Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 114 115 [116] 117 118 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1116495 times)

Elijah

  • Ensign
  • *
  • Posts: 46
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1725 on: December 05, 2015, 11:19:47 AM »

Logged

Unfolder

  • Commander
  • ***
  • Posts: 190
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1726 on: December 05, 2015, 12:21:23 PM »

wonder if SS+ is integrated into vanilla yet

oh cool another vanilla update

Spoiler
[close]
Logged

JT

  • Commander
  • ***
  • Posts: 127
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1727 on: December 05, 2015, 02:52:15 PM »

Anyway, I figured I'd simultaneously put up and shut up and just go ahead and re-introduce the old style boarding mechanics in the mod I've been quietly working on, but I have a question:

How do SSP_FleetEncounterContext and SSP_FleetInteractionDialogPluginImpl override the vanilla classes?  Does the mere act of extending vanilla classes and overriding their functions automatically apply those changes to the vanilla functions? Or am I not noticing a classloader somewhere?  (I guess if we're counting that's two questions, but both are co-dependent.)

I obviously want to include SS+ compatibility -- thankfully that part is easy to build into my own overrides -- but I'm worried about the clashing of the overrides (load order precedence). I have some C++ programming skill, but Java's a new animal to me (especially with IDEs that insist on overriding my formatting because they actually defined formatting as part of the bloody language specification =P).
« Last Edit: December 05, 2015, 02:54:25 PM by JT »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2595
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1728 on: December 05, 2015, 02:58:16 PM »

Java formatting is extremely loose; it's almost as forgiving as C.  IDEs just do their own thing.

SSP_FleetEncounterContext and SSP_FleetInteractionDialogPluginImpl override the vanilla classes via the built-in plugin registration system.  SS+'s hook for plugins like these is SSP_CampaignPlugin.  For plugin choices, load order isn't as important.  If you pick a higher priority than MOD_GENERAL, it will use yours instead of mine.

Java does not have multiple inheritance or dynamic inheritance without the use of special frameworks that allow it.  (Generally speaking, if you want to do that, you should be using Python...)
Logged

JT

  • Commander
  • ***
  • Posts: 127
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1729 on: December 05, 2015, 04:00:10 PM »

Heh, I was actually about to jump on here to say I had just found the loader in the campaign plugin, but I guess that's too late now. =)

Fighting Eclipse's formatting was like herding cats. Netbeans is a little more forgiving on the formatting, at least, and I can disable most of the annoying adjustments. But I do seem to recall that there is an official language specification for formatting when I was reading up on it, although I'm no longer confident I'll be able to find it and it could have been someone's tutorial now that I thnk about it.  Mainly, I use a non-standard indentation style (opening braces on the same line, closing braces are indented) because I grew up originally on indentation-as-syntax languages -- BYOND/DM, technically, but Python also, yep.  Having the braces interrupt the flow of indentation by ensuring they are at the same level of indentation does a world of harm to my comprehension, even given the (mere) year of formal C++.

[edit] And done! Priority MOD_SET per Alex's recommendations in the enumeration's Javadoc, and all is well. Thanks mate!
« Last Edit: December 05, 2015, 04:21:13 PM by JT »
Logged

tophereth

  • Ensign
  • *
  • Posts: 3
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1730 on: December 06, 2015, 09:05:03 AM »

I see the changelog for the unreleased version was posted.  I'm glad faction compatibility was updated.  I haven't played starsector since around .5 and there are so many cool faction mods that have been released since then.  I....just....NEED TO TRY ALL OF THEM!!!
Logged

Elijah

  • Ensign
  • *
  • Posts: 46
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1731 on: December 06, 2015, 12:25:45 PM »

The waiting intensifies  ::)
Logged

Serenitis

  • Admiral
  • *****
  • Posts: 991
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1732 on: December 06, 2015, 12:46:47 PM »

Have you heard?
Spoiler
That soon is the word.
[close]
Logged

SpacePoliticianAndaZealot

  • Captain
  • ****
  • Posts: 264
  • The Show Stopper
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1733 on: December 06, 2015, 01:42:05 PM »

Starsector+? More like SoonTM simulator 2016!
Logged

Elijah

  • Ensign
  • *
  • Posts: 46
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1734 on: December 06, 2015, 01:47:26 PM »

Have you heard?
Spoiler
That soon is the word.
[close]

1   
Soon
As defined by Dark.Revenant: "Soon" does not imply any particular date, time, decade, century, or millennia in the past, present, and certainly not the future. "Soon" shall make no contract or warranty between Dark.Revenant and the end user. "Soon" will arrive some day, Dark.Revenant does guarantee that "soon" will be here before the end of time. Maybe. Do not make plans based on "soon" as Dark.Revenant will not be liable for any misuse, use, or even casual glancing at "soon."
The patch will be released soon.

