a module ship issue that I can't fix until Alex does, but I just tested it and the ship spawns properly with the correct console command.

I'll set 'goalVariant' to false for that variant, though, so at least it won't crash out like this in future builds.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 12, 2020, 09:15:19 PM »
No. Never. All the myriad times I have mentioned wanting to do stations in the past few years have been complete lies.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 07, 2020, 07:12:40 PM »
You can delete their ships from default_ship_roles.json; that might break things now (and will definitely break things in the future), but it'll hard-kill them as a presence in the sector.

You can also also go into data/config/exerlinFactionConfig/blade_breakers.json and set raidsFromBases to 'false'. With raids turned off, you'll only ever see them in the single handmade constellation that spawns to the galactic South, marked with the green Lenze star; just avoid those five systems (the exact name is random) and you're good.

One of the Big Tasks of the current dev build is making them a little easier to manage; their fleets are going to be longer on easy-to-kill frigates (Imps are now unshielded) and I'm re-arranging their weapons loadouts to be somewhat less effective against shields overall. Things like the Devil Ray will still be terrifying, but they won't have the same kind of support. Hopefully that makes them a little more manageable.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 06, 2020, 01:14:17 AM »
Do people just never read the thread?

A Commissioned Crew hullmod is in for the next update, already did it and have it working.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 05, 2020, 04:39:57 PM »
That's irritating; it should work now, I can test it tonight, but for now, make sure you're A) on the most recent version (delete the old folder first, then redownload) and B) that you have random spawning turned on in options.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: August 05, 2020, 03:22:43 PM »
Already answered (it's on the last page; you skipped right over it) the question about combat capitals; I have an idea for one as a mission reward, but it's certainly not going to be common. You'll probably hate it.

Baikals make decent line ships, which is a lot of what they're there for; tanky cruisers that you can spam out in place of battleships. Kinetics and missiles to save flux, and rely on other ships to do killing damage.

Suggestions / Re: END GAME MODS
« on: August 04, 2020, 07:01:25 AM »
So why don't you?

Daylight's burning. Make a quarantine project out of it. You have strong opinions, you're invested in the concept, you can make this end game mod you want.

Suggestions / Re: Multiple currencies
« on: July 28, 2020, 05:19:51 PM »
At the scale of the game, you would have a ship's purser or fleet accountant who handles all that for you; money being universalized in credits is similar to the real world, where, if you had to pick a single currency to represent all transactions, you'd probably use USD, with EUR a close second. The purser/accountant of a given ship would issue your individual pay in credits or convert it for you into whatever spends at the local port's bars, casinos, restaurants, flophouses, and knocking-shops. From a gameplay perspective, exposing this interaction to the player has literally nothing to add beyond another step and more confusion in buying items and conducting business.

If anything, Starsector's world has a number of additional reasons to stick to a Domain Credit standard; Domain DRM is unbreakable with Persean Sector tech, which both means that Domain money is 'better money' than almost anything else, and will last longer (the player can find old blueprint chips that still function and output ships after two centuries or more), not to mention that the systems for exchanging and receiving it all still seem to work.

Long-term, I would imagine that the combination of Gresham's Law and a gentle deflationary spiral (Domain money isn't all physical tokens, but the number of original physical tokens in circulation is steadily dropping. That means the possibility space of cash transactions - IE, unmonitored finance - is shrinking) are acting to make a bad economic picture worse. One reason why the sector doesn't have much new terraforming could be that everyone is hoarding money-tokens they expect to increase in value rather than spending them on useful work.

Suggestions / Re: END GAME MODS
« on: July 28, 2020, 12:31:36 AM »
Also, pretty good chance that anything you did bash together would be invalidated pretty quickly - as in rendered unplayable and requiring massive revision to function, let alone be fun.

Squalls do improve their handiness a bit with a higher terminal velocity - up around 1000-1200 and with slightly reduced HP - so that's a potential fix for it. Another way to make 2-stage dumbfire projectiles more useful is to give them a bit more scatter out of the launcher, so they blanket an area rather than arriving in a narrow stream.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: July 16, 2020, 10:35:06 AM »
This mod has been a great addition to my current mod-list, and I am grateful for the work you have put in it. The sprites look very nice, and I like the ship's aesthetics.
Thanks, glad you like it.

