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1
Modding / Re: [0.8.1a] The Asimov Institute
« on: August 06, 2017, 01:24:07 PM »
Thanks for the feedback, really glad to hear you like the way it works, what you describe was exactly my aim, the only modifications I plan to make to the setup if needed is to bring the progression times in-line with alternate progression routes. My intention with the randomness involved is to make it possible to get lucky early on with a sweet prototype or hull mod but still maintain an overall linear curve when it comes to increasing your power.

2
Modding / Re: [0.8.1a] The Asimov Institute
« on: August 06, 2017, 02:06:46 AM »
Thanks for the reports, these were caused by the same silly little issue in the way I dealt with tracking persistent data. Prototypes bugging out like that was due to the duplicated data. Fixed that internally too, just finishing up some work on better AI institutes before I upload the next version since that's close to completion anyway.
It'll need a fresh game once I do but I've also put in place a way to update old games to newer files in the future.

Prototype looks will get an overhaul at some point, I'm not much of an artist so I rely on overlays, hue balance and filters so that they stand out as identifiable.

3
Another quick one, is it possible to modify a market's BaseQualityFactor?
I'd like to create a condition that adjusts the strength of fleets that market creates and it seems that it would be the most efficient method. If not I guess replacing the Fleet script for that market entirely would be the best route?

I decided to implement the replacing the fleet script approach, leading to an additional question:

Code
List<FleetMemberAPI> members = fleet.getFleetData().getMembersInPriorityOrder();
for (FleetMemberAPI member : members) {
member.getStats().getBallisticWeaponDamageMult().modifyPercent("", 0.15f);
member.getStats().getBeamWeaponDamageMult().modifyPercent("", 0.15f);
member.getStats().getMissileWeaponDamageMult().modifyPercent("", 0.15f);
}

Using this approach, would any ships in that fleet subsequently disabled and captured as derelicts also be given this boost or would it be removed and a new base hull generated?
I guess I could reset the mults after battle with the player if I give them an Id and it's present, or perhaps a better approach would be giving them a hullmod with the same effect and removing it if it is present after a battle or when salvaged?

4
Modding / Re: [0.8.1a] The Asimov Institute
« on: August 04, 2017, 12:36:27 AM »
Found a problem I think. After you survey a planet, you can only scan for artifacts immediately after. If you go back to the planet after you aren't able to.
Awesome, thanks for that, fixed internally ready for next update, was a silly oversight. :)

How does this work if you do a free start?
Basically in much the same way, you'll be able to build the Institute once you conquer your first planet/station.
My thinking is that it's better to put it in the player's control right now, lore wise it's a pretty damn sketchy thing, but I wanted the player to be able to put it somewhere central that they often revisit to drop off weapons/hulls etc anyway. In a later update it will probably be pre-built in a special station when the player starts unaffiliated with a faction.

5
Modding / [0.8.1a] The Asimov Institute
« on: August 02, 2017, 01:17:15 PM »
The Asimov Institute
v0.1.0
(expect bugs)

[Work In Progress, Feedback Greatly Appreciated]

Requires: Nexerelin, LazyLib
Supports: Version Checker

*** Download Link ***

   

Hi everyone,
I've been working away at this mod for a while now, I put out a simple faction mod as my first attempt a few months back but decided that I really wanted to change direction and focus on adding more long-term gameplay goals, there's already so many amazingly well created faction mods that I'll never match so I wouldn't be playing to my strengths. I've been playing SS for years and years and have really appreciated all the work that people have put into the mods I love playing with, this is basically my hope of giving something back and my first attempt at SS modding as well as using Java so I'm sure I have a long way to go. :)

The Asimov Institute is designed to run alongside Nexerelin in either Corvus or Procedural sectors.
I still have a long way to go before I hit all my goals with this mod, but it's reached a point now where some feedback and people playing with it would really help me out moving forward. Here's a brief overview of what to expect:

When starting a new game your fleet is given the wonderful ability of establishing the Asimov Institute on a planet or station of your choosing. (Provided that planet is owned by your faction of course)
The planet you pick can be important since the Institute will boost that planet's stability as well as provide patrol fleets on top of your usual fleets.
The institute begins as a [massively impressive but] lowly tech level 1 research base. In order to help the institute gain power you will need to provide it with research materials, there are several ways to obtain them so you'll doubtless be finding a bunch in your play through.


  • After every battle you will be able to scrounge up research materials based on the factions involved. High tech factions provide better materials than low tech, but all destruction is good destruction.
  • High value planets with interesting features also tend to come with relics and artefacts that you can find by performing a Science Scan after a survey.
  • Debris fields and floating wrecks often contain a little bit of usable junk, though low value, they're easy to find.
  • Every now and then one of the factions will decide it's time to build their own research institute, the capture and destruction of this will result in a big cache of research data.
  • AI Cores provide a good source of research.

