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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Dostya

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16
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: April 18, 2021, 08:19:21 PM »
So, funny story, I ran into the random planet encounter where you can give a population a hundred supplies and machinery to create a new Independent colony and out of the goodness of my heart I went and did it. Then I went and bought and sold stuff from their market and because I was a super bleeding heart I even activated the in-system comm-relay for them in the hopes that there were other polities nearby that would hear them. So I got home and all the planets had negative a bajillion accessibility for, in retrospect, bloody obvious reasons. I reloaded the save and all was well again, but it was a good lol of a bug.

17
hey, mate. since the last update with the ship components, something funny is happening, ya now? basically every faction, no matter how high tech now has a complete lack of those ship components because basically or literaly nobody(but possibly later the player) are producing it. you just reduced every ships quality by 30% across the line. please reconsider this...

In my Nex save the AI had built a salvage yard in SCY space which is apparently a thunderdome since it's sustaining 6 export. Centralization Bureau really boned me though since the demand for components wasn't six in my Orbital Works but nine. Given how RNG dependent salvage yards are and how many expeditions and raids get ganked by my hyperspace sentry fleets, I just slapped an Alpha Core into it and 10,000 consoled Tachyon Lances in the supply storage and called it good. It seems to be working out.

18
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: April 17, 2021, 12:05:50 PM »
It's also possible to add hazards in this update: specifically, low gravity can be added to any planet using an n-brane oscillator (even planets with heavy gravity can be brought straight to low, if you'd prefer) and atmospheres can be removed from non-habitable planets with normal or thin atmospheres.

For the moment, drop tables have been kept the same.

Before I checked the thread I used the building to remove the atmosphere from a toxic atmosphere planet; it created the No Atmosphere condition correctly but did not remove the Toxic Atmosphere condition. I laughed and console'd it, but I suspect that there's something unintended occurring there. From your post, perhaps the structure to remove the atmosphere shouldn't be allowed to be built on a toxic planet until that condition is terraformed away.

19
Mods / Re: [0.95a] Grand.Colonies 1.0.b - More Building Slots
« on: April 17, 2021, 10:21:09 AM »
I like this a lot, with mods adding more cool structures this takes the pressure off of what gets the spotlight this playthrough. One QOL note, when playing with SpeedUp one may leave capslock on when exiting a battle whether due to forgetfulness or to save time next battle. The page turn currently doesn't work if the shortcut key is set in lowercase and you forget to turn capslock off. This made a lot of sense in retrospect, but it was a bit of a mystery to figure out the first time since the vanilla shortcuts don't care about capitalisation.

20
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 02:52:46 PM »
Quote
Improved cargo screen performance when taking or leaving a VERY large number of items

Much appreciated. Thank you.

Quote
Maximum post-Collapse colony growth limited to a maximum of colony size 6

Sick of all those systems filled with size 10s within a decade, huh? :P

Are there any plans for a story mission to break this?

21
Mods / Re: [0.9.1a] Adjusted Sector
« on: May 15, 2020, 02:48:25 PM »
I made a post here asking for a suggestion of a config and it turned into a mess of edits and incomplete thoughts, so I'll repost a better message here

I want a config that is basically vanilla, but bigger, with a similar star density to vanilla or a little more dense, with a similar aspect ratio to the default settings, that barely ever lags in hyperspace (it can stutter a little in the map and intel), has nearly the exact same ratio of derelicts, remnants, and ruins to vanilla (excluding cryosleepers), and is noticeably bigger. I use both SAD and DME so please adjust those accordingly. Specs: GTX 1660 ti (slight OC), Ryzen 2700x, 16 GB RAM (6 allocated), 6 GB of VRAM, windows 10, 64 bit. I tested and it seems 160 constellations is almost good enough but it can lag in hyperspace. Thanks a lot in advance!

The settings file includes many comments on what vanilla settings are, and what isn't commented in the settings file is commented in the OP. Multiply the vanilla settings by the number of stars you've set divided by the number of stars in vanilla and round the result up to whole numbers.

22
Mods / Re: [0.65.2a] Seeker v0.1 - Prototype (06/06/2015)
« on: November 09, 2019, 09:07:42 PM »
With regards to the Ravager Mk. 3: I thought I was going crazy when I kept losing my ships' shields while I effectively fed two combat capitals to a [REDACTED] because of it. Now I need to go rethink my farming strategy. Thanks, I hate it.

;)

23
Modding / Re: [0.9.1a] Langly's Terraforming
« on: September 28, 2019, 10:24:16 PM »
You might think about having this terraforming mod add farmland as terraforming progresses. Poor Farmland at Terran Eccentric, and Adequate Farmland at Terran if the planet doesn't already have equivalent or better Farmland of some variety. It wouldn't be terribly imbalanced as food is pretty easy to come by, but it would be flavorful.

