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Messages - Ed

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Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: November 22, 2020, 11:40:52 AM »
when i first downloaded it and tried to unpack it it said unwanted program/virus detected so it stopped the unpacking

tried to download it again but windows defender says virus detected
Someone else also said it had a virus alert, probably something related to the main mod file, java can get some false positives i guess, I use windows defender and malwarebytes and neither detected anything on my end, also no one messed with the file on the bitbucket, i have no idea why it happened.

So i try the beta version on Bitbucket, the new Dobermann feel great, it's control similar like Niagara-class from TADA but with more gun, keep up the good work  ;D

edit1: Also with more simple design, Dobermann act better in AI hand, will it be a common theme with the rework? i mean i like the unique design and gameplay of your ship have but i'm willing having a simpler design so AI can use it too  ;)

99% of the improvement was just turning it 90ยบ, the base game AI for broadsiders is worky, it tries to spin around to use the other side even with the old dober where it had all guns in the same side.
The pirates will get full rework and probably new unique ship systems, I will remove them next release (except the Wolfhound [P]) and only release back when they are done.

Also sorry for the slow progress, i kinda burned out again and will probably need a break, but I will make the 2.2 release before a big hiatus.

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: November 13, 2020, 12:17:32 PM »
All the pirate ships will be reworked (except the Wolfhound, its the only one I am satisfied with) specially since i have changed all the ships they are based on, so they look really weird now.
They will be removed next update and will be back once i release the pirate update after a short break.

Well, the game handles this sort of thing by putting the hullmod on all the modules. See for example the "Targeting Supercomputer" that stations have, which is built into every station module that has guns, etc.
I want to reuse the modules on different ships, and not all of them will have this hullmod

Trying to make a hullmod that increases range of modules on a ship

        List<ShipAPI> children = ship.getChildModulesCopy();
        if(children != null && !children.isEmpty()) {
        for (ShipAPI module : children) {
        module.getMutableStats().getBallisticWeaponRangeBonus().modifyMult(id, 1 + RANGE_MULT);

Does not work when put in applyEffectsAfterShipCreation, but does in advanceInCombat

I don't want it in advanceInCombat because it becomes more combat bloat, how to fix it? using customdata to make it run once also doesn't help because the game still has to check for the custom value and in the end also becomes bloat

I got a problem on my mod, my Wurg bar event is not showing up on long campaigns, but if i start a new game and get the requirements filled with console command it does work

What could be stopping the event from appearing?

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: October 12, 2020, 08:20:06 AM »
Thanks for the info on the tryant's maw charging mechanic, but I cant seem to find that information anywhere in game. I've looked in the ship description, the ship's codex description, and the tyrant maw weapon description itself. This is on the latest version of ED shipyards btw.

Also, I've checked both prism freeport and nova maxios since last post, but I couldn't find the wurg seller in the bar at all. I've tried re entering the sytem, relaunching the game, I just couldn't find the guy. I haven't checked kassadari for him, but I doubt that would change anything.
Yeah there is something wrong with the bar event, it works fine if i start a new game and cheat my rep, level and money, but it is not working on my longer playthrough
Testing a possible solution, but no matter what it won't work on current saves, so get your wurg with console if you are playing right now

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: October 12, 2020, 07:09:00 AM »
Not sure if this is intentional but the ai has a habit of forgetting the Freighter modules of the newfoundland class exist and colliding with them, resulting in death
The AI doesn't understand the concept of long bois, you better drive the NFL manually and keep it away from the other ships

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: October 11, 2020, 07:53:30 PM »
I cant seem to find the rep that sells the wurgandal, even though I am well over level 50, max rep with indies, and have 25 million credits. Is this related to the past level 50 progression mod I'm using?

EDIT:  I've procured myself a wurg through console commands, and I have no idea how to fire the tyrant's eye. The ammo starts at 0 and stays like that through out the whole battle. I've only managed to fire it once in a simulation, and I have no idea on how I managed to get ammo.

Did you try the markets with ED Shipyards on them? like in Nova Maxios, its in the bar.

It says in the description: you need to keep the ship flux high to accumulate energy, the higher the flux the faster it charges (about 2.5 minutes max flux), be careful to not overload though, it resets the counter to zero.

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: October 09, 2020, 12:20:38 PM »
I think i prefer to just make a whole new ship and add an NPC that lets you swap a freighter NFL for a combat NFL and such instead of using such gimmicks

Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: October 08, 2020, 11:50:29 AM »
About Cargo Modules, ApproLight mod have Granary cargo ship, in standard variation its both Fuel and Cargo transport, but it have special Fuel and Cargo modules which turn it into dedicated Tanker or Freighter, its seems work nice.
How do it swap modules? Through hullmods? I would like to avoid bloating the hullmod screen for a single ship.

Noice! Thanks Alex!

Oh, hey, that's a good idea! I thought that wouldn't work (it wouldn't if that's only computed once when the ship is created), but it should work, since it's not doing that.

If you .umodify() it it'll give it back the peak time that was subtracted. So you actually wouldn't just do -10 every time - you'd want to keep track of how long and modify by the *total* time every time, if that makes sense.
So i could make it so the player loses 10 seconds every time the system is used, but if the player fulfill some sort of objective i could do the .unmodify and recover the lost time right?

That's just CR after PPT runs out.

Edit: let me add ShipAPI.setTimeDeployed(); right now that's not exposed...
would this work to lower peak performance? (internals of 10 sec)
stats.getPeakCRDuration().modifyFlat(id, -10);
also what happens if i .unmodify this?

I wanna make a ship system eat away CR and PP, is this the right way to do both or just CR?

stats.getCRLossPerSecondPercent().modifyMult(id, 4f);

Mods / Re: [0.9.1a] ED Shipyard 2.1.1 (crash fix)
« on: October 07, 2020, 02:33:05 PM »
I just got a insane idea for the Newfoundland:

Modular modification
Why just have it carry cargo? Maybe modify a module to carry fuel, or passengers!
Some independent captains that work mainly in epxploration and prospecting may want a survey and sensor modification, maybe also a salvage mod!
Most likely some captains would do just DIY such a modification if ED shipyard wouldn't offer it (with resulting less than perfect outcomes).

Some captains found that the Newfoundland was a bit to weak defended against pirates. A defense overhaul of a freighter module solves that problem, even if it reduces the amount of cargo the module can carry.

There is also some whispers in that talk about how some pirates have captured some Newfoundlands and later their fleet were seen with "Death trains", heavily modified Newfoundlands to do away with their intended purpose and their wagons modified into "artillery wagons", "missile wagons" and "carrier wagons"

That was my initial idea for the Newfoundland, but swapping modules on a ship causes some real problems, crashes, mostly due to variant info (weapon slots and such), I would basically have to have an entire new ship for every module combination, if someone know a way to make it work i would love to know.

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