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Messages - WeWickYou

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1
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 18, 2022, 03:16:25 AM »
I s2g. Read the FAQ.
didn't see there was a FAQ, thx.

2
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.6
« on: December 18, 2022, 03:13:45 AM »
It spawns in campaign and helps in fights, so yes, it does.
I see, that's more like the effect of military base and patrol hq instead of the large drone deploying of the starfortress.
yeah it basicly work as both station and patrol HQ

3
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.6
« on: December 15, 2022, 09:04:15 AM »
Hello,

Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?

Still very thankfull for a good quality mod :).
The docking station has more armor and hp then the golan but with no shield. After the golan rework, it has less fire power compare to the golan unintentionally. So I'm thinking about moving it to the new "shipyard" industry (lesser armed station that can produce ships and improve quality) in the coming update which should be released within this week, or add some special effect to it e.g. add the effect of spawning patrol fleets like patrol hq.
As for the weapon range, the station should have targeting supercomputer so the range should be enough, I will look into what happened. BTW, I'm looking for how to "spawn fleet" with a station in the vanilla game, hopefully, I can find the way soon.

If i'm not wrong the remnant station thingy who spawn remnant fragment patrol fleet is added by TASC mod , so maybe boggled can help you on that :)

4
Modding / Re: [0.95.1a] Star Wars 2020 v0.9.6
« on: December 11, 2022, 05:23:26 AM »
Hello,

Downloaded the mod mostly for new "station" type ngl :).
i wanted to know if it's "wanted" that the docking station have so "fiew" weapon to deal vs ship and they don't have shield (or if they do the AI don't use them).
so i tryed the golan one, there much more anti-ship weapon for sure, but the range feel lackluster, the weapon seem to engage only when close/veryclose to station. (possibility is that that they're not made for player use xd)
Maybe i need to wait and the station "spawn" fleet to defend itself like a remnant nexus does?

Still very thankfull for a good quality mod :).

5
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: December 03, 2022, 05:43:53 PM »
Hello, Nia

Regarding the planet with kassadar claim, (i know it's easier say than done) wouldn't it be possible to make a bar event in Kassadar independant market who would make the faction "respawn" on those with the claim?

Regards,

6
*Snip*

For too many years, humanity was on the backfoot. Reacting to threats, rather then preventing them.
The rest of the galaxy was bigger then us.  Stronger then us.
We were mice, hiding in the shadows.  Hoping that the giants would not see us.
No more! Humanity is no longer on the defense!
We are the giants now!
- Thomas Lasky


Oh boy, oh boy!
Its the ship that several people have been waiting for!
THE UNSC INFINITY!
Or, well, atleast a starsector variant of it.
Thank you StargazerRJL for providing that lovely sprite for me to bring to life.  And thank you AppleMarineXX for giving me permission to make this UNOFFICIAL update!

so without further ado, here you go ladies and gents, the infinity!

Downloads (Only download one):
High Explosive MACs Version
Kinetic MACs Version


Dwarfing both the paragon and onslaught, the Infinity is the pride of the UNSC fleet.  With 300(!) base OPs to work with and 8 hanger bays, this supercarrier will live up to its name.
There is a catch though, it costs 200 DP to field, and its got a pretty high upkeep costs. (It is a supercarrier after all.)

Currently there are only 2 ways (as far as I know) to get one.
1. Get the BP and spend 10million credits.  Yea, its a lot, but it IS a supercarrier.
2. Cheat it in.  the hull is called UNSC_Capital_Infinity

Hopefully after I brush up on my programming, I'll be able to make a questline where you find a heavily damaged infinity drifting around somewhere and then you'll have to repair it.  But that's probably not going to happen for a couple weeks at the minimum.

Also did some balancing for everything.

Also I have two versions of the mod available.  One where the MACs are HE, one where they're KE.  I recommend the KE one for Realistic Combat, and the HE for vanilla combat.
But its up to you really.  The original mod by Apple has KE for MACs.
Reasoning
So during the Covenant war, humanity didn't have trouble killing the armor and hull of the ships.  For a most part, a single round from a MAC would absolutely annihilate an unshielded Covenant ship.  The problem was the shields.  Those took several shots to take out (at best).

So I decided to modify the MACs.  In vanilla combat Starsector, KE does 200% shield damage and 50% armor.  So I swapped it to HE for that 50% shield damage and 200% armor damage.  Mid and High tech ships are now a significantly higher threat, but low tech ships will get hit harder now.  I mean it is a several ton slug traveling at a non-insignificant speed.

In the Realistic Combat mod, its the exact opposite, where HE does more damage to shields, and KE does more to armor.  So yea.
Either way, do what you want.  I'm just a rando who mods occasionally.
[close]

Anyways, here's a list of changes.
Changelog
  • Buffed all MAC damage by 50%. (While the original MACs were pretty good, I did this to bring their DPS more inline with the other upper medium weapons and lower large weapons)
  • Added an extra flight bay to all UNSC frigate+. (Its the UNSC, literally every ship had a hanger.  I did not up the OPs though, so you'll have to sacrifice some things if you want to use the bay.)
  • Increased sabre count from 2 to 4. (sabres were popping a little too quickly and doing a little too little imo.  I thought about doing it to the longsword... but the longsword is still REALLY strong.)
  • Added the strident escort wing.  Its only for the infinity's built in escort.
  • Added the M85 PD.  Its basically a clone of the Rampart, but energy and faster traverse
  • Updated the description so it will no longer be yellow in the modlist.  It was annoying me.
infinity stats
[close]
[close]
At some point, I'll probably be adding more ships to the fleet in different roles, but honestly I suck at art and I'm mediocre at programming.  If anyone provides good art for the ships, I'll gladly mod them in when I have the chance.

