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Messages - nDervish

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Hey i was looking through the new bounties and I noticed that you misspelled "Rogue Tri-Tachyon Fleet" as "Rouge Tri-Tachyon Fleet".

Leave the spelling as-is, but give the ships in that fleet a custom red paint job?

(And, yes, rogue/rouge drives me batty, too.)

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Mods / Re: [0.95a] Adjusted Sector
« on: October 26, 2021, 01:01:15 AM »
... From the linked blog post (under "Slipstream layout generation"):  "First off, slipstreams are dynamic – there isn’t a single fixed layout. Instead, a new layout is generated twice per cycle"

So I don't think Adjusted Sector will need to take them into account at all, since the slipstreams will be overlaid on top of the map during gameplay rather than being a part of it from the start.
Wouldn't that cause stars to be generated under the streams, either causing them to be inaccessible or causing the stream to "break" all over since according to the blog:
Quote
...slipstreams are interrupted when crossing hyperspace areas occupied by star systems...
Which would mean if enough stars are spawned the streams would be too short and useless?

The bit I quoted in my earlier reply says, pretty directly, that slipstreams will change position as the game progresses:  "There isn't a single fixed layout."  "Slipstreams are dynamic".  "A new layout is generated twice per cycle".

Slipstreams most likely don't exist at all when the stars are placed, because that would make the code more complicated.  There would need to be code both for placing stars away from streams during map generation and code for creating breaks in streams as they're dynamically placed/repositioned every half-cycle.  Much simpler to wait until after the stars are placed before even thinking about slipstreams, because then you need only the "creating breaks" code and not the "placing stars away from streams" code.

But, yes, you're right that, based on what we've been told so far, if there are too many stars then the slipstreams will be broken into very short chunks that aren't very useful.  But that's all happening after Adjusted Sector has done its thing and the game has started.  AS could try to leave larger open areas to allow space for slipstreams to stretch across, but it doesn't look like there will be any way to know, at the time that AS makes the map, where the slipstreams will be and avoid them.

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Mods / Re: [0.95a] Adjusted Sector
« on: October 25, 2021, 01:29:56 AM »
I wonder how this mod will handle Slipstreams once they become a thing.

Make it so systems aren't generated underneath them or something?  ???

From the linked blog post (under "Slipstream layout generation"):  "First off, slipstreams are dynamic – there isn’t a single fixed layout. Instead, a new layout is generated twice per cycle"

So I don't think Adjusted Sector will need to take them into account at all, since the slipstreams will be overlaid on top of the map during gameplay rather than being a part of it from the start.

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Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 25, 2021, 01:18:56 AM »
the Anargaia system file, its just a few inverted solar flares layered on top of one another

Cool.  Thanks!

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Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 24, 2021, 05:45:37 AM »
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.

You would need to set up an IDE and create your own JAR from the files in the src folder, the effects are scripted.

Ah, that's a bummer.  I figured that, worst-case, there would be a flag in one of the configs which tells it "use this effect in this system", which could be removed to just get rid of the effect entirely.

If it's completely hardcoded, though, then I can grab a jdk and go to town on it.  Do you remember offhand which source file the effect is defined in?

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Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« on: October 23, 2021, 04:06:05 AM »
Great mod, and I'm really liking the gameplay, but...  How would I go about modifying (or, if necessary, removing) the "rift" visual effects when visiting Anargaia?  Having my eyes blasted with all that pure, bright white borders on painful, especially when most of the rest of the game is low-intensity colors on dark backgrounds.

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Mods / Re: [0.95a] Terraforming and Station Construction (v7.1.3)
« on: October 18, 2021, 01:38:16 AM »
I think building a station should be way more materials-intensive, especially given how profitable they are. I get that the resources required to make a station are proportional to founding a planetary colony, but the planetary colony would have tons of raw materials on the planet itself to bootstrap with whereas every kilo of material that goes into building the station has to be shipped there. 1000 metals and 250 transplutonics is chump change! I think players should either be required to provide 10x as much metals and transplutonics to build the station in the first place and/or that stations should have a constant demand for these items which grows as it grows.

If you haven't already done so, take a look at the mod's data/config/settings.json.  You can change the credit/crew/machinery/metal/transplutonic costs of stations and also enable a "Cramped Quarters" modifier that reduces pop growth above a certain size (optionally with an industry you can build to add more housing and allow further growth, to provide an intermittent ongoing cost).

I haven't actually used Cramped Quarters myself, but I assume it also applies a hazard modifier, although I haven't been able to find its definition in the mod files to confirm that and it's not mentioned in the config comments, so maybe not.  Perhaps add that as an option in a future version if it isn't already there?

The only downside is that it makes trying to jump out of the system extremely annoying without accidentally docking at the station instead.

Easy workaround:  Set a destination in hyperspace or another system.  Personally, I almost never click on jump points (at least from the in-system side) because I generally navigate directly to the final destination instead of doing it step-by-step.

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Mods / Re: [0.95a] Better Deserved S-Mods 1.2
« on: October 12, 2021, 12:09:43 AM »
hi, is there a way to activate the mod on running game? (I have zero s-mods at the moment, but some ai fleet has)
Is there something like an export function with console commands or something like that?

I just need my ships, some captains, a bit of money and my tech... at least some of it
Just load the mod and any relevant s-mods will be affected.  No console commands or anything needed.

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Mods / Re: [0.95a] No Such Org - Phase ships and minor faction v0.3.2
« on: October 03, 2021, 04:44:00 AM »
So long as you don't somehow give any planets to NSO, the faction should not exist.
If you're using Nex and have resurgences enabled, the faction also can show up that way.

Which I was waiting for, so that they'd get a market and I could buy a good range of their ships instead of relying on salvage.  And then they showed up and decided that, for their first world, they wanted my main shipyard planet.  *sigh*  After blowing their fleet out of the sky, I found a nice class V planet, colonized it, and gave it to them instead of waiting for another resurgence event.

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but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :

"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,

The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.

is there a way to force this bonus to 0 ?

Changes to the main settings.json appear to be applied in alphabetical order by mod (directory) name.  So I dealt with this by creating a mods/zzCustom directory for my personal customizations, and then zzCustom/data/config/settings.json will overwrite changes made by nex (or any other mod, until a modder decides to use a zzzSomething directory name).

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