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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Haka

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1
Side Note: I always change the weapon stats for the weapon used for the Nova Burst system to do 3K damage, and the Orion Device on the Retribution to do 1750.
Iz big bomb, I like it to do big bomb damage.

2
Mods / Re: [0.97a] Mayasuran Navy 11.0.0 RC1
« on: March 11, 2024, 05:01:18 PM »
is there a version of this without the anime portraits? thats the big drawback i have with this mod
No, if its not on the front page, there isn't one.
Also, I suggest using the search function first instead of asking this in every thread you're in as it has already been answered a year ago. The shipgirls only appear in character creation. Learning how to change faction portrait assignments is faster than waiting on an answer, as is actually just trying the mod.

3
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 10, 2024, 11:54:52 AM »
Legio system is very much intended to be a fortress, being a boss lair and all, and using the IndEvo defenses is my preferred avenue for that since, unlike planetary shields and the like, it offers more interactive counterplay rather than just boosting the stats of planets further etc.

And "making players suffer" is just a general design aspect of Legio being intended as a dedicated challenging OpFor, which is why it's optional in its entirety.
I mean I was trying to do a Blackwatch run when I found out, as before .97 I had taken IndEvo out of my modlists only recently putting it back.

I used it before in previous versions, and pre-lunalib just changed the files to stop them from spawning after several playthrough with them and the novelty wore off. Makes sense that I avoided Rubicon like the plague because I like living.

On the topic of "suffering", in that context I agree 100%. I enjoy Legio for its intended purpose as a superboss. I think the notion for more counterplay is good design of course, and the artillery satisfies that. Its completely in my personal case, "Space Artillery" doesn't make sense (logistically and physics) to use against a mobile fleet. The exception is Missile artillery, which personally, if I could make it all missile across the sector I would have it in the game, which would be done via IndEvo, and I asked about it there already.

I remember seeing that you call the artillery spawns directly in the files for each type (and appreciate the variety), but I also I 100% understand and agree that making an option for all missile falls into the realm of "not feasible" because you'd potentially be filling requests until the end of time instead of working on what you want, or spend all your time making your work as granular as possible instead of, well, making your work. That's on top of worrying about bugfixs, testing, and dealing end users blaming your mod on something that's clearly in the rest of their mod list, which can be infuriating.

Putting superbosses and extra challenges into games is something i'm all about, and "making players suffer" at the hands of a superboss faction, well, if you're not suffering at all while enjoying the challenge, then its not a challenge so i'm 100% happy with that.

I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.

Ah, okay, I could look into that maybe. Hadn't considered there being an IndEvo toggle for that

Yes, exactly. This is what I was asking about. Thank you, maybe.

4
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 07:58:31 PM »
I think they are referring to the fact that if you disable artilleries/minefields in the indevo settings, the ones in Rubicon still spawn regardless.
Sadly, I think they already understand that.

This is a collaborative interaction to integrate IndEvo features with this mod, replacing the planetary shield that would be present without IndEvo. Artillery is a feature of IndEvo and if you don't like it, I suggest not running IndEvo in your modlist. I'm afraid it isn't feasible for me to provide toggles for every possible feature or cross-mod interaction, but you always have the option of disabling the Legio Infernalis in their entirety or just not running Tahlan Shipworks and IndEvo in combination.
"Collaborative interaction"? So, let me get this straight, Artillery is a feature of IndEvo, and one we can turn off despite the author's insistence we lack skeletal calcium, and that's the reason its not modular and stays on no matter what in your mod?

The worst part is this was already asked about in IndEvo's thread, and the onus was kicked over here. So on top of being insulted for playing the game the way I want (by IndEvo), I get forced by a mod I highly enjoy to use (and even use ships as reference when doing my own spriting sometimes myself because they're impeccable) to still deal with that same thing. I really hope this back and forth between sharing mod functions wasn't something intentional to "make players suffer" because its funny. I've already seen another part of the "collaborative interaction" in IndEvo with the Legio Infernalis, and honestly looks like it could be very interesting or very "Force you to play the game a certain way", depending on how its integrated.

That said, admittedly, IndEvo would be the mod getting the axe if I have to choose, and I enjoy that one too. Its garbage that I have to choose, but even more garbage that if something in a "collab" doesn't check for a variable value to see what the player themselves chose in the other mod its collaborating with and just forces it in.

