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Messages - Inventor Raccoon

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1
Small bug that might involve spoiler stuff as I didn't know about this quest before 
Thanks, fixing this for 0.14 full release.

-snip-
Thanks a lot for the kind words.

Dustkeeper portraits were sort of made sporatically but the process I go by now (since I made Nightingale's one) is roughly, in order:

- I use paint.net (which I don't really recommend but it is what it is! probably Krita/Photoshop would be better)
- Start with a large size canvas (400x400 to 500x500), select their primary color and create the shapes of the avatar at this larger size using shape tools and line tools (gaps within shapes created by making black shapes on top).
- Size the image down to 128x128, check to see if things look right or if you need to go back and reshape it to fit the canvas better
- 30-opacity layer of the AI's primary color applied on a top layer, and then an interlacing effect applied to it for the scanlines
- The entire image is compressed down to one layer
- Glow plugin for the AI's main shape
- Some additional glow added over most of the image (was done via a plugin: still figuring out a good alternative)
- Optional chromatic aberration effect added (e.g for Barrow)
- 10 (15 for Barrow) pixels are randomly selected and dragged rightwards

2
-snip-
Thanks for the feedback! The Perfect Storm is meant to be a global effect since it's part of the "support" skill lineup (i.e skills that are primarily intended to make the enemy fleet as a whole harder to fight, rather than simply powering up Felcesis). The fact that it speeds up for time-accelerated ships is a bug fixed for the latest beta version (it'll now tick every 30 real-life seconds no matter what kinds of time multipliers are going on).

I agree it might be a little overtuned and there's a few levers to tune it down (longer timer, shorter overload, better AI reactions - they do in fact recognize that there's an overload coming and try to back off - higher-level officers and AI cores will more consistently vent or phase to dodge the overload). It's also a bit more common than it should be since there's only 1 other "normal" support trait (at 0.14 launch it'll be 5 total with Elegy of Opis reworked and Phantom Dancing/Proxy War added)

3
Modding / Re: Help Needed With Automatic Portrait Changing
« on: March 05, 2024, 01:47:19 PM »
I think it'd probably be easiest to simply check each swag-able character (via Global.getSector().getImportantPeople().getPerson("sebestyen"), or the easier form of People.getPerson(People.SEBESTYEN) ) when loading a save (do the check and change in your ModPlugin's onGameLoad() function) and apply the new portrait sprite from there

If you do want to run this code when interacting with any given person, then CampaignPlugin has updatePersonFacts() which runs when interacting with a new person (possibly multiple times? I'm not 100% on this) and returns their PersonAPI. Campaign plugins are set in vanilla/mod's data/config/settings.json's "plugins" field.

As for json loading, see Global.getSettings().loadJSON() and Global.getSettings().getMergedJSONForMod() and mods that load json files using it. Histidine's mods often do, such as Nexerelin or Combat Chatter. I find that "figure out how another mod uses this" is the best way to learn the more well-trodden parts of the API.

4
Suggestions / Re: Generalized projectile and fighter interactions
« on: March 03, 2024, 09:56:46 AM »
Non-missile projectiles never intercept each other, no? Some large weapons can pass through missiles and overkilled fighters but a Hellbore shot and a Plasma Cannon shot will never block each other, and the feature is just so that those large cannons don't get blocked accidentally by Swarmers or Talons or whatever and waste huge amounts of damage.

Making this happen for all projectiles would cause a weird case of projectile volleys intercepting each other - do two Wolves firing pulse lasers at each other just intercept each others' bolts without ever dealing damage? If one has, say, 5% more CR, does it just absorb all of the other Wolf's shots and also deal 15 damage?

5
So a question in regard to the Hypnos, if i add this mod midd campaingh does it spawn a new cryosleeper or does something with an existing one, and if it spawns a new one, is there a way to know where it spawned, cause i really don't want to fly to every star again
Hypnos will spawn as a third cryosleeper as it always does (it never replaces Tantalus or Calypso). There is a "sotf_findsecret hypnos" console command which will give you a marker to the system it's in.

6
- snip -
Apologies for being late, but the Discord beta requires the latest hotfix of Starsector 0.97a - earlier versions of the update will not work. (I believe RC8 or newer is required)

RE: missing weapon crash: your sins will not be forgiven until you are dying alone in the infinite void just like all those others you've condemned. You monsters.

(now THAT's what I call breaking reality)

7
-snip-
I suspected this would be the case - there's a change in vanilla code that breaks Dustkeeper fleet generation code.


A quick status update on the mod now that the new Starsector version is out - Secrets of the Frontier had a half-finished update which I'll be working to get out soon as I can. The update should hopefully include a chunk of new Dustkeeper content (new encounters, capital ships, and anti-atrocity mechanics), a partial rework of Cyberwarfare Protocols, a few changes/additions to the guilt system and a pass over Sierra's personality and writing.

8
Is it possible to use console commands to complete the Promise quest? I'm in the system the 'mysterious ship' is supposed to be in, but even using the console to set my sensor range to max isn't revealling anything
typing "devmode" and then pressing Control + Z will disable the sensor mechanic entirely (the command for that doesn't work perfectly). Make sure to toggle sensors on again with the same hotkey and then toggle devmode off via the devmode command.

