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Starsector 0.98a is out! (03/27/25)

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Messages - NikoTheGuyDude

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1

Is there any way to hide a star from the planet view? As it stands, one of my secret systems is being exposed by the fact you can open the star viewer and see, down in the abyss, is a literal magnetar. I'd really like for this secret to remain a secret.

I'm not sure what you mean - could you be more specific about which screen you're talking about?

Sorry for the late response. I mean the planet list - since it lists ALL stars, it exposes my secret star.

2
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 25, 2025, 03:12:00 AM »
The bug with kanta will be fixed once I get around to rewriting magnetar, which will be a while sadly.

3
Could this issue be solved with a new hullmod? A reverse IPDAI, basically, that removes PD flag from all weapons (SWP was already mentioned). I can see quite a few use cases for it besides Paladin builds (HSA+SO, Lightning Rift on ATC ships like Astral).

I'd suggest replacing PD with PD_ALSO instead of completely removing it.

4
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 14, 2025, 12:56:00 PM »
The fact you didn't see the advisory tell me everything.

The advisory is added to your intel (with a notification) when you first enter the system and tells you how to avoid the magnetar and deal with it. It's pretty obvious, actually - it's practically shoved in your face. I don't know how you missed it but apparently you did. Also, you're just wrong, interdicts always take the same amount of time to charge and execute. It's basic math.

Anyway, I'm gonna stop here if the hostile tone continues. I spend my free time making this, and this is entirely optional content. You're free to not engage if you don't like, just don't act like I'm stabbing you in the gut.

5
Mods / Re: [0.97a-RC11] What we left behind 4.2.0
« on: April 14, 2025, 10:04:56 AM »
Okay, let's break this down.

Firstly, there's many things in your comment that I agree could be changed. Maybe the pulses are too frequent, maybe the push effect should be reduced, maybe I can reduce the number of patrolling fleets... but everything else is off the mark.

Firstly. If you notice, the patrolling fleets have a tiny sensor radius. You're intended to sneak around them, not fight them. Maybe there's too many - maybe I can adjust it.
I make it very clear in the travel advisory that the interdict must still be charging for it to provide protection. Additionally, it clearly states you must be utop a planet - I'd love to have it work if you're behind, but that's not how the range blocker util works.

Also, you can just ignore those things orbiting the star. I'm not forcing you to go to them.

As for the pulses themselves, I'd love to give them a better graphic, but since I can't, the most I can do is reiterate time and time again (such as in the travel advisory) that you have to time your pulse for the center of the pulse. Unfortunately, this will always be obtuse.

Ultimately, this system is meant to be extremely dangerous, and provoke a sense of uncertainty. It's potential for loot is great, and is one of the biggest sources of omega weapons and colony items in the entire modiverse (discounting nonsense like astral ascension).

6
The title is too short for the issue.

Basically, if you remove his cuffs, and then let him pour, it references him being cuffed in the printed paragraph. This is obviously wrong.

7
If you bombard kazeron before the PL factor exists, it will still reduce hostile activity by 50 points.

8
New update, with some balance tweaks, some fixes, and most importantly, custom AI for the ASB.

9
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 12, 2025, 09:25:08 AM »
Heya, enjoying the mod. However I wanted to ask some questions regarding the content(spoilers!):
Spoiler
Is there currently anything after you give Kanta the chair? I did the quest, and nothing ever came up, so I was just wondering. Even scoured the abyss because there were "hints" at something exploring the abyss, but i couldnt find it.
What are the unique "reactions" of the world towards nanoforges/fractal core? In my game I only had a Heg "investigator" come and look at my colony due to Fractal core(at least i think? because it was a unique "dialogue" and stuff), but after interacting with them nothing else came up - no further investigations, crises or anything.
Also, this maybe just me, but I think it would be good if you had some sort of FAQ for all of the content on the modpage under spoilers, maybe just hints or something how to actually start it, because I didnt even know you had to go to a pirate world after going to limbo to start the magnetar questline.
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Otherwise, amazing work on the mod, really enjoyed all the currently available content I found.

1. No. Im planning on an expansion of that content.
2. Thats right, thats it. Im planning more in the future - but nothing too substantial, mind you.
3. A FAQ is a good idea, thanks.

10
Mods / Re: [0.98a-RC5] What we left behind 4.3.2
« on: April 12, 2025, 09:18:59 AM »
Are the defense satellites something that you can only find outside of the core or will factions build them? I don't like the idea of them being in every system. I looked over the images of the nanoforge. Is there a way to "control" it or does it always end in the death of the colony? Is this Nex or Ashes of The Domain compatible? Really looking forward on giving this a try. Exploration is one of the best parts of the game and unique weapons that you might find with mods that focus on it.

Satellites are a random spawn. Raesvelg has some, but thats it.
Yes, you can control the nanoforge.
Yes.

