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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Izikiel

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1
Modding / Re: [0.97a] Combat Docking Module v0.0.7
« on: July 19, 2024, 05:09:43 PM »
Hey, this is always something I've wished for in Starsector. Nice job getting it working reasonably!

2
Modding / [0.97a] Frigate Wings
« on: March 31, 2024, 12:38:31 AM »
Frigate Wings


This mod is exactly as it sounds like. I just took the vanilla frigates and turned them into wings. I tried for balance by making their refit time a multiple of the longest in vanilla, and their OP costs are pretty outrageous, equaling the OP capacity of the frigate itself.

At this point in time the mod IS unfinished, with about half of the frigates converted (I did exclude the more civilian of the frigates, such as the mudskipper and the dram), with intentions to at least finish the set. Only thing holding me back at this point is how to deal with the Shepherd and the Tempest's built-in drone wings, and an odd bug causing a CTD on interacting with the other half of the frigates (in the codex or as an LPC).
I also want to eventually add a custom hullmod that reduces the OP cost at the cost of launch bay slots, but that'll come after everything else is done.

3
That's actually kind of amazing. I was all set to release a mod very similar to this, only worse in most ways. I just manually turned all the vanilla frigates into wings. Might still post it here, as it approaches this from a different way.

Was there some trick to this hull mod, or was it fairly easy to make?

Hello. Would love to see the mod come to life!

As for the mod itself, you can find the source code here: https://github.com/ymfah/CustomLPCs/tree/main/src/data/hullmods

It was easy enough to do, nothing advanced like experimental hullmods.

The way it works is that the carrier spawns some dummy invisible wings -> the invisible wing searches for ships with the Custom LPC hullmod -> if found, spawns said ship and set collision to fighter and setdrone to true.

If the frigate dies, kill the invisible wing so that the carrier can start making new ones.

Hope this helps.
That's...actually an ingenious way of doing it! A bit convoluted, but allows you to achieve a truly custom fighter of whatever you want. Am I right in assuming that also spawning in the craft the fighters are based on results in oddities, or is that stable? And thanks, I appreciate it!

4
That's actually kind of amazing. I was all set to release a mod very similar to this, only worse in most ways. I just manually turned all the vanilla frigates into wings. Might still post it here, as it approaches this from a different way.

Was there some trick to this hull mod, or was it fairly easy to make?

5
Modding / Re: Halo HomeSystems
« on: March 22, 2024, 05:32:07 PM »
Heh, every time I see you update this it makes me smile. Excellent work!

6
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 08:32:00 PM »
Hmm, I think I may have found the issue thanks to your work. TrackerSwap is doing some function calls where all the other hullmod classes are only assigning values. Replace the jar with this one and try starting a new Nex game: https://github.com/SafariJohn/Roider-Union/raw/main/Roider_Union_Kt.jar
That did it. Everything seems to be working perfectly again. Thanks for your hard work!

7
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 07:13:36 PM »
I am using Java 8 and getting the crash, so maybe there's something there?

8
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 01:58:36 AM »
I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?

It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.

The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.

9
Modding / Re: Halo HomeSystems
« on: February 10, 2024, 04:29:46 AM »
I like the expansion and new art compared to the original Halo mod, and am especially glad that the drone fleets no longer use the overpowered versions of the covenant ships. I noticed that several of the ships, weapons, and wings from the UNSC were missing when compared to the original (expanded) mod however, do you plan to add them back in?

Also, there does seem to be a crash caused by an incompatibility with your mod and a quest mod from Nexus, Dead Man's Riot. Not a huge issue for me (I don't mind dropping a single questline), but figured I'd let you know.

I have no idea about an incompatibility with that mod, but if that mod hasn't been updated to 0.97 RC8 that might also be causing crashes. It is true I have less ships and wings than the prior one, and that is because some of the original graphics broke so I had to completely find the original source to take the graphics, or find other sources. I probably plan to bring them back since they seemed well kinda balanced. The graphics issue I got with the original graphics was horrendous to fix and the worst thing I've had to do since it is a general crash and I have no clue where it occurred.

Do you know why it crashed? Is it the placement of the systems of the Covenant and UNSC?
Ah, gotcha. That makes sense! Either way, you've already done a lot to improve the Halo art and balance in general so I appreciate your hard work!

As for the incompatibility, I'm not 100% sure. It does add a system next to Audere, but it ran fine with Stargazer's unofficial version. Only thing I could pull was a message fatal error in a line, org/lazywizard/BaseCommand. Not much to go on. Dead Man's Riot is not updated for 0.97, too, so it could be adding instability from that as well.

10
I've recently expanded upon the expansion so far only on the Covenant ships, adding more ships, a system, and nerfing them (but decrease the cost too). If you're interested.
The one on Discord, right? Looks interesting, but as a staunch supporter of HFY!, I disapprove of everything except the nerf. (Heh)
wait there is an updated UNSC mod on discord ?
can you share the link ?
If you meant Extremis', here you go.

https://fractalsoftworks.com/forum/index.php?topic=28804.msg423601#msg423601

11
Modding / Re: Halo HomeSystems
« on: February 10, 2024, 02:02:40 AM »
I like the expansion and new art compared to the original Halo mod, and am especially glad that the drone fleets no longer use the overpowered versions of the covenant ships. I noticed that several of the ships, weapons, and wings from the UNSC were missing when compared to the original (expanded) mod however, do you plan to add them back in?

Also, there does seem to be a crash caused by an incompatibility with your mod and a quest mod from Nexus, Dead Man's Riot. Not a huge issue for me (I don't mind dropping a single questline), but figured I'd let you know.

12
I've recently expanded upon the expansion so far only on the Covenant ships, adding more ships, a system, and nerfing them (but decrease the cost too). If you're interested.
The one on Discord, right? Looks interesting, but as a staunch supporter of HFY!, I disapprove of everything except the nerf. (Heh)

13
I'll be honest, I'm not sure the mid to high tier UNSC ships need a buff. They reliably are some of the best ships in 1v1 duels against both single targets and carriers, and I can reliably use the capitals to instantly overload and even kill ships in 1-2 shots, which most of the capitals have built in already. (Between Archer missiles, the ships, and the PD, I love this mod. Best ships and feel despite a general lack of other content.) Thanks for your work in further improving this mod! Oh, and after testing, everything seems to be working perfectly, nice job!

14
ok try this replaced tag file.
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons

in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
Seemed to give me a crash upon starting, Fatal: Weapon spec [longswordcannon] not found. Original csv still works, although I didn't test only the UNSC mod. Is this for stargazer's unofficial update or apple's version? (assumed stargazer, but figured I'd check)

i was using an older version of stargazers file. i didn't notice the update that followed that. I can check the file once i've downloaded it and see if i can edit the Tags as needed.

I'm not planning to further develop the mod as i frankly lack the skills. But i am learning using this mod and if i get to the point where an addition i make on my personal file is significant enough i'll request to update it on behalf of the modders in charge. No Promises.
Sounds good. While I'm happy to see anyone helping this mod out, there should never be pressure to do so. Best of luck!

15
ok try this replaced tag file.
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\UNSC\data\weapons

in there is a file called weapons_data.csv. I've created an altered version that has the correct tags for the weapons. Needs testing obv but let me know if it works.
https://drive.google.com/file/d/17cN7WPWy2xOH1wfyeTLmiuZYX95YFsQt/view?usp=drive_link
Seemed to give me a crash upon starting, Fatal: Weapon spec [longswordcannon] not found. Original csv still works, although I didn't test only the UNSC mod. Is this for stargazer's unofficial update or apple's version? (assumed stargazer, but figured I'd check)

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