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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Rohzdear

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1
Crew deaths are based on hull damage, so that would just result in a more complicated version of the same calculation. The only way to fix the combat rating system is to remove it.
Yeah, that much I figured, but there are certain Skills (Salvaging, Damage Control) and Hullmods (Blast Doors, Recovery Shuttles, etc.) that directly help reduce Crew Deaths regardless of Hull Damage sustained during Combat and non-combat operations, which I think makes sense would directly affect Crew Morale much more than just the ship being damaged.

I must admit I don't know how Automated Ships with AI captains behave with the mod. Do they still get Crew Morale and Specializations regardless of their non-human nature, or are these things disabled for them? I always thought the direct buffs from the ship's reputation were representative of how the crew's experience improved the ship, so I'm not sure how AI ships are affected by this.

Thanks for your quick response either way.

2
Does Starship Legends still use a special .ini Configuration file for when you're also using Ruthless Sector? I have them both since I saw Ruthless Sector finally updated, but Starship Legends doesn't come with the optional .ini aymore.

And speaking of configuration options: Do you think it would be possible to add an optional formula for calculating Combat Rating and Crew Loyalty that is based on Crew deaths instead of Hull damage? The issue is that whenever you have a ship that mostly deals flux damage (while other ships are in charge of DPS) and the ship's hull gets barely scratched the combat rating eventually drops and the crew become insubordinate to their captain, forcing me to Mothball it just for it to occur again.
This is especially troublesome with certain mod ships like Junkers who rely on massive Hull Points instead of Shields on Armor, so even though barely or none of their crewmembers die their morale still takes a dive during every encounter.

3
Mods / Re: [0.95a] Reputation Decay 2.3
« on: June 03, 2021, 12:12:07 AM »
Interesting mod. Would certainly like to try a playthrough with it.

I got some questions. Similar to the [Redacted] question above, would this make pirates slowly default to 0 REP with you over time? I think a more natural behaviour would it be for REP to increase or decrease to whatever original REPutation you had with the faction at the start of the game, so Pirates would need to be constantly pacified or else the rep would slowly decrease again to its original and such.

4
I keep getting this error message whenever I try launching the game with the mod.


I am running the version of the game the mod asks for, 0.95a-RC15.
After some basic troubleshooting, it seems that Stellar Networks 1.0.0 is incompatible with Nexelerin 0.10.1, which is made for the same versionof Starsector. At least whenever both mods are enabled at the same time the game crashes with that error message.

Thank you for your time and work. This mod is pretty useful so being able to work alongside Nex would be great.

5
Mods / Re: [0.9.1a] Kadur Remnant 3.2.1 - even g_d-bl*sseder 2021-02-13
« on: February 13, 2021, 10:38:06 PM »
Hello, Vayra. Will you be updating the Kadur version on Nexus as well? Some modders have mods both in the forums and there, but not everyone updates them, from what I've seen.
Thanks for the hotfix.

6
Reposting my question from a new thread into this one as it was suggested.

Quote
Hi there.

I am a novice in Starsector modding, and although I haven't released anything in the Forum yet I've done some small mods for personal use. I was planning on releasing a Portrait Pack with new portraits, but I was looking for a way to remove portraits added by the vanilla faction files into vanilla factions (without editing the original ones) so that, for example, Hegemony Factions characters do not appear with non-Hegemony portraits, like portrait13.png,  portrait15.png, etc.
I was unsure if there was a way to do this, as with the Portrait mod that I made all that I do is add new portraits into a custom Hegemony.FACTION file.

Thanks for the help in advance.  :D
 If this thread doesn't belong here I ask that it's moved where it'd be appropriate.

I was advised that this could be done by means of replacing the original .FACTION file with the following line in the mod_info.json file:
Code
 "replace":["data\\world\\factions\\hegemony.faction"]
Or that I could try to somehow do it through a script, but I have no idea on how to go through with that. If anyone could help me with this It'd be greatly appreciated.

Thanks in advance.

