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Messages - sycspysycspy

Pages: 1 [2] 3 4 ... 13
16
General Discussion / Re: Gorgon SRM
« on: June 13, 2023, 03:21:30 AM »
A MRM usually has a range over 2000.
hm, well, range for missiles is ***, the stat listed is just for the AI to know at what range to fire, the actual possible range is determined by speed and burn time and in the case of DEM's probably the max beam range...
I think all the DEMs are just meh, the missiles are not agile enough, they usually take too long to actrually hit the target, but they could usually shoot the beam outside the range of small slot pds, so they are more likely to deliver the payload than others. Maybe it's classified as SRM because of the slow projectile speed and longer reaction time that could allow target to get out of the range.

17
General Discussion / Re: Gorgon SRM
« on: June 13, 2023, 02:03:00 AM »
A MRM usually has a range over 2000.

18
Mods / Re: [0.96a] Captain's Log 0.2.0 - Note-taking and Reminders
« on: June 13, 2023, 01:45:32 AM »
Hi, is it possible to have Remnant battle station's location marked and displayed?

19
June 13, 2023 Update:
Display Techmining Multplier; if the text is bold, the ruin has not been explored
Download Link: https://drive.google.com/file/d/1qx5YzQr1tipT050XsnR0UMKDG6m5nBva/view?usp=sharing

20
General Discussion / Re: Storm Needler vs Mark IX
« on: June 12, 2023, 02:31:26 AM »
The range of Storm Needler is 700 and way higher OP cost is enough to make it a bad weapon.

1. Most of the other large ballistic weapons has 900 range, it's hard to pair it with other weapons. You would usually want to deliver kinetic damage before anything else to force the enemy ship to lower the shield. Most ships in the game that can use a Storm Needler usually have bad mobility, if you want a ship to standout and make full use of a Storm Needler could put it in a dangerious situation.
2. Most of the commonly used capital ships that can have large ballistic also have Heavy Ballistics Integration which makes the 10 higher op cost much worse to look at(8 vs 18).
3. People here probably played older versions of the game, Storm Needler has a very bad reputation and it's hard to change the stereotype built in the past years.

I think it's is only reasonable to use Storm Needler on a ship like Retribution.

21
General Discussion / Re: How to set help popups to off
« on: June 12, 2023, 12:45:51 AM »
and how do u set that checkbox to be PERMANENTLY off when u start a new game

u only need it on the FIRST play through

You can try this, find your campaign.xml save file and look for "campaignHelp". Set "enabled" to "false".
Do it at your own risk and make sure you have a backup of the save file, I didn't try this myself.

22
Interesting. In regards to tech mining might it be possible to add if a planet has already been mined & exhausted by the player previously?
I will take a look and see if it is doable.
Edit: I have made the change, new version uploaded.

23
Ooh neat. Does this fix the bug where modded saves (with ICE, Exiled Space for example) break the search?
It is very unlikely, I kept most of the code unchanged. If you can provide the save that cause the said issues, I would take a look and fix it.

24
Hey again,

This time I'm using your tool to find ruins! :D

However I noticed that there's no way to differentiate the different ruin "densities" on the website.

Would it be possible to add this? It would make searching for vast ruins a lot easier!

Thank you. :)
Hi, I have created a modified version which happened to fix this issue.
https://fractalsoftworks.com/forum/index.php?topic=27210.0

25
I have dumped the files from this site https://gomtuu.org/starsearcher/ and add a few thing I'd like to use myself.
More details of the site can be found here: https://fractalsoftworks.com/forum/index.php?topic=24528
The creator of the site: https://fractalsoftworks.com/forum/index.php?action=profile;u=14459 

Download link: https://drive.google.com/file/d/19uhv1rqJQ_aYQjV-q4V_FOJzKWWzfyrl/view
Older Version:
https://drive.google.com/file/d/15JY_0gdn0Ywon82IuzNrWi9iQ7RNt24w/view?usp=sharing
https://drive.google.com/file/d/1_rNGZZthMtG-AHks3EBKrsD5ei5IYCfW/view?usp=sharing
https://drive.google.com/file/d/1wyZ5AzWkN-hy1kossKH0_Nl30iENIEsj/view?usp=sharing
https://drive.google.com/file/d/1qx5YzQr1tipT050XsnR0UMKDG6m5nBva/view?usp=sharing
https://drive.google.com/file/d/1pLZdl8N1pVA7gUcAsk6MdQnl3uM_HR9b/view?usp=sharing
https://drive.google.com/file/d/1pLZdl8N1pVA7gUcAsk6MdQnl3uM_HR9b/view?usp=sharing

Things I have added:
1. Search for planets based on certain conditions
2. Search for planets based on distance to core world
3. Show a flag to indicated if a planet has a gate or domain comm array in the system
4. Increase the search timeout to 120 seconds
5. Fixed a bug that causes all planets' ruin conditions show as "Scattered Ruins"
6. Display Techmining Multplier; if the text is bold, the ruin has not been explored - June 13, 2023
7. Add some exception handling when reading the save file, probably better compatibility with mods. If you have some issue with your save, send it to me and I would take a look. - June 20, 2023
8. Added a filter for planet type - September 15, 2023
9. I have published the project on cloudflare. https://starsearcher-modded-by-sycspy.pages.dev/index-1.htm - September 20, 2023
10. More bug fixings - November 23, 2023
11. Merged the changes from innkalling for smarter resource search, now it matches by the lowest selected resource abundance - November 28, 2023
12. Meged the changes from Sohjeko for some correction of the code that would break the searching for Hypershunt Tap and Cryorevival Facility. - February 20, 2024

All credit goes to the original creator of the site as well as the creator of the game. I just added few things on top of the awesome work.
I have granted the permission to chagne and distribute the code as well as the game asset such as icons and images from the original author and the creator of the game.
Others are free to change and use my code as long as it is used for Starsector and free of charge.

26
Is it possible to clone a system (being vanilla or modded) to use a starting template? Instead of having to start from scratch.

There's a particular system i'd like to mimic to have as my own and tweak it from there.

There's a preset file where you can find some examples. One being a clone of Penelope's Star System.

27
Very nice concept, but if you try to generate a planet that the vanilla game cannot allow to exisit, will it cause any problem?

28
I heard that putting all the colonies in the same system is no longer a good thing as the destabilization event would affect all the colonies in a system. If that is the case, maybe it's best to change the search condition to include force the planets to be in different systems/ in 2 or 3 systems.

29
Mods / Re: [0.96a] Console Commands v2023.05.05
« on: May 09, 2023, 10:45:50 PM »
Pressing 'M' would spawn a ship wrackage nearby in which you could find all the blueprints and a bunch AI Cores? I am not sure what is the cause of this, seems to be the console commands.

I have 4 mods enabled:
LazyLib
Combat Radar
Graphicslib
Console Commands


P.S. I checked again, it seems that the issue has nothing to do with console command. I somehow enalbed devMode (but I can't remember why and how did I enable it).
Edit: I have checked again, it's not me who changed the setting and enabled the DevMode, something happened and the DevMode is enabled all by itself and I have no clue how.

30
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: May 06, 2021, 10:00:37 PM »
Would you / have you considered detaching IBB from Ship and Weapon Pack and making it a separate mod?
I think he answered it in the last page. He did not plan to.

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