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Author Topic: Misc modding questions that are too minor to warrant their own thread  (Read 1727001 times)

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4620 on: June 05, 2019, 11:55:23 AM »

There doesn't seem to be a listener for "player founded a colony". If so, could we get one?

Oh, yep - let me add a PlayerColonizationListener. There; done.
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stormbringer951

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4621 on: June 05, 2019, 12:11:45 PM »

How do I get bounties to spawn with large menacing fleets? I tried setting "maxShipsInAIFleet" to 100 but this seems to only result in a few more kites/shuttles/fluff.
My goal is to have a 50+ ship bounty fleet with, like, 5+ onslaughts or something. A big fleet vs big fleet challenge.

The major factor which affects bounty fleet size is how many bounties you've done before. To make the AI get more powerful fleets in general, you need to defeat bounty fleets, which slowly increases how many points are allocated to future bounties to generate their fleet with.

Increasing maxShipsInAIFleet generally makes the game easier because the AI will generate larger fleets of smaller ships. When the game goes over the AI's fleet size limit, it consolidates into larger ships. That said, it's nice to increase the fleet point limit when there are too many capital ships generated per fleet and battles turn into a slog.

So is there any reason why there are no mod stations?
Is it just that modders haven't had time to make new sprites and implement them or is there another reason?

Shadowyards and Blue have custom stations. They do seem like a lot of work though.
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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4622 on: June 05, 2019, 11:53:13 PM »

The Hiddne Hardpoint Offset error is the bane of my existence.

It's so hard to pinpoint what is causing it, as it seems to appear almost randomly.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4623 on: June 06, 2019, 12:35:54 AM »

So is there any reason why there are no mod stations?
Is it just that modders haven't had time to make new sprites and implement them or is there another reason?

Dunno. Making a station doesn't seem to difficult - I made one.
It is a bit more involved than making a ship (more parts)
But if you want it to be properly buildable and usable, it has to also be added as an industry.
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Vayra

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4624 on: June 06, 2019, 12:49:25 AM »

So is there any reason why there are no mod stations?
Is it just that modders haven't had time to make new sprites and implement them or is there another reason?

Stations are a ton of work, mostly spriting but also placing modules is kind of a pain.
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TrashMan

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4625 on: June 06, 2019, 02:22:50 AM »

So is there any reason why there are no mod stations?
Is it just that modders haven't had time to make new sprites and implement them or is there another reason?

Stations are a ton of work, mostly spriting but also placing modules is kind of a pain.

Nah, you just have to keep in mind how they are placed. The very center of the module sprite will be the point that will go on the module hardpoint.
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Originem

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4626 on: June 06, 2019, 07:47:27 AM »

Is there a way to clean up my code while a combat engine should be GC?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4627 on: June 06, 2019, 08:45:22 AM »

Is there a way to clean up my code while a combat engine should be GC?

The simplest would be not to store references to any combat objects outside combat plugins etc. Then it would be automatic.

If you need to check whether the combat engine was cleaned up, you could put a custom value into Global.getCombatEngine().getCustomData(). Once that value is not there anymore, that would tell you that a new instance of the combat engine has been created and the old one either has been gc'ed or will be soon.
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Harmful Mechanic

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4628 on: June 06, 2019, 12:34:00 PM »

So is there any reason why there are no mod stations?
Is it just that modders haven't had time to make new sprites and implement them or is there another reason?

I accept Paypal.

It's not that there are no mod stations (I made one, and a supership that might as well be a station), it's that there aren't as many as you'd like.

Spriting and placing modules aren't all that bad (at least to me), it's the conceptual side that I think gets people. Coming up with a good idea for a station, testing it, refining it... it's a decent chunk of work. I did a small station, which was fun, but also really brought home how difficult it is to make an interesting station.

Give it time. Lots of people are still getting to grips with the basics. As more people get comfortable with stations in the game, you'll see more modded stations.
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Sundog

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4629 on: June 09, 2019, 03:38:28 PM »

I've added an indicator to the deployment dialogue:
Spoiler
[close]

But it renders over top of tooltips:
Spoiler
[close]

So is there a way to render between the deployment dialogue and ship tooltips? Or maybe a way to detect when a tooltip is shown so that I can hide the indicator?

Also, is there any way to circumstantially hide or overwrite the cursor image?

Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4630 on: June 09, 2019, 03:54:29 PM »

No on all counts, I'm afraid. The UI is generally just not set up for custom rendering like that, except for where it really is (i.e. intel, interaction dialogs, etc).

... well, as far as the cursor: you could use Mouse.setNativeCursor(). I'd be very careful, though; it has the potential to crash things.

(Edit: to slightly expand on that - I remember trying some cursor-switching (beyond what the game currently does for friendly/enemy target) and I could never figure out exactly the problem, but sometimes it would cause a native crash w/ no log. So it's been a "stay away" for me.)
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Sundog

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4631 on: June 09, 2019, 04:02:40 PM »

Ok, gotcha. I was afraid of that, but just thought I'd ask. Thanks!

Histidine

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4632 on: June 11, 2019, 06:20:35 AM »

Is there a way to stop a faction from issuing procurement/survey missions? (I suspect there isn't, but want to be sure)
(in this case making all the markets hidden isn't an option)

Is there currently any instance where FactionAPI.getDisplayName() and getDisplayNameWithArticleWithoutArticle() return different things?
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Alex

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4633 on: June 11, 2019, 08:54:19 AM »

Is there a way to stop a faction from issuing procurement/survey missions? (I suspect there isn't, but want to be sure)
(in this case making all the markets hidden isn't an option)

Doesn't look like it, no.

... well, there's the nuclear option -

Using GenericMissionManager.getInstance().getCreators() to clear out the default mission creators, and then adding your own which would market.setHidden(true) any markets to exclude before calling the AnalyzeEntityMissionIntel etc constructors, then setting them back to not hidden again. But, yeah, that's a fair bit of work.

The default creators are added in CoreLifecyclePluginImpl, like so:

Code: java
GenericMissionManager manager = GenericMissionManager.getInstance();
if (!manager.hasMissionCreator(ProcurementMissionCreator.class)) {
manager.addMissionCreator(new ProcurementMissionCreator());
}
if (!manager.hasMissionCreator(AnalyzeEntityIntelCreator.class)) {
manager.addMissionCreator(new AnalyzeEntityIntelCreator());
}
if (!manager.hasMissionCreator(SurveyPlanetIntelCreator.class)) {
manager.addMissionCreator(new SurveyPlanetIntelCreator());
}

Is there currently any instance where FactionAPI.getDisplayName() and getDisplayNameWithArticleWithoutArticle() return different things?

Pirates and independents:

"displayName":"pirates",
"displayNameWithArticle":"the pirates",

"displayName":"independent",
"displayNameWithArticle":"the independents",

That method is basically just there to only highlight the "independents" part (without the "the") of stuff like "a fleet sent by the independents" etc.
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Nick XR

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Re: Misc modding questions that are too minor to warrant their own thread
« Reply #4634 on: June 13, 2019, 01:38:59 PM »

Is there any way to add a mouse over text pop up for a BaseIntelPlugin?  Or maybe a mouse-in/mouse-out event for a location?  I'd like to add some clarifying text when an element is moused-over.
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