7
Modding / Re: Removing portraits from existing vanilla factions
« on: July 22, 2020, 07:15:25 PM »
There are generally two way to do this:

1. Make your mod overwrite .faction file instead of merging. It mean, you need to copy all the data from original file, delete unwanted portraits, add your owns. Then in mod_info.json add string:
Code
    "replace":["data\\world\\factions\\hegemony.faction"]

Original file will be intact, but will not be used. Really easy to do, but can make compatibility issues with other mods, doing the same.

2. Make a script. I am not sure there are API to do this. At least, I didn't find anything in Faction.API except of "WeightedRandomPicker<String> getPortraits(Gender gender);" and the WeightedRandomPicker is something far beyond my understanding. You better ask in "misc modding questions".

I see. Can't say that I've ever tried anything as complex as scripts in Starsector, but I guess there's a first time for everything.
Replacing the original files sounds way easier though of course, it could conflict. Is there a lot of mods that replace the original faction files rather than merging?

Thank you very much for the help. Will ask this on the Misc Modding Questions thread.

8
Mods / Re: [0.9.1a] Capture Officers and Crew
« on: July 22, 2020, 12:11:38 AM »
This mod looks like a great concept; why isn't it on the Mod Index?

A config file to edit breaking chance, reputation loss, and the number of Organs and Food obtained from Butchering (would prefer it if more organs and no food was obtained from butchering) would be greatly appreciated. Version Checker compatibility would also be great.

9
Modding / Removing portraits from existing vanilla factions
« on: July 21, 2020, 11:22:06 PM »
Hi there.

I am a novice in Starsector modding, and although I haven't released anything in the Forum yet I've done some small mods for personal use. I was planning on releasing a Portrait Pack with new portraits, but I was looking for a way to remove portraits added by the vanilla faction files into vanilla factions (without editing the original ones) so that, for example, Hegemony Factions characters do not appear with non-Hegemony portraits, like portrait13.png,  portrait15.png, etc.
I was unsure if there was a way to do this, as with the Portrait mod that I made all that I do is add new portraits into a custom Hegemony.FACTION file.

Thanks for the help in advance.  :D
 If this thread doesn't belong here I ask that it's moved where it'd be appropriate.


10
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1
« on: September 18, 2019, 08:07:19 PM »
Would it be possible for you to make a version of this mod without the faction itself?

I really like the design of the ships and the potential addition to the lore they bring with the descriptions they must have, but I always try to keep my game as lore-friendly as possible and having the Mayasurans not blow up and die kinda messes up with it.

Perhaps the ships and weapons could be added to other factions, or the blueprints a chance to be found and be discovered?
Hey hey! I have a download link for you, I term this version "Mayasuran Navy Falls". I'll be putting it in the OP as well at the very bottom.
https://bitbucket.org/KnightChase/starsector-mods/downloads/Mayasuran_Navy_Falls.7z

Thank you very much!

11
Mods / Re: [0.9.1a] Weapons Group Controls 1.1.0
« on: September 17, 2019, 06:53:44 PM »
Very useful mod. unfortunately, for whatever reason, the game seems to crash (sometimes) whever I press 6 to deselect all of my weapons during combat.
It's doesn't crash 100% of the time, but when  it does it's certainly an unpleasant experience.

Would appreciate any input as to why this might be happening on my game, as it doesn't seem anyone is suffering from it.

12
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1
« on: September 14, 2019, 06:22:39 PM »
Would it be possible for you to make a version of this mod without the faction itself?

I really like the design of the ships and the potential addition to the lore they bring with the descriptions they must have, but I always try to keep my game as lore-friendly as possible and having the Mayasurans not blow up and die kinda messes up with it.

Perhaps the ships and weapons could be added to other factions, or the blueprints a chance to be found and be discovered?

13
Version Checker is telling me that version 3 is out but downloading the Dev build is still the old one. Has it yet to be linked here?

Same issue here. Version Checker telling me 3.0 is out but I don't see it.

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