In exchange for your services in assisting the Institute they offer a wide range of advantages ranging from prototype weapons and ships, hull modifications and even genetic enhancement.
Prototype ships and weapons are very powerful but will take commitment to obtain. Hull Modifications begin rather weak but they're all tied into the Institute's tech level so putting the work in to raising the tech level will turn them into very powerful alternatives.
I don't want to list everything available since the discovery is a lot of the fun.
In total there are 14 new Hull Modifications, 16 prototype weapons and 15 prototype ships.
Currently the prototypes are 95% based on Vanilla ships and weapons, later I would like to see more based on other mods also, it's not my intent to add many NEW ships/weapons, although the Institute fleets use their own that you might be able to get your hands on.


Spoiler
   
[close]

I'm cautious about the fact that the mod could be seen to offer overly powerful advantages so I'd really appreciate feedback. My intention is to add fun, highly desirable things, not ruin people's sense of challenge, in fact a future planned addition is intended to make things a LOT harder on the player! :D

Obtaining the best items takes a lot of time and is intended to last your entire playthrough while feeling appropriately rewarding, I imagine most people to not even reach the highest tech level before calling the playthrough done and moving on to another.
All feedback is infinitely valuable as well as any bugs you encounter, I've endeavoured to track them down and run through several games but I'm only one person with limited spare time and there's a whole bunch added already. :)
Apologies in advance if the game crashes because I missed a comma in an obscure def file or caused a null pointer error somewhere that I haven't come across yet.

To give you an idea of planned features, the next part I want to push forward on is the "Rival Institute" functionality, at the minute it's basic and simply serves as a goodie hut for the player as well as encouragement to go war another faction, I plan to expand this to make more dynamic non-player Institutes, Corporations and Organisations that offer tangible benefits to the faction that builds them along with their levelling up and destruction ramifications. After that portion I want to integrate a new starting option that offers a much more difficult way of playing the game.

6
Wow how foolish of me, I fully forgot about adding plugins to the settings.
Thanks Alex, much appreciated.  :)

7
Yup, my class is very simple, extends SurveyPluginImpl, overrides getSurveyDataType and simply has a log output added. The logging never occurs:

Code
public class ArkSurvey extends SurveyPluginImpl {

public static Logger log = Global.getLogger(ArkSurvey.class);

public String getSurveyDataType(PlanetAPI planet) {

log.info("***ARK*** MY SURVEY GUFF");

-snip for size, same as source-
}

}

regarding the commodities, I didn't explain well I think, they're research material items of various types that are potential drops from combat, I have that all working fine including the trade in categorising them as supplies demand class. I'd like to create my own demand class of "research_materials" which I could then loop through when checking cargo.

8
Ahh, I am extending SurveyPluginImpl rather than SurveyPlugin, but my class isn't being used, I'm assuming because of the way the static function in Misc is calling for a new SurveyPlugin instance. Though I could be wrong here.

I've added the commodity in that way, but I still get a fatal error due to the commodity not existing, my assumption with this one is that it's because that file simply holds the strings for the commodity but no actual commodity data.

9
I've been plugging away at my mod and it's all coming along nice but have a couple of questions..
I have decent technical, but limited Java knowledge, which I'm using creating this mod to help me develop.

I'm trying to find somewhere to inject myself into the Surveying process in order to potentially add an additional possible find to interesting planets/conditions so I've created myself a SurveyPlugin Implementation which extends SurveyPluginImpl in order to create a modified getSurveyDataType, figuring it's less than an ideal place but I can call my own function before it returns and use the InteractionDialogAPI to deal with adding a notification. I see that this is called from the static addSurveyDataFor function (which would be better but isn't an option) in Misc using Global.getSettings().getNewPluginInstance("surveyPlugin");
Because of this new instancing my override for getSurveyDataType doesn't seem to be called rather the original is used.
Is there someplace I can set a new instance to use my own Implementation instead or perhaps a better place to do what I'm attempting?
I feel like there probably is a simple way using a CoreCampaignPlugin but I'm missing it.

My second Question seems so simple I must be an idiot not being able to find it myself, but I've created a couple of new commodities, these are not really designed to be sold on the market but used with my own nonsense, however I can't seem to find a way to create a new demand class for them, how would I do this? It looks a bit silly using an existing demand class as they're then price adjusted based on demand.

10
After getting this working I'm now getting a strange issue. Everything works as planned when starting a new game, however loading a game fails with the following:
-snip-

class[6] being mine. It seems to be related to the super variable permaRegister creating the listener, since if I flip that to false it works fine (though obviously my overrides then don't)
The process I'm employing is fairly simple to explain since I stripped it down to track down the issue:
in my basePlugin:
-snip-
then my stripped ArkManager class:
-snip-

Am I just being incredibly stupid?

edit: snipped code fragments for neatness, turns out yes I was being stupid and was attempting to do logging without setting it up correctly.

