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Messages - NoFoodAfterMidnight

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31
How are buffs to fighters handled? Right now I'm giving a combat buff to all ships within a fleet using .getFleetData().getMembersListCopy(), which is working for the ships but not the fighters. I've looked at the fighter-specific skills, which led me to the skill effect type but no reference as to how it's affecting fighters.

Also where are derelict ships created after combat (the ones floating through space), and where is ship recovery handled?

32
Is any of the base AI accessible or is the only way to modify AI to write new code and use ShipAIPlugin.Advance() ?  There's some simple tweaks I'd like to make.

If it's all done through Advance() , how would I go about finding the core methods of ship controls and such to write a new AI, and how would I overwrite parts of the base AI?

33
When working with generating fleets using FleetFactoryV3, how are combat points spent? Like does a battleship cost it's fleet points or is it a set cost for each ship class, like a Capital Ship costs 8 or something?

Also if I wanted to modify every fleet being created by the game, would I do it my adding something at the end of createFleet(), like adding a buff or just adding modifiers to mutableshipstatsapi for each member of the newly generated fleet? (Never mind, this did in fact work)

34
Modding / Re: Fighter collision and targeting
« on: August 16, 2019, 10:18:20 PM »
Awesome, thanks guys!

35
Modding / Re: Fighter collision and targeting
« on: August 14, 2019, 11:20:32 PM »
Oh thanks, I didn't know that was possible.

But no way to make weapons not collide with fighters?

One of the more frustrating things is having a stray fighter fly through your strike fire, die popping the projectiles, then have its debris soak up even more damage. Speaking of is there any way to turn down debris HP/have fighters not make any?

36
Modding / Fighter collision and targeting
« on: August 14, 2019, 07:33:17 PM »
Is there a way to get non-PD weapons to stop even hitting fighters, or at least to stop targeting them? I've looked through the API but can't seem to find a way, was wondering if anyone else found a way to mess with collision/targeting implementation.

37
Modding / Re: Modding with just .java // without using a .jar
« on: August 08, 2019, 05:29:20 PM »
So just drop those two files directly into data/scripts/ with no subfolders? That doesn't seem to do anything at all. I can drop in two jarbled nothings that can't compile and get no compiling errors.

What is the quickest way to just alter some of the base game files? That's all I want to do.

38
Modding / Modding with just .java // without using a .jar
« on: August 07, 2019, 10:44:49 PM »
So I've started diving into modding, and been trying to get further but hit a wall where I need to edit something found in the API, but can't get it to load. I'm not looking to set up an IDE to compile a .jar file, and I've seen references to placing .java files into the mod folder to have the game compile them at start but can't for the life of me actually find any documentation on it or figure out the file structure on my own. So what I'm trying to do is change two files: GraviticScanAbility.java and GraviticScanData.java, found in the API under \fs\starfarer\api\impl\campaign\abilities, where would I put them in a mods folder to get them to compile, and is a modplugin file still necessary if I'm just slightly altering existing files?

I'd appreciate any help!

39
So I've been using the mod for a bit now, are ship prices supposed to be this cheap? It feels REALLY easy to get your hands on a significant fleet compared to vanilla.

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