24
Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 30, 2019, 12:09:02 AM »
The only thing that the player has access to that the AI doesn't is AFAIK buildings, barring Nexerelin on that last one. Everything else, to the best of my knowledge, is mixed into a randomizer somewhere. In terms of creating an event or a quest, assuming you're willing to get into scripting, not overly difficult. You will need to script the effects of any new hullmod. Adding in a means of increasing flagship OP is far more difficult since you'd have to add to the API outright instead of taking advantage of existing tools. I'd advise looking into the vanilla mission generators in starfarer.api.zip\com\fs\starfarer\api\impl\campaign\missions\ as well as the tutorials in Modding Resources to get into script compilation. As well, you should hop into the Discord channel and ask around in the modding channels when you get stuck. Vayra's gotten into adding a mission and bounty framework in Vayra's Sector that'll probably be easier than coding from scratch, though you'll have to hit him up on questions about that since I haven't even glanced at it.

I really do recommend the Discord. You're hitting the limits of where I've gone in Starsector and there are many tools, resources, and much willing help in the rest of community available to call on. Have fun.

25
Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 07:24:54 PM »
Absent modifying the game with some dedicated compiled scripts, not to my knowledge.

26
Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 06:31:50 PM »
Did the rest of the error look roughly akin to this by any chance?

Code
53209 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.characters.skills.scripts.SDL4 cannot be cast to com.fs.starfarer.api.characters.ShipSkillEffect
java.lang.ClassCastException: data.characters.skills.scripts.SDL4 cannot be cast to com.fs.starfarer.api.characters.ShipSkillEffect
at com.fs.starfarer.loading.SkillSpec$SkillEffectSpec.oO0000(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.applyPersonalToStats(Unknown Source)
*snip*
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

EDIT: Actually, I'm all but certain it did. Reviewing the API it looks like you can increase ordnance points fleetwide, but not on a per-ship basis. Sorry for the waste of time.

27
Modding / Re: Mod Request : Increased Flagship Ordanance Points
« on: August 29, 2019, 10:21:58 AM »
What you're asking for is possible isasmuch as you can create a skill that'll give the flagship of whoever's using it more ordnance points. It is not possible to limit it to the player, so you'll be prone to running into AI ships that have as much ordnance as your ship does. You can manage it fairly simply. I'm going to run through modifying an existing skill because it's easier all around, but you can delve deeper if you want.

Go into starsector-core and open starsector.api.zip, go down the path until you're in starfarer.api.zip\com\fs\starfarer\api\impl\campaign\skills\

Open up ship design - one of those skills involves changing ship ordnance points. Also, you now know where to find script implementations of everything in Starsector so there's that. Now, go into starsector-core\data\characters\skills (not in the zip file). Add a new folder named scripts.

Pick out the skill you think this'll fit in. Now, without some shenanigans you'd need to compile a new .jar to make this work, but we can slot it in pretty easily thanks to Starsector's previous implementation of skill scripting. You'll want to add

Code
{"type":"SHIP", "script":"data.characters.skills.scripts.flagshipordnance"},

 to the line of whichever level you want the flagship skill to take effect in.

Go into the scripts folder. Make a new file called flagshipordnance.java

Code
package data.characters.skills.scripts;

import com.fs.starfarer.api.characters.CharacterStatsSkillEffect;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;

public class flagshipordnance implements FleetStatsSkillEffect {

public void apply(MutableCharacterStatsAPI stats, String id, float level) {
stats.getShipOrdnancePointBonus().modifyFlat(id, [YOUR NUMBER]f);
}

public void unapply(MutableCharacterStatsAPI stats, String id) {
stats.getShipOrdnancePointBonus().unmodify(id);
}

public String getEffectDescription(float level) {
return "Increases flagship ordnance points by [YOUR NUMBER]";
}

public String getEffectPerLevelDescription() {
return null;
}

public ScopeDescription getScopeDescription() {
return ScopeDescription.SHIP;
}
}

That should do the trick. You can apply most of this to modifying current skills, though creating new ones outright is a bit more involved. The usual caveats about untested code apply. I may have made a typo somewhere but if you're familiar with programming syntax errors should be readily fixable - just open up starsector.log in the starsector-core folder and unfuck whatever I messed up.

Ordinarily the ordnance point bonus is along the lines of
Code
stats.getShipOrdnancePointBonus().modifyPercent(id, OP_BONUS);
So if modifyFlat doesn't work copy the old line in and change the bonus to 100f. Or something along those lines. You'll probably want to do some testing.

28
Mods / Re: [0.9.1a] Scy V1.56 (2019/08/10)
« on: August 28, 2019, 10:36:31 PM »
I'm having an issue with the Ship Supermarket. I've conquered the Prism Freeport and found to my pleasant surprise that the Ship Supermarket is better than an Orbital Works with a Pristine Nanoforge for ship quality. Neat. While it was only Stability 3 for its first couple months, I've since brought it up to Stability 10 where its been for the last half a cycle or so. The -20% low stability at ship supermarket penalty has yet to go away. Am I missing a means of restoring the supermarket's stability in particular, or is this a specific penalty because I'm not the Independents?

29
Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: August 23, 2019, 03:41:23 PM »
Disable Interstellar Imperium and start a new game, save & quit, enable Interstellar Imperium, load and play. The faction won't exist and assuming you didn't turn faction respawning on they won't, but you'll have all the stuff available.

30
Good idea, I'll be sure to take that place as well! Is that all, just the Red Planet and the Cryosanctum? Or am I missing something?

Barring mods, pretty much. There are some folks looking to add on to it though so keep an eye on the modding section.

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