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Messages - MrMagolor

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1
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: March 28, 2023, 04:47:52 PM »
Loulan has been posted!

2
Modding / [0.95.1-RC6] Loulan Industries - EN Translation [v. 1.7.12]
« on: March 28, 2023, 04:47:06 PM »
Loulan Industries

Original mod by Komeiji Satori/IMustRegroupMyForces (Original Fossic post)

Download link for translated ver: Google Drive


"Loulan Industries: pummeling enemies into space dust with high-precision weaponry since cycle 127."



Requires LazyLib, MagicLib, GraphicsLib

Faction blurb:
127 years after the collapse, Mirage SouthWind, CEO of SouthWind Metals Corporation, which controls Adenium Obesum, found that staying in the Persean League would only allow corrupt warlords and dictators to drain them of value till there was nothing left, and only leaving the Persean League could allow them a chance to survive in the chaotic post-Collapse Sector. So he united a great deal of arms dealers, factory owners, smugglers, and even pirates to establish LouLan Industries and announced their secession from the Persean League. Although the official law within the Persean League states that no Persean League members may force any other member to stay in the League, LouLan has been sanctioned by more than a few of their former partners as well as the League's ally, the Tri-Tachyon Corporation.

Although Loulan ships all look similar, they cover a variety of different design philosophies: however, almost all of their ships can benefit greatly from the High Scatter Amplifier hullmod, which the special built-in hullmods on their ships boosts considerably. You can use their hullmods to either engage in a risk-reward playstyle, or perform some simple yet effective buffs. They also possess a number of highly specialized weapons (though also some generalists).

Changelog:
Spoiler
TBA because there's evidently some chinese punctuation in the changelog somewhere but I CBA to find them. Once later versions are released I'll probably add the changelog properly
[close]
Credits:
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
Special mention to Lortus for working on the translation before passing it on to me
   

And of course:
Komeiji Satori/IMustRegroupMyForces for making the mod



If you have any feedback, I'll do my best to share it with the mod author provided it's constructive and/or detailed enough. And provided they haven't changed the relevant thing already.


3
Modding / Re: [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: February 23, 2023, 11:51:49 AM »
running 267 mods atm so it took like 2 days to find the cause of this crash. Happens when flying around in campaing randomly, could crash immidietely on a fresh save or 1 hour in... thats the main reason it took so long to find out which mod caused it -__-

Huuuh, this is the first time I'm hearing of that bug

4
Modding / Re: The Names of the Mods (and All the Other Things Too)
« on: February 21, 2023, 03:54:03 PM »
It says the spreadsheet is open to everyone but I'm only able to comment? I'd like to put some of the names from my translated mods on here. Which is to say, I am also requesting access.

5
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: February 08, 2023, 04:10:18 PM »
Just posted Goathead's translation on the forums here

6
Modding / [0.95.1] Goathead Aviation Bureau - EN Edition [v. 1.4.5]
« on: February 08, 2023, 04:08:21 PM »
Goathead Aviation Bureau

Original mod by Mimeio(Original Fossic post)


"The friction between speed and firepower makes sparks in the shining Sector. Welcome to the Goathead Aviation Bureau."


Download link for translated ver: Google Drive

Requires LazyLib, MagicLib, GraphicsLib

Faction blurb:
After a lengthy evacuation process, the Aviation Bureau eventually settled in two restored orbital stations, located in the Taivassija system south-west of the Core Worlds. Their ships are roughly analogous to "midline" design philosophy: tending towards high firepower and/or speed, but most ships lack solid armor and shields (there are exceptions, of course).
Previews:
Spoiler
With the links taken directly from Fossic, the text in these will still be in Chinese.



[close]
Changelog:
Spoiler
3/1/2023
#Content added
Implement Polarity Repeater added to the Aviation Bureau's blueprint

#Bugs and optimization
Fixed the Ribosome's module not increasing fleet burn level
Fixed that the range and damage displayed for the Scorchfire was incorrect
Optimize all missile trails

#balance adjustment
DPH of Gloom-series launchers reduced by 15%, burst size reduced by 50%
Scorchfire MRM Launcher range 1000->2500
Roar Driver DPH 600->550
Megahalberd Series: Gain two-stage guidance capability

Infallible-class fast carrier: Parallel Manufacturing now requires four times the number of fighter launches to regenerate missiles

Replaced some of these ships' mounts with hybrid or synergy types:
   Nighttime Book
   Insulator
   Ribosome
   Thousandsails
   Rainaway

Increased DP of Nighttime Book from 14->16
Speed: 95 to 75, all missile slots removed, dissipation halved, shield efficiency 1.2->1.0, hull 9500->8000, maneuverability reduced.
Birdwatcher-class DP 15 to 17, dissipation 300->280, armor 600->400
Remove some ships' built-in fighters

Reduced maneuverability of most ships by 10% to 20%.