9
just found the unique extra guarded cyrosleeper. The storypoint dialogue completely eating the point and then lightly harming you is a bit of a smack in the face.
"Convincing" Barrow both spends a story point and immediately earns another one.

10
Blog Posts / Re: You Merely Adopted Rules.csv, I Was Born Into It
« on: November 13, 2023, 03:36:28 PM »
rules.csv has honestly really grown on me as a concept - enough that I've taken inspiration from it for a recent project. Being able to dynamically adjust responses to a player's choices based on their circumstances, or to create lists of options depending on what's come up in conversation or what the player knows/has done, it all feels very intuitive and versatile once you get past the teething issues of having to work in spreadsheet format (and that, well, there's not been much in the way of tutorials before now - Alex's doc is helpful enough but it has grown a lot since then)

Overall - consider me part of the rules.csv/rules-scripting fanclub!

11
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: October 01, 2023, 06:13:38 AM »
Hi! SWP's current version has a piece of code that causes automated droneship carriers (such as the Scintilla, Shimmer and all mod-added automated carriers) to behave more aggressively than intended and that may override other mods' attempts to affect the AI of automated ships.

I've recompiled SWP's 1.14.0 .jar with a fixed version, which can be downloaded here: GitHub download. It's a .zip file containing a .jar that should be swapped out with the one in SWP's jars folder. It just removes most of the code involved in SWP's AI changes and a couple of unused references to Dynasector (just because I didn't want to bother setting that up as a library). It should work all fine but as always I'd recommend keeping a backup (or just redownloading the mod for the original .jar if things get weird).

A deeper wall-of-text explanation in the spoiler below, for those interested:
Spoiler
TL;DR for Dark.Revenant: clear out the pickShipAI in your ModPlugin, the only part that is necessary is the bit that makes the Nightwalker more aggressive - vanilla will give the Wall the correct AI on its own

Vanilla has a special AI configuration that's applied to automated ships and Ziggurats that don't belong to the player. This "fearless" config causes the ship to automatically become Reckless and triggers a few special AI flags - "always strafe offensively", "never back off unless venting", "don't turn undamaged armor towards enemies" and "ignore enemies when using Burn Drive". If the ship is a carrier, the same changes apply except that the ship is instead Aggressive and it's not restricting from backing off. This AI config is applied at the highest priority level for vanilla (there's a higher level designated for modded use)

For whatever reason, vanilla also sets out a redundant list of Domain derelict droneships to apply the config to. It's redundant because these ships already receive the config because they're automated - the Rampart and Guardian aren't even on the list (maybe because it had already become redundant by the time Alex implemented them). DR does similar for the Wall and its left/right modules, which is again redundant because the Wall is automated and AI configs don't matter for modules (AI personality/flags exclusively affect movement, and modules don't move).

This code isn't structured correctly, though, and it ends up applying the intended AI config to all automated ships, including carriers, and it doesn't tone down the aggressiveness for carriers. This is why the Shimmer always seems so eager to fly into the frontlines despite being tagged as a non-combat carrier.

Besides that, it's also applied at the previously mentioned priority level reserved for mods, which means that depending on which is applied first, SWP may override another mod's attempts to change automated ship behaviour (for example, Secrets of the Frontier overrides the behavior of ships piloted by some AIs to have a normal AI config rather than the hyper-aggressive one)

SWP also modifies the AI of its Nightwalker phase cruiser to act as if it's one step more aggressive than usual (unless already reckless or the AI battle tournament mod is installed). Besides the if statement it's contained within causing the previously mentioned carrier AI bug, this is all fine and it's kept in my fixed version.
[close]

EDIT: if you get an error re: console commands, redownload

12
Sierra being able to be neural-linked is unintended and I expect to patch it out at some point in leu of a more "proper" neural link mechanic for her.

13
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: August 31, 2023, 10:49:19 AM »
Oh look. A star. Alone. In the pitch black abyss.

...

I'm sure it's fine.

14
Hi all, just released v0.13.2a, which fixes a nasty issue that was causing crashes with Tactical Expansion. Otherwise, just a few fun conversations if you use certain AI officers in certain special AI ships, and the re-enabling of GraphicsLib integration (and requirement).

Changelog below:
Spoiler
PRERELEASE 0.13.2a
- Re-enabled GraphicsLib support and requirement

- Officer convo system: added "requires X officer has Y hullmod" requirement
- Added convos: "Barrow XIV", "Barrow Omega", "Inky Omega" (and variants)

- Adjusted Vow sprite
- Reduced volume of Concord Shift by about 20%

- Fixed Leviathan's Bane lock sequence progressing while game is paused
- Fixed Hellhide of Hades missing some sanity checks re: skinshield status
- Fixed NPE errors with data loading
- Fixed some officer conversations
[close]

15
Having an odd issue that only arose with 0.96a - I made it a habit of loading JSON/CSV data in the mod plugin, and storing said data there to be checked when required (e.g in a BattleCreationPlugin or an EveryFrameCombatPlugin), but it seems like the data is somehow made null before it gets to that point. Easy (if less-than-ideal) to bypass by just loading it every time it's required but I imagine it'd be ideal not to have to do that, and I'm not sure what the cause might be since the patch notes don't seem to mention anything relevant.

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