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1
Suggestions / Re: Easier Clean Disengage
« on: June 02, 2023, 05:48:45 PM »
One thing about player-generated ship graveyards is that they're actually an indirect buff to missile weapons. Currently, if you start a sequence of engagements and lose ships, you have to finish that sequence in order to recover said ships -- cleanly disengaging causes them to be lost forever. And missiles don't regenerate between re-engagements.

With the proposed change, you could cleanly disengage and then re-engage to regenerate all missile weapons with no downside, since you would be able to salvage your lost ships in the debris field / ship graveyard afterwards.

2
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.2 (5/31/23)
« on: June 02, 2023, 10:04:10 AM »
Game crashed during a battle. Going by the log, I assume it was cause by Particle Engine, or the lack of it in my playthrough, even though it's stated in your post that the mod only has a soft dependency on it

Hotfixed this, as before the hotfix contains some other pending changes.

3
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 02, 2023, 07:05:56 AM »
yeah, this is due to the "missile self destruction" plugin listed on the OP.
you can exclude your missiles from it by adding their id to "no_self_desctruct.csv" in /data/config/glib

Ah, thanks for the info. (Can't find any info on this missile self-destruct feature or why it's intended for low flameoutTime missiles to self-destruct.)

4
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: June 01, 2023, 08:07:35 PM »
This mod is instantly destroying any missiles with a low flameoutTime. I'm not sure why a graphics library would be doing this, but it is. Tested with two different missiles; they work properly when flameoutTime is 0.5, but when flameoutTime is set to 0.2, the missiles instantly destroy themselves as soon as they are launched. This only happens when graphicslib is enabled.

Edit: it also changes missile end-of-life behavior. Normally, missiles fade out and then disappear smoothly. With graphicslib enabled, missiles don't fade out and break apart on end of life, complete with debris and a mini-explosion.

5
General Discussion / Re: SP Disengage Question
« on: May 31, 2023, 08:25:15 PM »
The text says "The enemy forces harass your ships as they retreat, causing much disruption". Translated to game terms -- every ship loses CR as if it were deployed.

6
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 31, 2023, 10:11:34 AM »
The good news, it took a while but I've figured it out! I have to go in to the main game before your missileAI changes kick in. I've got Devmode/Playtesting set to to true and have been going straight in to Edit Variants from the main menu. If I do that the missileAI changes don't work. I also did a quick check and it's the same situation if I go in to the missions from the main menu and use your weapons there.

However, if you start a new or load an existing campaign then exit to the main menu it works fine in both mission and edit variants. And of course, it works perfectly fine in the main game.

Ohhh, I see, that makes a lot of sense now actually. I'm generating the missile plugin data in onGameLoad, which I guess doesn't get called if you go straight to missions. I should probably change that to onApplicationLoad now that I think about it. Thanks for finding this.

Edit: quickly uploaded a patch for this. Also contains some pending balancing stuff.

7
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 31, 2023, 08:28:01 AM »
oooooh, these weapons have a really neat use of weapon glows!
though I'd add a little bit of jitter to them but I can't remember how it's done for the life of me, it feels just a little too static rn.
I believe the jitter is done automatically, at least for weapons that use the default glow mechanic by setting a glowSprite in the wpn file. The way it works is that as the weapon charge level approaches 1, the weapon glow begins to jitter.

As for the glows that I custom render, those are just on the large ballistics and meant to indicate barrel heat, so IMO it would be kind of weird if those jittered.

they're still not not splitting even when this is the only mod enabled

Just to be clear, cluster mines don't split, and Sprawl MRM and Ion Storm GLMRS don't surround the target in your fresh RC-10 install with no other mods enabled? (It makes a difference if it's just the cluster mines, since I'm doing some MIRV JSON shenanigans with those. But the Ion Storm for example is just using a PluginPick<MissileAIPlugin> and nothing else, so it would be extremely odd for it to not work on a fresh install with no other mods enabled. Can you tell me if there's anything out of the ordinary about your setup, i.e. if you're using Linux, you have a custom Java distribution, etc., because otherwise I'm totally stumped.