However I wanted to ask a question: when can we expect usefulness for the sigma matter, and use for superdreadnoughts, because as I saw before on the forum currently they posses no reward compared to any station etc.
It may have to wait for missions. I pick at it periodically, though. Right now, I'm working on scripting to ensure that Breaker weaponry only drops from combat encounters, so once that's in, those fights will get a lot more lucrative for the player.

Furthermore, I noticed that the blade breakers research, training, and mining facilities give away less resources in comparison to normal abandoned stations. Maybe add scalable stations(small medium large- the classic stuff) of those stations, thus increasing the reward for visiting high threat blade breakers systems, since currently the reward for clearing it out is sometimes smaller than from a [REDACTED] Medium level threat system.
I'm working on some of that - I'm not going to add more station types, but things are getting fiddled around to make them, if not more rewarding, then make more sense.

Ultimately, the whole point of Blade Breaker stuff is to provide a more punishing endgame fight for players; so I think of the reward not so much as material gains from fighting as interesting fighting itself.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: July 14, 2020, 01:45:47 PM »
Thanks. I'm working on an update, it's just a lot of backed-up balance fixes and some new/replacement content that's taking a good long time to come together.
Well, I'd just like to plug in a request for a centerline turret-focused DME battleship somewhere down the road. The Zelenograd seems a lot like an up-scaled Apogee, but better, which also makes it feel less like a warship. A missile battlecruiser, like a space Kirov, would be interesting.
Without spoiling too much; something a bit like this is in the pipe as a mission reward. Whether it ends up being missile-focused is still an open question, but it's not a centerline turret design. More like an angry tuning fork.

Also, I'd be curious to know if it's possible to add a new Outpost "industry" for the DME outposts as an alternative to the high-tech, midline, and what not. My last Nexerelin playthrough, I was governing a DME colony and found it only slightly immersion breaking that I had to build a high-tech outpost rather than the DME one.
The bottleneck is that stations take a long time to design and test. I'd like to have one, and I have sketches, but it's going to take a little bit to get it together. Unless lighting strikes, probably an update all by itself, after the current one.

Cheers and thanks for the great mod and being responsive!
I do my best - lunch-ish is a good time for me to check the forum.

Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: July 14, 2020, 12:51:44 PM »
Hello, first off just want to say I love your mod, the style of the ships is great and really gives me a Earth "space force" feel.
Thanks. I'm working on an update, it's just a lot of backed-up balance fixes and some new/replacement content that's taking a good long time to come together.

I have a lot of faction and ship pack mods plugged in, though, and I wanted a better chance to find the capitals among hundreds of potential bps, so I went and made a custom blueprint package called "istl_dmecapital_package" with similar rarity and value as the deserter package, gave it order 224, included the 2 DME capitals and the weapons not included in the other blueprints, and tried spawning it in game. Initially, I received a "sigma matter" item. I renamed the blueprint to just "dmecapital_package" and was able to spawn it in successfully.

While testing the new bp package, I tried spawning the others and also received sigma_matter_all for several of the packages, even after renaming the new capital blueprint. Figuring I messed up the mod, I went and deleted the mod and reinstalled it. On the fresh 1.18a, I'm still only able to spawn istl_dmecore_package, istl_dmeadv_package, and istl_bladewood_package. The 6th bureau, civil, ballistic, energy, deserter, missile, and refit packages all give me sigma matter (actually, the bureau package gave me "secure data" commodity and I believe missile gave me "sigma matter 2")

The strange part is, I renamed all the blueprint packages that weren't working by removing "istl_" (except deserter package, because that package successfully spawns with the deserter start on nexerelin anyways) and I'm now able to spawn them in with console commands.
That's strange. It shouldn't matter whether the prefix is present or not in the ID, unless you did something odd with another ID somewhere.

My question is...has renaming these to allow them to spawn via console broken anything else anywhere in the mod?
It probably has, but I can't tell you offhand. I'd need access to your files to tell you what's going wrong with your implementation.

And is there any reason for this problem in the first place?
I have no idea without seeing what you did. It's really weird, from what you describe, and I can't think of a reason why it would do that from the information given.

So I think I would need a script to have the light in a sequence? I'll have to look into it.

You don't need a script; the simplest method is to just make some larger animated deco weapons with multiple lights that blink in sequence. Depending on how many lights you want, it might be as simple as four to six frames.

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