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Messages - Snrasha

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661
You can look also others  mods for this.(Because, less thing, so more readable.)

For my description factions, i have put here:
Namemod/data/strings/descriptions.csv:
Quote
id,type,"text1","text2","text3","notes"
idship,SHIP,"text",,,
idfaction,FACTION,"Text",,,

(id faction in your file.faction)

662
Modding / Re: Reducing Hyperspace Mod Lagging
« on: December 14, 2015, 01:13:00 AM »
You can also use Nexerelin with SS+ and many factions, because you have less system, less stations, less lag. But, you lose factions homeworld.

663
Mods / Re: [0.7.1a] Looters factions v1.0
« on: December 13, 2015, 10:57:50 PM »
Ah yes, thank. I fix when i can. Sorry for this error.

Also, 6+players who use this small mod, maybe it is sample mod who do not use very hot your RAM? Or just easy faction to kill, ah ah. Thank you.

EDIT: because i am french, i  have not understand this error . Now, i have understand, this is very big fail. ( I hate when computer not see difference with c and C. And when, he see error, i lose many times.)



EDIT: 16/12/2015 : Fail, i have fix link, ah ah. Sorry '.' , i have forgot change link .rar > .zip

664
Modding / Re: BIGGUS MAXIMUS PORTRAIT PACK
« on: December 12, 2015, 06:59:27 AM »
Thank!

665
General Discussion / Re: The most amazing fight I had
« on: December 12, 2015, 06:13:25 AM »
Common situation with SS+ and Nexerelin:
Spoiler

[close]

666
Mods / Re: [0.7.1a] Looters factions v1.0
« on: December 11, 2015, 04:57:52 AM »
Better? (clic for obtain this fix)
Spoiler


[close]

667
Suggestions / Re: Make stations/planets carry more supplies and fuel
« on: December 11, 2015, 04:41:47 AM »
Or you can take a hullmod who give you 1 supplie per day, ah ah.

Seriously, with Nexerelin and SS+, i can have 50-5000 supplies with very variable price(40-200). Just restart game if you have bad homeworld!


See: (Do not look my faction, not influct with this)
Spoiler

[close]

668
Mods / Re: [0.7.1a] Looters factions v0.451
« on: December 11, 2015, 04:18:20 AM »
Ah yes, now error, i have not this error, last version, i go fix this.

EDIT: ok, do like also " " so. Ah ah
EDIT2: Ok, % is reason, thank you.

I have fixed.

669
Question with Netbeans:

You create, so, a project extern to your mod, then, you take all lib that you need. After a create a script, you compile this, then you build?
But , how run with Netbeans? I have always main class not found.

And also, when you have build, after, you need just put file.jar created with others files(so i put all file ...). But not success and Starsector ignore my jar...

I do not understand... and tutorial do not explain this...

Thank

670
Suggestions / Re: Piracy and banditry practiced by and upon the player
« on: December 11, 2015, 01:08:18 AM »
If only i found where upgrade % salvage when you destroy fleet... we are pirate, so why we have not a bonus?

My mod is a pirate faction, i understand this. I have put many ships for mining(nexerelin), same with a hullmod who give 1 supplie per day, but this is not very pirate.

After, with Nexerelin, ennemi have only big fleets, also, so  for be Piracy , hard. (And more, you win not bounty, so, fight is not rentable.)

custom factor in pirate faction:
Spoiler
"engageWhenEvenStrength":true,
"exemptFromFoodShortages":true,
"willTradeWhenHostile":true,
"noPatrols":true,
"ignoreTradeWithEnemiesForReputation":true,
"postsNoBounties":true,
"offerMissionsWhenHostile":true,
"allowsTransponderOffTrade":true,
[close]
My faction:
Spoiler
"investigatesPlayerForGoodRepWithOtherFactions":false,
"worthInvestigatingPlayerForGoodRepWith":false,
"ignoreTradeWithEnemiesForReputation":true,
"postsNoBounties":true,
"exemptFromFoodShortages":true,
"engageWhenEvenStrength":true,
"offerMissionsWhenHostile":true,
"allowsTransponderOffTrade":true,
"willTradeWhenHostile":true,
[close]

Only advantage for ennemi, ah ah. I want be a veritable pirate '.' (Maybe, i need do not play in Nexerelin, but i like this random system and mining fleets is easy to kill)

671
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 04:15:34 PM »
Three reddish transparent lines that go over the hull diagonally.

* Pirate mark is so badly deformed that recognizing any symbol there is hard. Nearly nonexistant contrast of color doesn't help either. Don't need it, I guess.
* Just a note, Vanila pirate ship has red and black paintjob. Might worth seeing them.
* Bridge doesn't stand out. Make it bright gray, to a point that makes its "original color" seem white. Any midline or high-tech ship will be a good example. Don't make any painted mark go over them unless you have a very good reason.

Engine's definately better.
For pirate mark, i have good reason: I prefer as this. (Original picture : ) (More easy for include with a options, ah ah, i am so lazy, but yes, i need more design this.
For compare with vanila pirate, i am just a other pirate faction, so, different color.
For bridge, i have test other color, but with color green, it is very bad. I find. Yes, i need test again.

For example, a other ship of my faction:
Spoiler
[close]
(No, i do need critic for this ship, because i have already all informations.)

Thank all.

672
It is two example in shipsystem ammo feeder:
   stats.getBallisticRoFMult().modifyMult(id, mult);
   stats.getBallisticWeaponFluxCostMod().modifyPercent(id, -FLUX_REDUCTION);

You see this in :

com.fs.starfarer.api.combat.MutableShipStatsAPI
.

You have many bonus for this.

Shipsystem is a "bonus" than you can active in battle.  For x time with cooldown, charges or who cost flux/sec but you can desactivate. Many possibilities.

673
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 09:28:29 AM »
A bit more better?
Spoiler

[close]
Yes, i am bad designer, sorry ;'(

edit:sorry

674
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 10, 2015, 03:58:58 AM »
I am beginner, so i need opinion.
Spoiler

[close]

the red line is ugly or right?
And, pirate logo is to hide or not? Or correct?


Thank!


PS: Because, before have this design:
Spoiler

[close]

675
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-09)
« on: December 09, 2015, 12:33:14 PM »
Quote
What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):
AI War v0.3b*
Blackrock Drive Yards v0.8.0
Citadel v0.8.3*
Diable Avionics v1.2*
Flu-X v0.56
Interstellar Imperium v1.9.1*
Junk Pirates v2.4.0*
Knights Templar v0.9.5b*
Metelson Industries v0.7*
Neutrino Corp. v1.82*
Scy Nation v0.98*
Shadowyards v0.6 dev*
Tiandong Heavy Industries v1.0.5*
*Supports Corvus mode

Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!

The following mods are not supported:
Any mod that doesn't support Starsector 0.7a won't work!

I have many question:
-When this list will be updated ( i wanted download direct supported mod ) ?
-Or not, but i can just not understanding this dual list...  (Because: supported is compatibility no? (For me, yes, but, i see no, so.. ah ah ><)

Thank.

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