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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - peterispete

Pages: [1] 2 3
1
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.5
« on: July 28, 2019, 01:58:17 PM »
Draconis, are you sure those are from Tahlan? The only mod I've seen that includes R2D2 droids and factories is FDS, which sort of makes sense because it started out as a Star Wars mod. I might be wrong but I don't think this mod adds any new commodities (aside from blueprints if you count those).

2
Mods / Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
« on: June 11, 2019, 12:55:03 PM »
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself. For example, PoweredArmour.java contains the following code:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("PoweredArmour")) &&
      (!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I'm not sure when isApplicableToShip is called exactly, but it automatically excludes/removes the hullmod if any of the above are already on the ship. Because Powered Armour = Powered Armour, the hullmod gets kicked off the list every time it is selected. I made it installable by removing the bit of code that checks for it, which shouldn't affect anything in a bad way because the game doesn't allow hullmods to be installed twice regardless of if isApplicableToShip gets overridden. Here's an example of the change:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.

3
I can answer the question about pilot faces. When you are making a new character and typing the name for your character/deciding on using iron mode or not, click on the pilot face and you can pick what you want.

4
Discussions / Re: Planetary Annihilation (Yes, like TA)
« on: September 12, 2012, 06:29:27 PM »
Paypal donations are not counted until the end of the kickstarter, they may have reached 1,800,000 already.

5
Discussions / Re: Planetary Annihilation (Yes, like TA)
« on: September 12, 2012, 02:55:40 PM »
The kickstarter only needs forty thousand dollars in 45 hours. Galactic war will probably happen!

6
The only problem is that a new animation is needed (hulks floating in atmosphere is a problem) so it looks like a pretty good idea.

edited for grammar mistake.

7
Discussions / Re: what a load of bull
« on: July 30, 2012, 07:34:34 PM »
So, I am suspicious because I don't want to talk to 100 people who I have never met?
umm... how did he come up with that?
EDIT: I just realized how much of a double standard this post is, but my point still stands.

8
General Discussion / Re: Stagnant Development
« on: July 28, 2012, 01:32:40 PM »
Are you seeing the same patch notes I am?
I see phase cloaks, 4 new ships, lots of bug fixes, one overpowered weapon getting nerfed so it is not the one thing to put on a large slot, a few more balance changes, ship systems, a new mission, smarter AI, and some other things I am too lazy to look up all in one patch.

9
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 20, 2012, 03:34:06 PM »
Yeah, in my opinion, the tach lance meant instant death for frigates, fighters, and destroyers, it also meant 3-4 hit kills for some cruisers.
It kinda needed a nerf of some sort because it was the best thing to put on a large energy slot for almost any role.

10
Bug Reports & Support / Re: Norton 360
« on: July 19, 2012, 09:14:44 PM »

11
this: http://www.youtube.com/watch?v=Qit3ALTelOo
yes...I know how odd it is, I don't care. ;D

12
Discussions / Re: Cleverbot.
« on: July 02, 2012, 11:21:59 AM »
me:do you like starfarer?
cleverbot: yes.
me: ok, what is it about?
cleverbot: a Greek demigod, do you like greek things?
me: no, it is about spaceships.
cleverbot: don't give me that.
EDIT:
me: umm....
cleverbot: may I go with you?
me: what?
cleverbot: change the subject of conversation.
me: why?
cleverbot: Don't question your superiors.

13
Discussions / Re: Cleverbot.
« on: July 01, 2012, 02:20:00 PM »
me:Mi gato es grande.
it:Hi john.

14
Discussions / Re: Cleverbot.
« on: July 01, 2012, 02:12:39 PM »
Why is pizza?

Because I am allowing it to be 8 pm right now.

What are is puppies?

An exam.

 ??? ??? ??? ???

15
Discussions / Re: Cleverbot.
« on: July 01, 2012, 02:04:09 PM »
I just said "no" to everything it just asked and the conversation ended with it asking me to leave.

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