2/22/2023
#New content
Winter-class destroyer has been added to the Aviation Bureau's production line
Autumn-class frigate has been added to the Aviation Bureau's production line
Goathead markets now have their own music

#bugfixes and optimizations
Fixed the collision issues on Birdwatcher's LRMs and bombard/pounder cannons

#Balance adjustment
Heavy Burnout Oilgun dps 650->330
2/19/2023
#New Content
R&D has finished the new Rising Tide Superheavy Mortar
#bugfixes and optimizations
Fixed a bug in the immortality's spiral horns range buff
Optimized bombard/pounder sfx
Optimized oilgun sfx
Optimized oilgun AI behavior

#balans
Turmoil-class bomber's glitter bombs do kinetic damage instead of HE
Thousandsails flux capacity/dissipation 7000/700 to 6000/600, replace some composite slots with ballistic
Photon Deathray range 400->500
2/15/2023

#New content
Crematorium-class salvage cruiser new system: Flame Burst
Ribosome-class is now a module ship
Night Tea-class Cruiser has been added to the Aviation Bureau's production line
Thousandsails-class Cruiser has been added to the Aviation Bureau's production line
Roar Driver - breach onhit
Eagle (GP) refit is now available
Falcon (GP) refit is now available

#balance pendulum
Marstina's Spear hull 990->1000, flux capacity 600->1000
Midnight Letter hull 9000->8500, armor 900->1150, renamed Night Book
Meltbore Cannon range 1800->1500

#bugfixes and optimizations
Fixed that some male portraits and male-identified robot portraits were always labelled as female
Fixed the bug of unbalanced ship refresh rate

*I promise to fix the Nostalgia's tendency for friendly fire next time*

2/8/2023
Hot Fixes
Fix the bug that some ship descriptions are missing
Fix the bug that Megahalberd lifetime does not match the listed range
Fix the bug that Ribosome was classified as frigate and not destroyer
Adjusted some weapon effects

#Balance adjustment
Gnaw Clustergun changed to burstfire
Oilgun series explosion radius 25->55

#Content added
Sunset-class Heavy Armor Cruiser has been added to the Bureau's production line.
Settler- Class Salvage Destroyer has been added to the Bureau's production line.
Birdwatcher - Class Destroyer has been added to the Bureau's production line.
Ribosome- Class Survey Destroyer has been added to the Bureau's production line.
Sleigh-class frigate has been added to the Bureau's production line.

2/6/2023
#bug and optimization
Beautification of tail trail and tail flame effects
Fixed the error in the crew data for Windchime
Fix the bug that the built-in fighter can be selected in the battle
Shadowsoul - Class Phase Destroyer Grid 7500/450 to 9000/300, number Malstina Spear craft 3-> 4
Fix the bug that some missiles cannot fire normally
Fix the bug that the oilgun series projectiles are over-penetrated

#Balance adjustment
Illwind-class frigate, 9 to 8 deployment
Cagepot-class personnel carrier max crew 4500 to 6000
Gloom SRM launcher refire delay 2->4
Gloom SRM launcher ammo 30 to 24
Pounder compact cannon dph 300 to 450, dps 160 to 113, range 700 to 800, only fires a 1-shot burst
oilgun series dph 300 to 150, range 550 to 650
Prism Bastion-IX wing count 4 to 3, refit time 5 to 4

1/29/2023
Hot Fix
Nostalgia - Class Battleship
   speed 50 to 45
   reduced maneuverability
   main gun damage 70 to 60
   structure 22000 to 300000
   armor 1800 to 1850,
Shadowsoul - Class Phase Destroyer
   Lance of Marstina refit time 21 to 12
   ordnance points 90 to 70
   speed 110 to 90

#Content added
Shadowsoul-class Phase Destroyer new built-in hullmod and drone wing
Nostalgia - Class Battleship has been added to the Aviation Bureau line

