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Messages - Alex

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1
ShipSystemAPI.deactivate() *should* work, I believe, so that may be worth revisiting. If your ship system code just assumes the 20 second duration and does stuff, that wouldn't be interrupted, though, so depending on how it's implemented... well, it's just hard to say.

2
Suggestions / Re: Alternative story dialogues
« on: April 17, 2024, 06:34:33 PM »
There's some for stuff like this and we'll add some more here and there! But ultimately a lot of stuff won't have it - it's just too much to cover everything, you know? I remember working on the PK one and thinking, yeah this won't quite land if you hadn't talked to the guy yet. But, other stuff had to get done, too!

And if the choice is "make the missions 100% on rails" vs "allow unconventional mission completion, but the dialog may feel a bit off sometimes"...

Thank you for mentioning it, though, good to have it refreshed that these couple of things could use a look at some point :)

3
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 17, 2024, 04:23:33 PM »
Hi - no and no, I'm afraid. (Also, please don't make the same post in multiple threads.)

4
It'd be under Profile -> Modify Profile -> Notifications and Emails. I've just turned it off for you!

5
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 17, 2024, 12:07:59 PM »
@Vanshilar: just wanted to say, thank you for laying out your thoughts! This was a very interesting and useful read.

(The many-officers-per-ships idea is - it has some positives to it, but it's so different then what the game looks like now that it'd be pretty massive trying to rework all of it, and it's also way, way more complicated. Fun fact: a very early idea for officers including ships getting a "second in command" that somehow contributed to the skills used by the ship - I forget the details. That idea got ditched for being too much of a headache.

I feel like maybe this sort of thing would be more compelling for a game where the player manages fewer ships at a time; perhaps a game where it's just *one* ship, even. Then that whole "engineering, give me all you've got!" thing makes a lot more sense feel-wise, too.)

6
where are contact types located? the stelnet mod wont display contacts without a 'type', and the legio contact in tahlan doesnt have one making the interactions with stelnet odd. i assume it is just a tag somewhere, but i wasnt able to locate it.

Tags.CONTACT_MILITARY etc.

edit - another question; if i add the line "tags":"no_dealer" to a skin file, why doesnt it prevent arms dealers from letting you build them?

"tags" needs to be a json array. E.G. ["no_dealer"]


Is there a way to unlock hullmods when starting a new game in rules.csv? Been taking a prod and a probe but I can't seem to find a way.

I've got a workaround; I can create a dummy "npc_only" skill that unlocks the hullmod and unlock that skill using "NGCSetSkill", but I was hoping for something a little more clean and direct.

See the NGCAddStandardStartingScript command for an example that adds a custom script that can do pretty much anything after the game starts.

7
Thank you for the report! Yeah, this is just "how it works"; autoresolve is not able to mimic what might happen in a battle perfectly. Even if this specific case was fixed, there would conceivably be others.

8
Hmm, strange - I did add a failsafe to the crashing method, but it looked like an "it really shouldn't be in that state" type of situation.

It's crashing on:
stationFleet.getFleetData().clear();

fleetData is set in the constructor and nowhere else (except for when a game is loaded, I guess - so a remote chance of a load going bad and messing things up?) - but I'm assuming this means stationFleet is null.

But, that's initialized in the advance() method, with:
if (stationEntity == null) {
   spawnStation();
}

So it's not real clear how this might happen. Maybe a frame-perfect timing of the industry starting construction and then getting raided on the same frame?

9
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 06:42:56 PM »
Probably - it's definitely aware of the precise launch-point. Though IIRC it's also a bit more "free" with firing off-center hardpoints on the assumption that the movement AI is not going to be trying to aim with them specifically so it'd better just take what it can get.

But, having run this specific test a bunch of times, I'd say whether it nails the Atlas directly on the hull (assuming the shield is off) or not is about 50/50, so e.g. it's not a consistent error that it's making, there's some randomness involved.

10
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 06:20:38 PM »
However, I will note the torpedoes still would have missed if the Atlas didn't have its shield up.

Yep - torpedo/unguided rocket aim is a bit unpredictable, especially with fast ships, because it's not exactly trying to line up a shot - rather, it's mostly just trying to find a "decent chance to hit" timing during otherwise normal maneuvers. Still hits a fair bit of the time, imo, but no argument :)

11
Thank you for the report! Fixed this up just now; there's a system for making these kinds of things not overlap but the red planet mission wasn't tagging things correctly.

12
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 12:39:24 PM »
So I dug into this some more and, oh boy. Turns out the "fix" in the thread title was very appropriate; there were two bugs here. One is that it would in fact just aim its facing at the center of the ship without target-leading in some circumstances, mostly during the approach (which also explains some torpedo inaccuracies; note how in the gif below the initial torpedo hits much more squarely). The other is that the math for figuring out the adjustment due to the relative speed of the target was partially wrong.

It still misses a few shots vs the Atlas - it looks to me like it's due to some spread from the ACG? Also included a fight vs a circle-strafing Hound to show how it does vs a faster/smaller target (if anything: better, because of the center-of-rotation thing).

https://imgur.com/a/Lozo2ph

Thank you all for bringing this up, and for, ah, insisting that I'm looking at this wrong!

How easy would it be to add a target-offset to the .ship file to account for this sort of thing? I'm picturing something like this:

(If one wanted to do this, one could invert the existing center-of-rotation offset; I don't think there's a need for extra data. But: it'd be a fair bit of a pain!)

13
General Discussion / Re: How to dismiss these officers?
« on: April 15, 2024, 07:44:05 AM »
Hi! Chances are you're looking at last month's income report, where they would still show up. They'll probably show up in the next month's report, too, with partial pay up to the time they were fired.

14
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 14, 2024, 06:25:17 PM »
I think it's also worth mentioning that, for whatever reason, Hull Restoration seemingly also has the unstated effect of converting all difficult recovery of disabled enemy ships - which would otherwise cost Story Points - into normal recovery

What seriously? I had no idea it did this.

Edit - are you sure about this? I just found a derelict (modded game) and the recovery option still cost 1 SP.

(Hmm, I'm *fairly* sure this isn't the case, but if it were the case, it would definitely be a bug!)

15
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 05:33:59 PM »
I hear what you're saying, but I'm not sure it generalizes. The Atlas has a center-of-rotation set pretty far back so the AI ends up missing more than it probably should due to aiming for that. But for example, an LP Brawler at 100% CR vs a Hound, the hit rate looks to be better than vs the Atlas. I *will* keep an eye on it, though. I just wonder how much of the frustrating moments are ones where it's basically supposed to miss due to not having zeroed its aim in yet.

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