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April 20, 2019, 11:10:31 PM *
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News: Starsector 0.9a is out! (11/16/18); In-dev patch notes for 0.9.1a (01/31/19)
 
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 1 
 on: Today at 07:37:29 PM 
Started by Sundog - Last post by Alex
Thank you - fixed. (By printing the XP and then having a "Leave" option.)

 2 
 on: Today at 07:16:45 PM 
Started by LazyWizard - Last post by Lucretius
i mostly play this game on the my freetime but wow in 0.9 there is a lot of new things to discover even battle station engagements neat

one thing the adjustrelation (i use all 100 or 200)  seems doesnt work overtime, the factions get neutral/hostile while time passes
i want to stay at 100 always friendly while i engage them or not

i like to experiment a lot with the ships weapon/systems  

 3 
 on: Today at 04:16:39 PM 
Started by Voiddweller - Last post by Alex
Actually! "Perma" mods can be anything, not just d-mods. The special treatment of dmods is governed by their tags - namely "dmod" (red bar, removal when the ship is restored) and a couple of other ones (such as "damage") that control when the dmod can be added.

The reduced deployment cost is coded in the mod's implementation class - see com.fs.starfarer.api.impl.hullmods.CompromisedStructure.modifyCost(); the other dmods call this static method and have their descriptions set up with the required parameters (see: getCostDescParam() in same class).

"Suppressed" is a way to remove a mod without actually removing it from the variant. This is in particular useful for "removing" built-in mods from a ship; due to how things work if you actually removed a built-in mod iirc it would keep getting auto-added each time the variant synced itself up with the hull (and its built-in mods).


So, right: perma-mods are what you're looking for here, as far as the OP. That said, there might be some issues that I haven't anticipated. This is all supposed to work with all kinds of mods, but dmods (unless I'm forgetting something) are the only vanilla use case. If there are issues with this, they'd likely be bugs and I'd love to fix them, so: please let me know!

 4 
 on: Today at 04:00:51 PM 
Started by Vayra - Last post by ThePollie
At the start, I tried using the ships heavily.

Right now, I actively don't use them even out of desperation. They are utterly outclassed by -everything- else I could possibly use.

I have taken on Kadur fleets six times my size and, even with a maxed Battlestation assisting them, often obliterate them without even a single ship lost. To say Kadur ships are terrible is beyond an understatement. They're just mid-line ships with infinitely worse shields and zero mobility. Why use them over mid-line ships?

 5 
 on: Today at 03:47:50 PM 
Started by Voiddweller - Last post by Sundog
I'm not an expert on this sort of thing, so take all this with a grain of salt.

Built-in mods are defined by the hull specification of the ship, meaning that even if you could add a built in mod to a ship , it would add the same mod to every other ship of the same class. However, there are at least three (edit: two) other types of hull mod, and ShipVariantAPI has a method to add each of them.
Perma - Typically D-Mods. I assume any perma mod would automatically come with the baggage of a D-Mod (the orange bar, deployment cost reduction, removed on restoration, etc.) but I may be wrong (edit: I was). If there's a way to avoid those things, using addPermaMod might be your best bet.
Suppressed - No idea. Hopefully someone with more knowledge will come by to enlighten us. (edit: see Alex's post below)
Normal - Your everyday removable mods. Honestly, this might be your best option, as long as there's any reason a player might want to remove your special mods. I'm pretty sure you could still ensure that they could only be added through your system.

You could certainly trigger a script that modifies ship variants via a dialogue. The main problem with that would be creating a clean interface for selecting which ship gets which mod (assuming the player gets to choose)

Hope that helps. Good luck with getting this idea working! It sounds like it could be pretty cool.

 6 
 on: Today at 12:33:40 PM 
Started by goduranus - Last post by Megas
By endgame, after exploring about a third or half the sector, I find more-or-less half of the all of the blueprints, and I stealth raid for the rest.  Got to have them all!

For stealth raiding, I bring my endgame fleet plus about ten Valkyrie or Colossus III and as many marines as I cram.  If I can stealth by without a fight, great.  If I need to smash a few patrols and a star fortress?  Annoying, but as long as I get the blueprints after the raid, I am happy.

 7 
 on: Today at 09:20:30 AM 
Started by goduranus - Last post by goduranus
Oh yeah, I just realized stealth raiding as one of the fun things this game has to offer, after finally ditching the Disruptor- Reaper combo. It was so good it eclipsed almost all the other gameplay styles.

Sneaking lone starliner with insulated engines, is pretty great, and surprisingly ease to accomplish.

 8 
 on: Today at 06:36:14 AM 
Started by Sundog - Last post by Sundog
This applies to "Pirate Base" mission targets, not permanent stations like Kanta's Den, which will show notifications in the dialogue as usual. Destroying the base by attacking a nearby fleet will also result in the usual notifications, but interacting with the base itself and choosing "Consider military options" -> "Engage" will give no indication of experience gain.

At first I thought experience wasn't being awarded at all, but it is.

 9 
 on: Today at 04:57:10 AM 
Started by Morrokain - Last post by Morrokain
^
I pulled it down and I'm not getting a nullpointer on the main menu or when scrolling through all the variants in devmode. What operating system are you using? If it isn't windows, that is probably a known issue with Starsector incorrectly reading the "replace" section of the mod_info file that overrides the root game files. It will be fixed in 0.9.1a of Starsector, but in the meantime you can try and change the path delimiter in that section. I think some have made it work on other operating systems that way.

 10 
 on: Today at 04:45:50 AM 
Started by Sundog - Last post by Sundog
Download Ruthless Sector 1.0.1 (Beta)

Fixed issue preventing rep gains for impressive victories from occuring if XP gain scaling was turned off.
Resolved conflict with Tiandong Heavy Industries
Modded faction IDs whitelisted for relations bonus:
   sylphon
   dassault_mikoyan
   fringe_defence_syndicate
   adamantine_consortium
   archean_order
   trader_guilds
   scicorps
   interstellarimperium
   shadow_industry
   blackrock_driveyards
   al_ars
   sad
   noir
   Lte
Modded faction IDs blacklisted for relations bonus:
   cabal
   istl_snowgoose
   templars

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