#Balance adjustment
Infallible - Class Fast Carrier
   Ordnance point 360 to 210
   built-in hullmod effect adjustment.
Heavy Burnout Oilgun dph 250 to 300
Gnaw Clustergun flux/shot 0.9 to 1.15
Thunderfist Coilgun
   dph 200 to 80
   now fires a six-shot burst
Punishment Collider Lance
   dps 540 to 416
   flux/damage ratio 0.9 to 1.2
Lantern - Class Phase Frigate
   system multiplier reduced to +300%
   Temporal Disruptor adjusted to increase range by 30% (disclaimer: does not seem to actually do this)
1/23/2024
# Balance Adjustment
Immortality - Class Battleship
   Ordnance Points 350->310
   Armor 1600->1400
   Speed 30->45
   Hull 22,000->20,000
   Shield Efficiency 1.4->1.2
   Dissipation 900->700
Infallible-class Fast Carrier
   Flux Capacity/dissipation 16000/900->14000/600
   Ordnance Points 300->260
   Armor 1000->1200
Windchime-class tanker: Fuel capacity 1800->2200
Shadowsoul-class phase destroyer: flux capacity 5600->7500

Punishment Collider Lance: flux/damage ratio 0.75->0.9
Dazzle MRM Launcher: now fires 3 missiles in a burst.
[close]
Credits:
DeepL: Machine translation software

The Unofficial Starsector Discord in general for letting me bounce my thoughts off of them
   Special mentions to:
   Ansari: Giving me the idea to search things in the chinese text online
   Avanitia: Giving good feedback both on translation and the mod in general
        Wisp: Being a genuinely talented writer and thus offering good advice in that field

And of course:
Mimeio for making the mod

Proof of authorization:
Spoiler
[close]

If there are any issues with the mod and/or translation, feel free to report them: if it's the former, I'll pass the feedback on to Mimeio the best that I can.

7
Modding / Re: Chinese Mods Translation Repository and Request Thread
« on: December 28, 2022, 10:19:07 AM »
I just posted my Gudalanmu translation here with approval of the author: forum thread

Furthermore, I have translated ApproLight and ApproLight Plus unofficially, but was given approval to post it on the forum (albeit, not as a proper thread)
Respective links: ApproLight, ApproLight Plus

Finally, I was given permission to translate Goathead Aviation Bureau, but A. I was technically not given permission to post it on the forums B. I don't think the quality is quite there yet.

8
Modding / [0.95.1a] Gudalanmu | EN Edition (v. 0.24)
« on: December 28, 2022, 10:13:20 AM »
Gudalanmu

Original mod by Linskentry/fire_turtle(Original Fossic post)



Download link for translated ver: Google Drive
Save compatible

Requires LazyLib, MagicLib, GraphicsLib

Faction blurb:
Aliens from a distant galaxy, the Gudalanmu's homeworlds had been completely destroyed by an unknown enemy. They formed three wandering fleets, which each fled to a different direction; the second of those fleets was destined for the safety of the Persean Sector. The second fleet finally arrived in the Sector after a voyage of dozens of centuries. In order to get a firm foothold in the Sector, the Gudalanmu began to have dealings with humans, but it became clear that humanity is not unified; so the conflicts with the Gudalanmu are still ongoing.

Gudalanmu are best described as a high-tech faction, making extensive use of energy weapons and some missiles, with few ballistic-capable mounts and fewer in-faction ballistic weapons. You can find them in the Mosta system, north-east of the Core Worlds.

Previews:
Ship showcase(large image warning):
Spoiler
[close]

Weapon graphic showcase(large image warning):
Spoiler
[close]

GIF previews:
Spoiler
With the links taken directly from Fossic, the text in these will still be in Chinese.



[close]

Credits:
DeepL: Being the machine translation software I used
Discord Folks: Proofreading from an outside perspective (special mention to Nightly#2967)
And of course:
Linskentry/fire_turtle for making this mod

Changelog:
Spoiler
0.24:
Built-in weapons have been strengthened:
   Spinal Supernova Cannon DPH 500->800
   Starbreaker Mining Pulser DPH 170->255, range 700->800
   Starbreaker Mining Pulser (C) range 700->800
Pickaxe-class cruiser:
   Deployment points 23->20
   Slot changes:
      2 medium energies to small missiles
      other mediums changed to hybrid
Spine deployment points 22 -> 20
Bruteforce deployment points 25->22
Gudalanmu Autopulse Cannon:
   Refire delay 0.3->0.25s
   Projectile speed 1100->1500
   Flux/shot 125->120
Translation:
        Mindfulness renamed Memoriam
        Ironhead renamed Steelhead
        Blunt renamed Bruteforce
0.23:
Added a new NPC-only portrait
LR Smart Fusion Cannon:
   Ammo regen rate reduced
   Projectile durability 300->250
Pulse acceleration duration 3->5s
Spinal Supernova Cannon pierces missiles
Solar Lance color altered
More simulator variants

[close]

Proof of authorization:
Spoiler
[close]

P.S. If there are any notable translation issues, please notify me. As far as bugs and other issues: I already fixed the default_ship_roles.json file (and notified the original mod author), but anything else is either unknown to me or beyond my ability to fix.

