Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 2 [3] 4

Author Topic: Modding Guidelines  (Read 58022 times)

Tartiflette

  • Admiral
  • *****
  • Posts: 2918
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: Modding Guidelines
« Reply #30 on: April 16, 2015, 07:42:10 AM »

Hidden mount weapons can't be disabled by EMP or battle damage, that makes them stronger than other types of mounts. Also most missiles weapons don't have:
"renderHints":[RENDER_LOADED_MISSILES_UNLESS_HIDDEN],
and loaded missile appear on top of the ship.

It's less a problem for buit-in weapons as you can balance your ship accordingly, but the best would probably be to make a different phase lance for your ship with no sprite assigned, even if it has the same stats, and flag it as "SYSTEM" to prevent it from spawning in markets and cluttering the codex.
Logged
 

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2553
    • View Profile
    • Sc2Mafia
    • Email
Re: Modding Guidelines
« Reply #31 on: April 16, 2015, 07:54:40 AM »

Hidden is fine for built in weapons, but remember they can't be damaged/disabled while using the hidden type.
Logged

whatdoesthisbuttondo

  • Lieutenant
  • **
  • Posts: 90
    • View Profile
Re: Modding Guidelines
« Reply #32 on: April 16, 2015, 03:38:45 PM »

Ah thank you. I'll have to walk the extra mile then I guess, invulnerable weapons would be too much of an advantage.
Logged

Harmful Mechanic

  • Admiral
  • *****
  • Posts: 1035
  • For space is wide and good friends are too few.
    • View Profile
Re: Modding Guidelines
« Reply #33 on: April 16, 2015, 03:52:44 PM »

Also, I'm not sure if this is still an issue, but installing a weapon with a scripted animation in a hidden slot can sometimes crash the game.
Logged
People need societies, but they don't necessarily need nations.

MesoTroniK

  • Admiral
  • *****
  • Posts: 1553
  • I am going to destroy your ships
    • View Profile
Re: Modding Guidelines
« Reply #34 on: April 16, 2015, 04:20:43 PM »

Also, I'm not sure if this is still an issue, but installing a weapon with a scripted animation in a hidden slot can sometimes crash the game.

Is easy to fix, unless the sound is also scripted in which case it is slightly more complicated.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 16580
    • View Profile
Re: Modding Guidelines
« Reply #35 on: April 17, 2015, 02:28:48 PM »

Curious, what's the crash? Might be able to fix it up on my end.
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2918
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: Modding Guidelines
« Reply #36 on: July 29, 2015, 01:08:01 AM »

A new one: Fighters must have all their weapons buit-in or those might appear in the battle loot, even if they have the "SYSTEM" flag.

Also, I think this should be stickied in the modding resources.
Logged
 

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2691
  • Your Friendly Forum Friend
    • View Profile
Re: Modding Guidelines
« Reply #37 on: August 30, 2015, 10:56:38 PM »

A new one: Fighters must have all their weapons buit-in or those might appear in the battle loot, even if they have the "SYSTEM" flag.

Also, I think this should be stickied in the modding resources.
An add on to this: Even system weapons can be recovered from fighters if they are scuttled. Or at least the Templar fighter clarents
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Zaphide

  • Admiral
  • *****
  • Posts: 799
    • View Profile
Re: Modding Guidelines
« Reply #38 on: February 11, 2016, 07:12:51 PM »

There is definitely some good stuff in here, but the section on burn speeds is a little out of date I think.

Also, it would be great to have a bit of consensus on the 'value' of flight decks. I have seen 4 - 6 small mounts equivalents per flight deck but I'm not sure really.

Quote
Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

I think this could do with a reply rather than starting a new topic... :)
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1332
    • View Profile
Re: Modding Guidelines
« Reply #39 on: February 12, 2016, 01:41:47 AM »

Also, it would be great to have a bit of consensus on the 'value' of flight decks. I have seen 4 - 6 small mounts equivalents per flight deck but I'm not sure really.

I always considered two small mounts as equivalent to one medium, and two medium equivalent to one large, which is equivalent to a single launch bay. Of course, it's not purely mathematical, it depends on the ship, the weapon layout, the stats and other things... But it's roughly that.

By the way, this thread should be sticked on the top. It's too handy to be let disappear in the depth of the modding sub-forum
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 2918
  • Toss a coin to your Modder, O' valley of plenty
    • View Profile
Re: Modding Guidelines
« Reply #40 on: February 12, 2016, 02:09:43 AM »

By the way, this thread should be sticked on the top. It's too handy to be let disappear in the depth of the modding sub-forum
I second that!
Logged
 

Zenobious

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: Modding Guidelines
« Reply #41 on: May 17, 2017, 07:33:48 PM »

Now that fighter bays are a weapon mount that takes up OP, is there a recommendation for what amount of OP each should receive, as there is for the other weapon mount sizes? Scrolling through the list of fighter options suggests to me an average value somewhere around 10-12 but I would love to hear other people's opinions.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2553
    • View Profile
    • Sc2Mafia
    • Email
Re: Modding Guidelines
« Reply #42 on: May 17, 2017, 07:39:30 PM »

0 OP.  I'm serious.
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 16580
    • View Profile
Re: Modding Guidelines
« Reply #43 on: May 17, 2017, 07:52:40 PM »

In vanilla, carrier OP are balanced around 10 OP per fighter bay.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2553
    • View Profile
    • Sc2Mafia
    • Email
Re: Modding Guidelines
« Reply #44 on: May 17, 2017, 07:55:13 PM »

Maybe *now*, they are, but in a pre-talon-nerf world...
Logged
Pages: 1 2 [3] 4