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Starsector 0.98a is out! (03/27/25)

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Messages - Originem

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1
Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 (2024/5/19)
« on: May 20, 2024, 02:37:37 AM »
Boss can we get more negative rules for enemy range increase?
Why?

2
Mods / Re: [0.97a] Unofficial New Game Plus 2.3.0 (2024/5/19)
« on: May 19, 2024, 01:57:38 AM »
Updated.

3
MissileSpecAPI.getHullSpec().getHullId() *may* work.

But yeah, this sounds like the right way to go:
Wait what? hull spec  hull id??
And is there something missing?

4
Is there any way to get missile's id from WeaponAPI?
There is no getId in MissileSpecAPI....

5
(and vladimirvv and alex)

that's added by graphicslib, you'll need to add the missile to it's no debris whitelist csv
Oh thanks! I even didn't notice that!

6
Is there anyway to remove the missile destoryed sound (after reaching its lifetime)?

7
Bug Reports & Support (modded) / Re: AI Core skill pick problem
« on: January 31, 2024, 05:16:57 PM »
Hmm, it looks like the game treats AI core skills for your fleet as being "player. So if you set npc_only on it, it would get skipped over (unless it also had the "ai_core" tag).

I don't think there's a way to do what you're trying to do, but I'll make a note.
I create a butch of skills for player to pick, but I don't want them picked by AI cores. Use npc_only would just hide them, which is not what I want.
I could just don't set combat officer in csv for these skills, and they won't appear both in AI's change skill panel, and in players' combat skill panel.(The skills are owned by player only)

8
Bug Reports & Support (modded) / AI Core skill pick problem
« on: January 31, 2024, 05:02:16 PM »
I have set player_only for my combat officer skills, but they still could be picked by AI cores.

9
Modding Resources / Re: [0.96a] Ship Editor v0.7.3
« on: November 14, 2023, 02:31:35 AM »
Any possible for localization?

10
Suggestions / Re: API request thread (please read OP before posting!)
« on: October 19, 2023, 02:51:49 AM »
need ShipAPI.getFleetCommander()

in afterShipCreation() method, ship.getFleetMember would be null, if ship.getCaptain.isDefault, I can't get the fleet commander.

I could get the commander like this, but it's not elegant:
Code
PersonAPI commander = null;
FleetMemberAPI member = ship.getFleetMember();
if (member == null && ship instanceof Ship) {
    commander = ((Ship) ship).getFleetCommander();
}}

11
Is there anyway to show/hide an Aptitude skill and all skills governed?

12
Mods / Re: [0.96a] Celestial Mount Circle 1.5 (2023/5/23)
« on: May 23, 2023, 05:29:09 AM »
Updated!

13
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 10:18:30 AM »

It is, but I don't think it can do very much by itself without dropping to absurd levels. If a ship can pump out like 20 Reapers - or 20 Hurricanes at range - the base stats just don't affect that very much. And I don't want to make it too slow; a slow capital without a mobility system is something I want to be sparing with.


You could also tweak the 9 medium slots, these slots seem to tell players that you should use Pegasus as a long-range capitalship, which is somewhat conflict with the FMR which indicates the ship is good at burst damage.

Now it's away from its description: a ship with heavy missile-focus loadout. Now it seems to have everything, but nothing.

14
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 09:53:17 AM »
I see the system as more the defining feature/characteristic, since it's a more active thing you do, and one of those two things had to go.
But, like I said, nerf its attributes is also a choice!

And I don't quite think the system is the defining feature, the TOO GOOD status is more like the feature...

15
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 09:43:49 AM »
what? Why did Pegasus make this change?

It supposed to have 4 large missiles! It's the feature! Its characteristic! Why not just tweak the combat system or nerf the basic attributes like flux, mobilty, shield effciency or DP?

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