9
Modding / Re: New Map of the known Modiverse
« on: December 23, 2022, 05:54:06 PM »
Added Mosta (well, technically it was already present but lacked coords), Taivassija, and Agustin from Gudalanmu, Goathead Aviation Bureau, and ApproLight respectively.

EDIT: But for some reason, Taivassija isn't properly displaying a circle. I'm pretty sure I set everything properly?

10
Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: December 23, 2022, 10:08:19 AM »
It's here. https://fractalsoftworks.com/forum/index.php?topic=11488.0
Also, there seems to be an unofficial translation for Appro-light and Appro-light plus on #mod-updates, done by mrmagolor.
I'm not sure if I'm allowed to post the links here, but in the interest of helping other people like me that are looking for the updated version of Appro-Light, here they are:
https://drive.google.com/file/d/1avcWnvj5eXqhiFG5ZqSabGnkR_qYq5e2/view.  (Appro-Light)
https://drive.google.com/file/d/1sMBQmKJu_hu5ugtfG6fT0pQBi-YLJ0cg/view    (Appro-Light Plus)
Again, all credit to Originem and mrmagolor for his translations.

Sadly tho, Originem won't appear on Unos Station on the 7th in this translation. So, unable to get end game stuff for approlight.

Edit: Got it to finally work. Some issues with case sensitive files for some reason. Required renaming some things.

Could you uh, tell me what causes this? I'd like to know...

EDIT: Also, those aren't the latest versions of the translation. These are:
https://drive.google.com/file/d/1DAn5n-2N2QV4NBL8rDooM-8YDT3-FaS3/view (ApproLight)
https://drive.google.com/file/d/1LRyoOMPRoRTQAVU-13jiH0Ya5J3hQR74/view (ApproLight Plus)
EDIT2: Those versions are now Approlight/AL+ 1.1.0/0.5.5 respectively, which are not save compatible with earlier versions.

11
Mods / Re: [0.95.1a] FSF Military Corporation - EN Edition
« on: December 21, 2022, 10:57:53 AM »
Quote
NO.  Tone this thing down.  It outguns and outlasts all other frigates for the cost of 2 Kites.  It's ridiculous.

Hey now, calm down... no need to get so vitriolic.

12
Mods / Re: [0.95a] The Mayorate v1.1.0 (2021-11-25)
« on: July 02, 2022, 04:14:35 PM »
There appears to be a NPE relating to the Phase Leap system and onhit weapons (I asked Amazigh about it on the discord and he said it was a standard onhit). Logs in spoiler:

Spoiler
63603285 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.kyeltziv_fusionOnHitEffect.onHit(kyeltziv_fusionOnHitEffect.java:49)
   at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
   at com.fs.starfarer.combat.entities.BallisticProjectile.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.applyDamage(Unknown Source)
   at ilk.shipsystems.PhaseLeapStats.applyJumpDamage(PhaseLeapStats.java:185)
   at ilk.shipsystems.PhaseLeapStats.apply(PhaseLeapStats.java:95)
   at com.fs.starfarer.combat.systems.F.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

13
There's an issue with the P9 Starliner-Mod: It still counts as a civilian-class ship in spite of being suitable for combat, meaning it might as well have a Timid officer in combat.

14
Mods / Re: [0.95.1a] Unofficial New Game Plus 1.6.4 (2022/3/4)
« on: March 31, 2022, 05:51:37 PM »
Bug issue with Nexerelin interaction with the Trade Embargo and/or Spy rules: markets that the player successfully invades, but transfers to another faction, will keep the negative effects from the aforementioned rules.

I had transfered this market to Blade Breaker Deserters after capturing it, however, it keeps the negative effect to accessibility (and since it is within the core worlds the penalty is quite severe)

15
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 18, 2022, 07:48:27 PM »
Does this mod allow the building of the void extractor? I can't find any documentation on it.

It should, at any rate: works fine for me at least.

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