11
I'm going to go insane. I feel like this has to be inflater schenanigans, and I thought I fixed it, but I might be wrong.

I'm trying to make custom fleets. I want the ships in these fleets to have smods, dmods, a custom hullmod, and a special weapon loadout (omega).

But every time the game saves, all these modifications are erased, and I'm left with a dmodless, smodless, normally equipped derelict ship. It's on game save,  not load.

https://github.com/nikothedude/MorePlanetaryConditions/blob/master/src/data/scripts/campaign/magnetar/niko_MPC_derelictOmegaFleetConstructor.kt#L141-L172 Here's what I do. I inflate, then I null inflater. So why is this happening? Any ideas at all? I've had to deal with this issue on so many different parts of my mod I'm going to start going insane pretty soon.

On save suggests that the fleet is deflated on save (and, quick check of the code, this does happen in CampaignFleet's writeReplace, likely to save space). Setting inflater to null does not prevent deflation, you need to set the original variant to null, e.g. variant.setOriginalVariant(null).

To add to this, what you're doing looks a bit odd - you're setting .REFIT variants on stuff and *then* running the inflater? Does that even... work? I'm not 100% sure the default inflater can handle non-stock variants, though I suppose maybe it can.

While I'm sure this is a weird way of doing it, nulling original variant has fixed the issue and honestly I'm too scared to touch this code again, so I'll leave it as it is until it causes problems.

12
Is there any way to hide a star from the planet view? As it stands, one of my secret systems is being exposed by the fact you can open the star viewer and see, down in the abyss, is a literal magnetar. I'd really like for this secret to remain a secret.

13
Only posting it in here because I don't know if this is a mod issue or not - it's probably vanilla.

Threat and dweller ships both have the "No description... yet." description when you hover over them. This is different than the zig and omega ships, which go something like "UNKNOWN VESSEL - Please ensure your tripad is updated." or some such.

My mod list isnt obtainable at the moment - if it's needed, remind me about it because I will forget.

14
Reserved

15
Secrets Of The Frontier - Bonus Combat Objectives
Requires Secrets of the Frontier as well as MagicLib and LazyLib!

IT IS NOT RECOMMENDED TO PLAY THIS MOD WITHOUT FIRST HAVING EXPERIENCED 0.98's EXPLORATION CONTENT.

Expands upon SOTF's tactical expansion, adding three new objectives, while reintroducing anti-siege (mines) and support (pilum spam) siegeworks variants.

New additions
  • Shield generator: Deploys a large bubble shield that blocks projectiles but not ships. Perfect for vulnerable backline ships!
  • ASB platform: Implements SOTF's ASB system in a objective. Targets ships for a strike by a long ranged HE/Kinetic ASB, dealing 4000 damage if it hits! The AI reacts accordingly, so a good hit is rare.
  • EXTREMELY REDACTED
    A strange light in hyperspace. Very long capture time, but summons a writhing tendril upon completion. THis one might be a bit controversial - if it is to you, I suggest going into data>sotf>objective_spawns.csv and setting the weight of the line starting with "softCEO_hyperspace_dweller_beacon" to "0".
    [close]
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Compatibility
Can be added and removed to existing saves.

Known Issues - AKA ones I won't fix
Shield generators can be penetrated by heavy weapons like plasma cannons. This is unfortunately a quirk of a tag the plasma cannon has and the FIGHTER hullsize the shield drone uses. Let's just call it a feature.
Shield generators do not have their flux bar increase if hit. This is due to the fact the shield is from a drone and not the generator - if you pay attention to the shield, it starts oscillating if its flux is high.
ASB rangefinding lasers do not extend all the way to the ship.

FAQ
Does this make existing objectives rarer?
No. It makes objectives appear more often, actually.
I don't like (newly added or reintroduced) objective! This mod sucks! You suck!
Woah, hold on there buster. Just go into data>sotf>objective_spawns.csv or data>sotf>emplacement_variants.csv and change the "weight" value of whatever objective you don't like to 0.
Is the ASB just the FTL one?
Pretty much, yeah.



Download: https://github.com/nikothedude/SOTFECO/releases/latest
Repo: https://github.com/nikothedude/SOTFECO

Changelog
1.0.1
Fixes a crash with ASB targetting modules

ASB platforms now only take a minute to reload
ASB range increased substantially
ASB has a new AI
    Prioritizes big, slow ships
    Ships engaged in combat more likely to be shot
        If the ship is in trouble, FAR more likely to be shot
    Phase ships mostly ignored
    Ships without shields and no phase are targeted far more
    If a ship has an eliminate order, it will almost always be picked

Shield generator given more shield HP

1.0.0

Initial
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Attributions
Thank you to Inventor Raccoon for permission to make and publish this! All assets (save for the abyssal light combat graphic), objective spawning code, as well as the ASB code, are created by Inventor Raccoon, not me. I merely implemented them.
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