So yea, hope you enjoy!
If you encounter any bugs or issues stemming from this unofficial update, or if you have any insights/ideas please post them! I'll be glad to look into whatever I can whenever I have time.

Edit: I'll do balancing changes really fast if people dislike the balancing I did.  >_>
Also wolfpacks are still scary af.


After trying In-Game and checking the "factions" files it seem's like you didn't make the ship available to the UNSC factions :). Would be great if the AI could use it even if just for the autoresolve (i added it on my files and decreased DP seeing from huge dreadnough cost something like 140 and in simulation completly destroy infinity ;p).

if you need to factions files to make them able to spawn it just Pm me or mention me on discord i got same ID as forum

7
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.6)
« on: November 20, 2022, 11:49:56 AM »
is there a way to "fastbuild" a terraforming project? or make it faster (other than modifying setting files)

8
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: November 20, 2022, 11:01:09 AM »
Spawning a gas giant:

Code
runcode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; float planetOrbitDays = 2000; float planetSize = 300;  Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); PlanetAPI planet = sys.addPlanet(planetName, star, planetName, "gas_giant", angleCCW, planetSize, orbitRadius, planetOrbitDays ); MarketAPI market = sys.getEntityById(planetName).getMarket(); market.addCondition("volatiles_plentiful"); market.addCondition("IndEvo_RuinsCondition"); market.addCondition("US_floating"); market.addCondition("ruins_vast");

Spawning a coronal tap:

Code
runcode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); sys.addCustomEntity(null, null, "coronal_tap", null).setCircularOrbitPointingDown(star, angleCCW, orbitRadius, 360);

I am author of coronal tap one, but couldn't figure out how to make the special effects work... the game rules effect work fine ,but you won't see the star glowing more and the gas flowing like you see in systems where the tap was generated on game start.

good to know, did you find a way to have the effect now?

9
Hello Harvey,

Would like to know if you could be possible to change the scrapyard a bit?
i don't know if it's possible but it could spawn a salvage fleet of market owner faction who gather the scrap by itself and put it inside a special storage that the scrapyard will use to have production.

(idea come from me being sadge of seeing neutral salvage or vulture salvage clearing the huge ammount of stuff from invasion fleet my faction killed).

Regards,

10
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: November 05, 2022, 07:48:37 AM »
Hello, haven't play the game for some time but remember when you took back seeker from the tomb :).
To make the Nova spawn in remnant fleet what would be the file who need to be changed ? and what value or writing would be needed?

for now i thinked it would be in starsector\mods\SEEKER_UC\data\world\factions\remnant.faction
and adding the line for nova here:

"hullFrequency":{
        "hulls":{
            "SKR_fresnel":0.5,
         "SKR_nova":5.0,
        },

would it work? or does i need to change soemthing else? (i put 5.0 for testing purpose)

11
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: February 05, 2022, 04:15:29 PM »
I am actually working on ApproLight 1.0.0 for 095a, but well, it's for Chinese community, and the translation might be a great problem too.
There are people willing to help me now, but I do not know if they are willing to help me in the future.
If you need "real" translation i can understand there not much people wanting to help, but if you're ok with google translation (+ a bit of logic to make sense) i'm still up for it.
I did "use" the Valkyrians from chinese forum for some time now (can't anymore because 0.95), and i think i did a good job in translation it for my use only.

12
hello,

1st i want to say great job this mod very good.

now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.

(did see something about it in âtch note but i'm not clear if it's the same issue or not)

13
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-08-28)
« on: September 01, 2020, 12:57:15 PM »
is there a Parameter for addIndustry, which let adds the Industry with a remaining Building Time? Some modded Buildings disappear after there are finished and trigger an effect, but the effect won't trigger if the Industry is just added.

For this kind of building you will have (actually) no choice but to build them, then use fastbuild (if you want) so they trigger, like astropolis station for exemple. (i think it's because the market need a clear update, when you add a fully build industry the market doesn't "properly update", there no building started nor building complete. And i think your "issue" is comming from that)

I think i game need multiple "actions" on top of having the industry to trigger the "pop" of it outside of your market.
If you want to do this kind of think (adding industry) just know that's is is building/industry who have higher priority in the list (like waystation, mining, fuelprod, refining, farm, lightindustry, heavyindustry(and the like of it like lannestate battleyard) ), so 1st produce the building who have low priority then go for the high priority so you can "overcap" the number of building while having the sayed industry with AI core on it.

14
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-08-28)
« on: September 01, 2020, 12:03:56 AM »
Hey Lazywizard! any chance you could add a way to give Industry only blueprints to a player? there's a few really cool ones from mods i'd love to use that aren't out in blueprint form and the only option to get them (as far as i know anyway) is to use "Allblueprints" which takes away a good chunk of the game =/ Anyway! thanks for all your hard work man :) you've made a fantastic mod

i'm pretty sure it have nothing to do with the console command mod, if you want specific industry blueprint, you should ask the owner of the mod who give the say so industry.
Console just check the game file, if something isn't directly available "inside" the game you have to ask the owner of the mod content.

15
Mods / Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
« on: November 17, 2019, 09:40:09 AM »
1.025c uploaded.

Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.

Turbolaser ID is: lrg-en-rsf-turbolas it's large energie low flux cost high damage

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