8
Modding Resources / Re: [0.96a] GraphicsLib 1.7.0
« on: May 31, 2023, 08:17:22 AM »
I noticed that this mod prints "!!!" out to the console occasionally when I play with it. Specifically, I have a mod that adds a weapon that launches mines that explode after a delay, and sometimes when one of these mines explode, "!!!" is printed out to the console. Is there any reason why GraphicsLib does this?

Edit: I just realized it could also be lazylib, which is a graphicslib dependency. Nope, not lazylib.

9
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 30, 2023, 09:07:56 PM »
Can this be added to a current save?
Yes, that should be safe. In addition, procgen stuff (fortified caches and secrets) are set to run once on game load if the mod hasn't been loaded in yet.
Once added, the mod would not be safe to remove, however.

10
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 30, 2023, 08:01:29 PM »
These are AWESOME! The [REDACTED] heavily reminds me of the Otomo from Brigador and I love it.
Thanks! Never played Brigador, but looked the weapon up, and you're right -- it even has the same purple hue!

The only thing I've noticed is the cluster mines don't appear to split, but this may be because I don't use Particle Engine.
Hmm... that's odd. Of course my first suggestion would be to try using Particle Engine, but I have a feeling that won't do anything, as I just looked at the cluster mine splitting code and it's not dependent on particles at all. I do use custom missile AI, though, so is it possible that you have another mod installed that for some reason overrides every missile AI, even those marked MOD_SPECIFIC? If that's the case, the Ion Storm GLMRS (wpnxt_orbbarrage) and Sprawl MRM (wpnxt_impaler) would also not behave as intended (see image below):
Ion Storm / Sprawl intended behavior
[close]
If your Ion Storm and Sprawl don't look like that, chances are its another mod messing with the missile AI. If they do, then I'm not sure why cluster mines specifically wouldn't split. Either way, do you mind sharing your mod list?

11
Modding / Re: [0.96a] Unthemed Weapons Collection 0.5.1 (5/29/23)
« on: May 30, 2023, 05:07:17 PM »
Are the ? ? ? supposed to be [REDACTED]?

Not remnants if that's what you meant by [REDACTED], though there are a couple of weapons in the pack only known to remnants (not shown in the list).

12
Modding / [0.96a] Unthemed Weapons Collection 0.5.3 (6/2/23)
« on: May 29, 2023, 07:58:26 PM »
Unthemed Weapons Collection
 

No hard dependencies. Soft dependency on Particle Engine. Will run without it, but some visual effects will be missing.


Weapon pack. No factions, no ships*, no faction-themed stuff. Adds 42 weapons to the game. Also adds fortified caches and a few secrets.

Some of the weapons
Ballistic

Railburst Rifle: Two-shot burst railgun. Regenerating ammo.



Demolisher Cannon: High damage per shot, for a small weapon. Regenerating ammo.



Mortar Screen: Low range, low accuracy, very flux efficient.



Spreadfire Cannon: Shotgun that gets more accurate the longer you fire.



Pummeler: Heavy fragmentation damage. Sustained fire increases fire rate.



Helios Artillery: Long range, low DPS, poor efficiency. AOE damage on hit.



? ? ?
[close]
Energy

Boltgun: Terrible damage output, but cheap and long range (relatively speaking).



Mining Laser Mk.2: What even is this thing? Limited ammo HE beam weapon.



Enhanced Tactical Laser: Bigger tactical laser that also has a secondary flux-based effect on the target.



Bolt Scrambler: Long range (relatively speaking) shotgun. Difficult to use on turrets, less difficult to use on hardpoints.



Graviton Array: Instant +15% shield damage. Doesn't stack with itself or with graviton beams.



Chaos Pulser: Long range, randomized damage. The stronger a shot is, the less accurate it becomes.



? ? ?
[close]
Missile

Cluster Mine Launcher: Launches a cluster of mines, as expected.



Spiker SRM: Light sustained shield pressure. Does additional soft flux damage on shield hits.



Paralyzer Rocket Launcher: High tech annihilator.