11
Wow, such a facepalm stupid mistake moment, thanks a lot for the pointer, I realised my mistake when copying it to paste here.
Turns out I was actually attempting to add the class to the sector after a return so it was never actually being added.  ::)

12
I have a QQ. I'm not all that experienced with Java as I've attempted to avoid it as much as possible but am a developer.
I'm currently attempting to hook into post battle loot generation to add a couple of new commodities after battle using an override of reportEncounterLootGenerated in a class which is extending BaseCampaignEventListener. All my other functions in that class are working fine but this one just seems to do nothing, not even outputting logging.
Is this the right place to do it?
If not, what would be a good method?
My mod is designed to run alongside Nexerelin so could this be causing the problem by generating loot a different way?

While I'm here an additional question before I get to the point of testing to discover.
I've added a hullmod which I intend to have dynamic effects based on a campaign level variable, is applyBeforeShipCreation the right place to have these adjustments where they'll be changed dynamically or should I also unapply and reapply the effects to all ships with that hullmod when the campaign variable changes?
My assumption is that these adjustments are applied before a battle and will use the current variable at that point to create the ship.

Thanks in advance for any advice. :)

13
Mods / Re: [0.8a] Arkandian Institute (25/04/17)
« on: April 25, 2017, 01:15:08 PM »
The ship looks funky. What software do you use to make the ships?
Also that portraits  :P

Good ol' Photoshop, I'm not a very good artist but I'm a fair designer, they're constructed from modular ship parts hence the repeated elements you can see in each :)
I want to do a few more passes over them to blend better, drop in some filters and add more aesthetic differences etc.
Those and the portraits are from an old game I was working on but never finished which generated custom ships form modular parts and avatars from adding/removing template elements so I knocked up a bunch to use.

Download link is Borked

Strange, it's working fine for me, does anyone else have an issue downloading?

14
Mods / [0.8a] Arkandian Institute (25/04/17)
« on: April 25, 2017, 07:13:06 AM »

Arkandian Institute
(Ver. 0.1.0)

   *DOWNLOAD LINK*    



The Arkandian Institute is my first attempt at a decent sized Starsector mod, I've been playing the game for years and as a techy-tinkerer have played with various bits and pieces from time to time for my own use but generally have been content to fill my universe with the wonderful creations other people have made. With the 0.8 release I felt that it was a good time to really flesh out and develop a faction of my own to share and give back as well as potentially work on some larger ideas I have for new mechanics. This initial release is the bare bones addition of a new faction, though they're fairly substantial bones. In all the mod introduces 24 new ships, mostly frigates for variety, 11 new weapons and a couple of basic ship systems.
I have a lot more planned to bring something a little more unique but felt it's in a good place to get some feedback on what I have so far and the direction it's taking and I'm sure everyone loves playing with new ships as much as I do when I see a new mod. :)

Next step I have in mind is to flesh out the selection of civilian ships and add a specialised frontier exploration ship given the focus of this recent update, I want this faction to not use anything but its own technology though at the minute it's still using a couple of vanilla systems/hulls, I also want to do a lot of tweaking to current stuff both visually and code-wise. Graphically several ships can look quite flat and dull.

The mod is designed to be fairly well balanced to vanilla, the faction is high-tech, quite reliant on drone systems and has some glaringly large weaknesses to exploit such as weak PD and an absolute lack of any missile capability along with an over-reliance on energy weapons. The Arkan system & faction have been added to the campaign and can be found within the core worlds, they've also established small outposts in a couple of neighbouring systems to get them more involved with sector politics.

Lore is still a WIP as I'm not really a lore guy, but is present in-game in a basic form: The Arkandian Institute was established very recently. Arkandia itself was held, trapped in a temporal stasis field and cloaked from the outside galaxy by advanced technology within its orbiting station, the origin and purpose of this is unknown along with the duration that this field was in effect. When the field fell scientists quickly claimed the station and established a shipyard in order to head out and explore the universe which had been opened to them.
The Institute has developed a fascination with exploration and recovering the lost treasures on the galaxy, many believe this is due to their passion to discovering the answers to exactly why and when their world was locked away from the rest of the universe.

Ship Examples

Spoiler


Bulker Frigate


Logicator Carrier/Freighter


Hawkstorm flagship Cruiser


Stellar Caravan Freighter


Star Lance Destroyer


Barclay Heavy Cruiser


Duelist Cruiser


Melded Prototype Destroyer

Lawmaker Capital Ship

[close]

I hope you enjoy, please do let me know of any issues you have or any feedback on particular aspects.

15
General Discussion / Re: This is just too much.
« on: November 30, 2016, 01:06:17 AM »
Game is coming along nicely, I like checking in every month or two and seeing where it's at, maybe sinking 10-20 hours into a new campaign and then scurrying off again.
It's all going well IMO.

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