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Messages - Ed

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31
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 26, 2020, 06:13:30 AM »
thx a lot   ;D

i Will look for the beta in the discord since im using the one from  here

Edit : when testing the mod it give me this error

fatal: slot id [WS0004] not found on hull [edshipyard_wurgandal] check starsector.log for more info 

it happen when trying to enter the test fleet mission

Edit 2: test the wurgandal in campaing and in battle it work perfectly it seem that the only crash or bug is when entering the fleet test mission after that the mod work perfectly 10/10 one of the best ship pack in the game

The previous wurg had that weapon slot, i removed it in the new version, seems like your game tried using the old variant of the Wurg for some reason, did you delete the old mod before placing the new one? or did you overwrite it when updating to the BETA? You should always delete the old version or things can get mixed.

32
Mods / Re: [0.9.1a] ED Shipyard 1.9.9a (Requesting Feedback)
« on: September 25, 2020, 05:35:34 PM »
is there a way to spawn with console command the ship and weapon blueprint i want to try a only ED shipyard tech run to test out the full capacity of the mod ?
If you get the BETA in the discord there are blueprint packs, here are the commands to get them

additem ed_exploration_ship_package
additem ed_support_ship_package
additem ed_frontline_ship_package
additem ed_exotic_ship_package
additem ed_c_weapon_package
additem ed_u_weapon_package
additem ed_drone_package

33
How do i start a quest from an unique NPC or by entering a system instead of using random bar events?
I wanna make Wurgandal unique by making it so you can only gain it in a quest, but i want it to be easy to start the quest, just hard to do.

By entering a system: you'd need to have a script that checks for this, and once the conditions are met, starts the mission removes itself.

From a unique NPC: you'd probably want to write a custom rule command to do it.
After looking at bar events they seem better than expected, I will try a bar event first.

34
What would be the difficulty level of modifying the entropy amplifier system into making it lower a ships time acceleration like the scarabs system but for the enemy?

Only know how to modify code, not make my own yet.
Simple, you can check my code (Ed shipyards) in the spatial swap system I boost the defenses of the ally being swapped before the swap happens, you could instead of applying a buff to an ally, apply a debuff an enemy, save the debuffed enemy and unapply the debuff after the duration of the system ends (remember to check if the debuffed enemy is still alive when doing so)

35
Thanks

36
do i need to restart to use this mod?
yes

37
How do I blacklist a ship from being procured by Agents?

38
How do i start a quest from an unique NPC or by entering a system instead of using random bar events?
I wanna make Wurgandal unique by making it so you can only gain it in a quest, but i want it to be easy to start the quest, just hard to do.

My plan is having the player going to a high danger [Redacted] system, either finding it randomly or having an unique NPC tell him about it (talk to the NPC in the comms of a station)
Finds a wreck, fight a huge [Redacted] armada, and get the ship core
Go to a special NPC, deliver the core and earn 500k as reward or pay extra 10 million to get the ship instead
Later if the player regrets choosing the money he can buy the ship for 15 million.

39
Added DO_NOT_SHOW_MODULES_IN_FLEET_LIST ship hint!
love you dude

40
thanks, got it

But now how do i make it so the market only sell pristine quality ships?

-edit-

I think i found out what i was doing wrong, i copied the submarket script from another mod, now I am looking at it properly. Ok fixed, wonderful!


41
That helped a lot Morrokain, i just need now a sample code on how to search for markets and add the submarket during the onNewGameAfterEconomyLoad()
I looked for mods that have special submarkets, i know of Tahlan for GH shop, but i can't find where in the plugin code is the part where the submarket is added.


42
Is there a guide on how to set up Submarkets on existing worlds? I wanna make a special shop that only sell a few specific ships on some core worlds.

43
How do i set the priority in which module of a multi-module ship appear on top of the other modules?

ok found out its the order of the module slots in .ship file

44
More like this maybe?


45
I'm not actually sure exactly what you mean - what would you like it to look like? What's the main module in this case?
I think either of those could work, a tag on the module you want to focus or it could be in the main module .ship file

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