Bloom Autolauncher: Slow, guided torpedo. Low damage, but causes secondary explosions.



Stinger Swarm Battery: Energy swarmer. Unspectacular damage output, but spammable.



Ion Storm GLMRS: For when you really need to flame something out. Missiles surround the target.



? ? ?
[close]
[close]

Fortified Caches
Procedurally generated caches with defenders. Defenders aren't automated (no lore reason, gameplay reason is that the player already fights enough derelict drones and remnants). These contain normal loot, though with a rewritten loot system, so quantities and types of items may be different from what you're used to seeing. Can change cache frequency in the settings; toggle off by setting frequency to 0.

Also has an option to regenerate caches. This is OFF by default, but if enabled, fortified caches that are looted will be replaced eventually. Essentially allows the player to have a theoretically endless amount of stuff to loot, allowing them to complete their blueprint collection, etc. without having to raid core worlds.
[close]

Version Log
  • 0.5.3:
    Fixes:
    - Electron torpedos no longer cause a crash when fired with Particle Engine disabled
    - Huge fortified caches now correctly give more large weapon blueprints than large fortified caches
    - Stinger Swarm Battery missiles no longer instantly destroy themselves when graphicslib is enabled
    (graphicslib issue with missile auto destruct)
    - Secret stuff no longer sit at (1000000, 1000000) when hidden, so neutrino detector mk2 users don't go crazy

    Changes:
    Fortified caches:
    - generation code no longer prefers systems farther away from the core
    - slightly increased size of defending fleet for medium and large caches
    - applies to new game only
    Megabloom Projector:
    - ammo 10 -> 12
    - damage 1200 -> 1000
    - added 1 extra secondary explosion
    - slightly reduced secondary explosion delay
    Void Ray:
    - rarity 0.125 -> 0.25
    - improved convergence time
    - greatly slowed post-convergence intensification rate (takes roughly 2.5 times as long for the damage to go from 5x350 to 1x1750 after the beam has converged)
    Chaos Pulser: rarity 0.25 -> 0.5
    Needle Driver: rarity 0.25 -> 0.33
    Electron-class Torpedo Rack:
    - damage to disabled components now varies based on size, now skips decorative weapons
    - move speed 350 -> 450
    [REDACTED]:
    - max charge time 25s -> 20s
    - lowered max charge damage
    [REDACTED]:
    - Slightly reduce explosion ring damage (by about 10%)
  • 0.5.2:
    Fix: an issue where custom missile AI didn't work unless a campaign game was loaded first.
    Void Ray: fixed tooltip showing wrong info
    Bloom-class torpedo: base price 1000 -> 500
    Electron-class torpedo rack: base price 600 -> 1000
    Sprawl MRM: range 2000 -> 1800
    Cluster Mine Launcher / Heavy Cluster Launcher: explosions no longer inherit mine velocity when Particle Engine is disabled
    Bolt gun: DPS 83 -> 70
    Pummeler: now reaches max fire rate after 10s, down from 15s
  • 0.5.1: Add mod thread id to version files (5/29/23)
  • 0.5: Initial release (5/29/23)
[close]

13
Can we have a CustomCampaignEntityAPI.setSalvageRating? Currently it's possible to change just about everything about a salvageable item on a per-item basis (e.g. its radius, name, etc.), so it'd make sense to also be able to set salvage ratings on a per-item basis, rather than needing to have a different custom entity spec for each rating.

14
Hey, can I change the show recent into show all? Cause I like the show all more.

Sure, you can make whatever personal modifications you want. The relevant method is showRecentPressed in PSM_BuildInHullMod, just change that to whatever you'd like and compile to jar.

15
Noticed some odd behavior with the shieldHit parameter of OnHitEffectPlugin.onHit. If the damage amount is 0, shieldHit is always false regardless of whether the projectile actually hit shields or not. And if the damage amount is less than 1, there seems to be a random chance of shield hits not registering as shield hits, specifically if the projectile is fading when it hits. I wonder if this is intended behavior. Is shieldHit checking to see if the target's flux was raised by the shot instead of checking if the projectile is within range and inside the shield's arc?

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