5
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 09, 2024, 05:00:56 PM »
Removed ages ago. If you want, I'll apologise once again for that. It was incredibly poor judgement on my part and I have since made sure to avoid any such practices, knowing full well I was entirely in the wrong.
Not necessary, instead, what about the artillery that's stuck in Rubicon if you run both this and Industrial Evolution? I don't feel like going through through of recompiling the source code, and really shouldn't have to seeing there is nothing about this interaction on the front page (only "support" for IndEvo features in an old Change log). Would be nice if there was some option to turn it off seeing it completely ignores the player's wishes to not have artillery because I really like having the Legio around.

6
Mods / Re: [0.97a] Ore Refinery v0.8 - 03/07/24
« on: March 08, 2024, 12:45:06 PM »
This mod has been a must have of mine for awhile, and i'm ready to update and make famine wafers.

7
Mods / Re: [0.96a] Tahlan Shipworks
« on: March 07, 2024, 03:19:56 PM »
Also, Rubicon system still has artillery even if its turned off in IndEvo, which I can see in the Rubicon.kt file as it simply being added directly to the system and ends up not being affected by the settings from IndEvo. Probably wouldn't touch it if it was Missile artillery personally, but found it annoying that there's no way to change it, not that I can find at least.

Wish I knew that interaction was there from the start.

8
Also is the stuff in the "other" folder in the source code, like the "legioNuclearOption" interaction with Thalan's Legio Infernalis WIP stuff or discontinued? Seems like it could be pretty interesting and a realistic way to balance things beyond vanilla. Like this here:

Spoiler
package indevo.other.legioNuclearOption;

import com.fs.starfarer.api.EveryFrameScript;
import com.fs.starfarer.api.Global;

public class WarBreakoutDialogue implements EveryFrameScript {
    private boolean done = false;

    public static void show() {
        Global.getSector().getScripts().add(new WarBreakoutDialogue());
    }

    @Override
    public boolean isDone() {
        return done;
    }

    @Override
    public boolean runWhilePaused() {
        return false;
    }

    @Override
    public void advance(float amount) {
        if (!done) {
            showWarning();
            done = true;
        }
    }

    public void showWarning() {
        StringBuilder weaponsString = new StringBuilder();

        for (String s : NuclearOptionManager.getFittedIllegalWeaponIds()) {
            if (weaponsString.length() > 0) weaponsString.append(", ");
            weaponsString.append(Global.getSettings().getWeaponSpec(s).getWeaponName());
        }

        String message = "You have used nuclear weapons in combat. Other factions will now deploy their own solutions. What have you done?\n\n" +
                "Caused by using: " + weaponsString;

        Global.getSector().getCampaignUI().showMessageDialog(message);
        Global.getSoundPlayer().playUISound("cr_playership_warning", 1, 1);
    }
}
[close]

Also Project Navi still shows up if you turn off pets in lunalib.

9
Any way to make it so that all artillery that spawns is missile artillery?

10
Mods / Re: [0.97a] Iron Shell 1.1813aj
« on: February 24, 2024, 01:51:02 PM »
If you were unfortunate enough to look at the last forum posts to see if its updated to .97 and as stupid as me and didn't look at the first page, consider this your PSA that it is, indeed, updated to 0.97a

11
Mods / Re: [0.96a] Interstellar Imperium 2.6.0
« on: June 08, 2023, 08:44:13 PM »
Oh thank the Emperor, I can pilot the Yamato again

12
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: May 27, 2023, 12:45:07 PM »
The IBB is back? Oh hell yes.

Also, That damn new Zeus sprite is so pretty its making me want to redo my own sprite work out of both admiration and jealous rage.

13
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 19, 2021, 05:04:49 PM »
Interstellar Imperium finally got updated!?
BY THE EMPEROR
My new save file is getting shoved right into the warp!

I will happily start over! Thanks for all the hard work!

14
Modding / Re: [0.95a] Long Atlas 1.2 | Now with longified MK.2
« on: May 20, 2021, 04:47:43 PM »
I'm not a fan of joke mods.

BUT THIS MOD IS NO JOKE.

15
My advice to you and the above poster - Log log log! It will save you a lot of time. ;D
You mean using starsector.log or having an editing/development log, logging progress, changes, etc. or something else?
I've definitely got a few notebooks with sketches and notes in them, but nothing as in-depth as a coder's log. I have previously kept logs for modding but so far I haven't for Starsector or for scripting.

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