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

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Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 243789 times)

blueberry

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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #15 on: October 24, 2019, 03:17:36 PM »

damn man! such a unique capital
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i need more carriers.

creature

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Re: [0.9.1a] Kingdom of Terra (v0.1)
« Reply #16 on: October 24, 2019, 04:13:57 PM »

I approve wholeheartedly of the bee gun.

Module ships don't require any scripting; you just need a weapon slot set to HARDPOINT, size LARGE, type STATION_MODULE, and then a variant file with a section like this (taken from DME's Baikal Brone):

Code
    "modules": [
        {"WS0010": "istl_bronev_plate_bow_std"},
        {"WS0021": "istl_bronev_plate_left_std"},
        {"WS0030": "istl_bronev_plate_right_std"},
        {"WS0031": "istl_bronev_plate_lrear_std"},
        {"WS0032": "istl_bronev_plate_rrear_std"}
    ],

assigning the various modules to those weapon slots (by variant ID). Things like rotating modules are all taken care of by hullmods.
I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #17 on: October 25, 2019, 05:11:27 AM »

I'm sorry that this isn't related to the topic itself, but I really need to ask - whenever I did this, the modules would only appear in simulations - whenever I got my fleet in a 'real' battle, the ships with these modules would come in 'naked'. Is there something else that needs to be setup to make it work?
Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.
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creature

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Re: [0.9.1a] Kingdom of Terra (v0.13)
« Reply #18 on: October 25, 2019, 05:50:30 PM »

Yeah, it sounds like your mothership is not designated as SHIP_WITH_MODULES under hints in the ship_data.csv file.
This was exactly it! Thank you very much!
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #19 on: October 26, 2019, 04:41:20 PM »

Capital ship update is here!


Also these things:

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Someone64

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #20 on: October 28, 2019, 12:15:33 AM »

This mod's tremendous! I'm especially fond of the Rhino and its grapple beams as I've always wanted a melee ship in SS that's not just a one mission joke thing.

Really excited to see this come out as a faction but honestly, I'd like to see this be implemented as a minor faction instead. Some hidden one sitting in the fringe that launches raids every so often or something like that. I'd also love to see missions showcasing the ships and stuff.
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NightfallGemini

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #21 on: October 28, 2019, 01:50:24 AM »

The gif of that wyrm ship is cool as hell and I love the concept.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #22 on: October 28, 2019, 10:12:21 AM »

The gif of that wyrm ship is cool as hell and I love the concept.
This mod's tremendous! I'm especially fond of the Rhino and its grapple beams as I've always wanted a melee ship in SS that's not just a one mission joke thing.
Thanks!

Quote
Really excited to see this come out as a faction but honestly, I'd like to see this be implemented as a minor faction instead. Some hidden one sitting in the fringe that launches raids every so often or something like that. I'd also love to see missions showcasing the ships and stuff.
I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.
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Cathair

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #23 on: October 28, 2019, 08:57:38 PM »

Capital ship update is here!

You gotta be kiddin' me. I didn't know SS could do fully dynamic module movement! What a rad thing to make.
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Protonus

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #24 on: October 28, 2019, 09:09:15 PM »

Hey, it's Me. I did that gif you posted on the OP.

It's a cool mod and I enjoy how unique the ships are as flagships as mine and as the enemies'.
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The cookies are a weird one, okay.

Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #25 on: October 28, 2019, 11:13:59 PM »

Appreciate it!
@Protonus: Noted and updated!

I didn't know SS could do fully dynamic module movement!
It took some black magic. I'm writing a tutorial on how it works, I want to see what better sprite-makers than me can do with the technology.


These boats might have a harbor soon.
[close]


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Harmful Mechanic

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Re: [0.9.1a] Kingdom of Terra (v0.14) - Capital Update
« Reply #26 on: October 28, 2019, 11:49:50 PM »

Loving the capital, and I'd love to get a look behind the curtain, I can think of a few neat things to do with that kind of module behavior.

I've been chipping away at the faction required material, slowly. I'm not sure what makes a faction hidden or minor but it would fit the flavour for sure. (The ships kind of clash when you see them too often.) As for missions - I never thought of that. But I'll put it on the list of things to work on since you're interested, thanks for the suggestion.

Hiding a hand-made market in a system file is pretty straightforward:

Code
                // Hide this market.
                        hiddenMarket.setEconGroup(hiddenMarket.getId());
                        hiddenMarket.setHidden(true);
                        hiddenMarket.setSurveyLevel(SurveyLevel.NONE);
                        primaryEntity.setSensorProfile(1f);
                        primaryEntity.setDiscoverable(true);
                        primaryEntity.getDetectedRangeMod().modifyFlat("gen", 5000f);
                        hiddenMarket.getMemoryWithoutUpdate().set(DecivTracker.NO_DECIV_KEY, true);

It's up to you how you'd want to place that market in the sector; anything from simply randomly assigning it to a procgen system via script to spawning an entire system with a semi-random location would work. Go nuts! I'm sure it'll be cool, whatever you come up with.

Missions are remarkably easy! One reason to have them is to serve as a sort of quickie showcase for people who want to try out your mod without starting a new campaign or opening up Console Commands.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.2) - Faction Update
« Reply #27 on: October 30, 2019, 09:33:42 PM »

Update time. The big one is here!


Also this big one:


Get it here: Kingdom of Terra v0.2
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.21) - Frigates & Missions
« Reply #28 on: November 03, 2019, 12:21:32 AM »

Another update. Two frigates and two missions.
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Sinosauropteryx

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Re: [0.9.1a] Kingdom of Terra (v0.22) - Basilisk
« Reply #29 on: November 06, 2019, 10:34:27 AM »

Update: The Basilisk.

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