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Messages - eltharion

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1
Mods / Re: [0.97a-RC11] Marvelous Personas - v1.2.1
« on: March 28, 2024, 07:51:01 AM »
Great Work, and a very nice idea...
Using artificial intelligence to redesign portraits for use in our games is truly a nice idea.

 ;D


For those who want to try their hand at it, it would be helpful if you could share with the community
some of the prompts you used to generate these stunning portraits. It would also be helpful to know
the model and configuration parameters. I'm sure that in a short time we would have a lot of new
faces around our games.

Thank you ;)

2
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: November 11, 2020, 01:41:46 AM »
I am eager to try the new version, I have read that there are many new features, great.
Thank you for the work you and your two collaborators are investing in this Pearl.

I won't ask when the new version will be released, because I guess it will only be when it's ready.

Thank you.

3
Modding / Re: Help for startrek mod
« on: September 16, 2020, 12:29:41 AM »
Thank You ;)

4
Modding / Help for startrek mod
« on: September 13, 2020, 08:32:15 AM »
Hello everyone,
I am trying to make a small startrek mod,
I managed to create some ships and fighters, as well as to create a faction. What still eludes me is how to
create a star system with some planets and stations to be assigned to the created faction.
I found some information on the forum and tried to do some reverse engineering on other user's mods.
But I think I made a mess.

Could someone explain to me in a few simple instructions how to do it?

Thank you.

5
Modding / Re: [0.9.1.a RC8] Can't seem to override "maxIndustries".
« on: September 23, 2019, 03:27:19 PM »
Hi SpaceMonster,
Would it be possible for you to post a file that can be easily integrated into a mod?

Attached. I copied out just this part so, in theory it'll work; untested though.
I also renames the files to try to make it clearer. Possible syntax errors as a result.

Thanks SpaceMonster, I will try to test it.
If I can make good use of it in a mod, I'll publish it by adding you in the credits, if you agree.
Thanks.  :D

6
Modding / Re: [0.9.1.a RC8] Can't seem to override "maxIndustries".
« on: September 22, 2019, 09:06:58 AM »
Thanks. I got it working from that.
Here's my quick working copy if anyone else needs a base to work with.

Code
public class GMod extends BaseModPlugin {
    @Override
    public void onApplicationLoad() throws Exception {
        JSONArray maxIndustries = Global.getSettings().getJSONArray("maxIndustries");

        // Sets sizes 6-10 to 4-8 respectively.
        for (int i = 5; i < 10; i++) {
            maxIndustries.put(i, i - 1);
        }
    }
}

Hi SpaceMonster,
Would it be possible for you to post a file that can be easily integrated into a mod?

Already doubling the industrial structures of a colony would be good,
getting up to being able to build 10, would be perfect.

Does the limit of 12 to which Alex "of the UI" refers, includes orbital structures and defenses?

Thank you ;)

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