2   
soon
When we feel like it.
We will have more information soon.
Logged

Pavlov

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1735 on: December 06, 2015, 02:15:30 PM »

Ya know I'm anxious for the best mod to come out too but bitchin about it like whiny children won't make it come faster.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3010
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1736 on: December 06, 2015, 02:24:41 PM »

Given that each HotFix for 0.7.1 broke something new for SS+, soon means sometime after Alex has finished patching this release...
Logged
 

Elijah

  • Ensign
  • *
  • Posts: 46
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1737 on: December 06, 2015, 02:28:38 PM »

Given that each HotFix for 0.7.1 broke something new for SS+, soon means sometime after Alex has finished patching this release...

Yep, it makes sense. I hadn't notice yesterday there was another hotfix for the base game.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2595
    • View Profile
    • Sc2Mafia
    • Email
[0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1738 on: December 06, 2015, 08:26:02 PM »

Here we go.


The extended Sunder family.


More Pather ships.

This is a big update with lots of changes besides this, but you can find that out in-game or in the patch notes.



Download Starsector+ 3.0.0
Download Mirror
- or -
Download Starsector+ 3.0.0 (No Music)
Download Mirror
(Requires LazyLib 2.1) (Updated!)
(Requires ShaderLib Beta v1.1.1) (Updated!)

If you want to convert a save (from vanilla or an old version), use Save Transfer to keep your progress.

We also recommend Version Checker to notify you when an update is ready.

This mod is not guaranteed to work without 2GB+ memory allocation!

Faction Downloads
Download Blackrock Drive Yards 0.8 (Updated!)
Download Citadel Conglomerate 0.8.3 Dev 2 (Updated!)
Download Exigency Incorporated 0.7.1b (Not working yet!)
Download Interstellar Imperium 1.9.1 (Updated!)
Download Junk Pirates / P.A.C.K. / ASP Syndicate 2.4.0 (Updated!)
Download The Knights Templar 0.9.5b (Updated!)
Download The Mayorate 0.8.1 (Not working yet!)
Download Scy Nation 0.98 (Updated!)
Download Shadowyards Reconstruction Authority 0.6 (Updated!)
Download Tiandong Heavy Industries 1.0.5 (Updated!)


Recommended Mods
Common Radar 2.1 (Updated!)
Console Commands 2.6b (Updated!)
Save Transfer 1.6.0 (Updated!)
Simulator Overhaul 1.2 (Updated!)
Version Checker 1.5 (Updated!)

Optional Mods
Nexerelin 0.7 (Updated!)

Version 3.0.0
  • Updated for 0.7.1a
  • Several SS+ campaign features removed (player bounties, boarding changes, construction rig buffs, and more)
  • Skills (mostly) reverted; Wing Command and Logistical Oversight were kept in
  • Ship/weapon/variant spawning overhaul; factions (and fleet types) stick much more closely to a theme and are more technologically consistent
  • Market proportion overhaul; ship and weapon sales quantities are down to vanilla levels
  • Markets like to sell a smaller selection consisting of larger stacks of weapons
  • Added several Luddic Path variants
  • Adjusted Sunder balance, added several Sunder types
  • New Sunder sprites
  • Economy stabilization runs for longer at the start
  • Famous bounty ships are much more likely to be boardable
  • Fleet cap raised to 35
  • Officers now level up more slowly, particularly at high levels
  • Built-in (D)-class hull mods reduce supplies per deployment and supplies per month
  • Nerfed Hurricane MIRV
  • Several weapons and some ships reverted
  • Several ships updated for new mechanics / slots
  • Plasma Flamer OP reduced to 10 from 11
  • Shield Bypass flux bonus increased to 50% from 30%
  • Overdrive Shunt removed
  • Added new IBB bounties
  • Added custom portraits to some IBB bounties
  • New sounds for Aegist Flak Cannon, Trebuchet LRM, Hornet MRM, Ion Torpedo, and Flare Burst Launcher
  • Fixed IBB flagships being repaired after being disabled, preventing an infinite loop
  • Fixed suicidally-loyal boss bounty fleets
  • Reputation Investigation events are a bit more nuanced
  • Updated integration for numerous factions
« Last Edit: December 11, 2015, 07:17:13 PM by Dark.Revenant »
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 822
    • View Profile
    • Email
Re: [0.7.1a] Starsector+ Vanilla Enhancement Mod 3.0.0
« Reply #1739 on: December 06, 2015, 08:28:45 PM »

Several mods updating at almost the same time.

It's true, the mod mafia is true!
Logged
Pages: 1 ... 114 115 [116] 117 118 ... 197