Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Munchkin9

Pages: [1] 2 3
1
How do you change the rewards of bar event assignments? Such as SpySat, pirate raid sector bounty, etc?

2
Modding / How to change rules.csv variables?
« on: April 15, 2023, 05:57:09 PM »
Heya,
I'm new to modding Starsector and I'm trying to create a bounty reward modification mod.

I got the settings values changed and that handled most of the bounty rewards. However, bar event bounties remain unchanged. It seems like they get their reward from
Code
$pbs_baseBounty
or similar variables.

What I don't understand is where these variables get their values, and how I can get in the middle and alter the values.

Any and all help is appreciated :)

3
Modding Resources / Re: [0.95.1a] MagicLib v0.46.1 (2023/04/12)
« on: April 15, 2023, 03:46:56 PM »
Hi, I'm new to the modding scene, currently working on a mod that modifies the bounty rewards. It works for vanilla but before I release I was hoping to make it react dynamically to bounties added by other mods such as MagicLib. Is there a way to modify the bounty credit rewards in a blanket way, i.e. for all bounties added by MagicLib?

4
Modding / Re: Bounty rewards?
« on: April 08, 2023, 10:13:04 PM »
Alright thank you for the info!

5
Modding / Bounty rewards?
« on: April 08, 2023, 08:18:29 PM »
With all the posts on the forums and reddit about how bounties do not pay nearly enough for the cost and risk of combat, are there really no mods that increase them?

I've looked around in disbelief but I'm either blind or they don't exist. I saw Ruthless Sector mentioned, which I use and it's great. But it doesn't seem to actually boost bounty rewards, only commission rewards.

6
Sorry if the information for this is out there, I've looked around and couldn't find it. Does ruthless sector adjust bounty rewards (system, faction and personal) or have a setting to adjust these?
I saw the "factionCommissionBountyMult" option, but I assume that is only related to commission bounties and not general bounty missions.

7
Suggestions / Re: Achievements
« on: April 22, 2012, 08:29:26 PM »
There is only really one situation where I find achievements a good thing and that is when they are there to help point the player in a direction to progress. A fairly good example of this is Minecraft actually. It has some really basic achievements, but the only thing they are there for really is to give you an idea on what to do next if your stumped. That works fairly well.

Apart from that I usually find them annoying and distracting.

8
Suggestions / Better Random
« on: February 18, 2012, 06:52:59 AM »
Though I am completely addicted to the Random Mission right now I would like to see a few improvements to it.

More random maps, instead of the 5 control points you have every time. And an ability to chose your fleet from a given amount of points. Or a less random system that tries to make semi-logical ships at least. It annoys me that most of the fleets I get are fairly nonfunctional. Things like a single strike craft wing are completely useless. I've even had it with no carrier but quite a few fighters, which is virtually suicidal. Being able to chose your fleet would avoid this and allow us to test out all sorts of fleet compositions without having to claw our way up a new campaign.

9
Suggestions / Re: Additional Commands that dont break the system.
« on: February 18, 2012, 06:49:11 AM »
Would work like an assault or defend on a control point. Definitely agree, was just about to post this same suggestion, though I hadn't thought about the Sweep. I do have one more suggestion though:

3: Heavy Escort, like Light Escort but will send more or slightly heavier ships to escort the ship in question. I was really missing this when I had been given an Onslaught in a random mission and was trying to defend it. The Onslaught is oh so vulnerable with out lots of fast ships around it, especially to protect its rear. But Light Escort will only get something like 1 frigate which is not nearly enough. I had to manually order a bunch more to defend it which cost me a lot of command points.

10
Suggestions / Re: Any chance of multiplayer?
« on: February 17, 2012, 04:54:33 PM »
At most wait until the entire game is finished and perfected then make some sort of small expansion to add multiplayer battles, if even that. This game really does not require multiplayer as the AI is already very good and the game is as much about piloting the ships as ordering them around.

11
Modding / The Nova Cannon
« on: February 17, 2012, 04:52:35 PM »
As in the one from Battlefleet Gothic. Is it possible to make a weapon like this that detonates when it reaches the distance your mouse was from your ship when you fired?

Weapons like this might add some extra difficulty to aiming, which would not only be fun to play with but could also justify a weapon with greater power and range and keep it balanced.

12
General Discussion / Re: Surrendering
« on: February 17, 2012, 07:49:45 AM »
Wait it is possible to make a ship Surrender in battle?!

How do you do that, can someone explain it to me, really simple like?

13
General Discussion / Re: Retreating
« on: February 17, 2012, 07:42:54 AM »
Qloos, he's talking about a bug which recently has been fixed in the dev build.

I am? Oh...what bug?

14
Suggestions / Re: Initial reaction suggestions.
« on: February 17, 2012, 07:38:51 AM »
Ya I remember the mercenary 'path'. Its good except that the pay algorithm was a little weak so you could sometimes get payed way too little, and sometimes way too much.

15
Suggestions / Re: Everything From This>
« on: February 16, 2012, 07:57:05 PM »
As much as I am always in favor of the more personal the better. Hence my love of games like StarQuest Online. I'm not sure I'm entirely for this, or at least not yet.

The problem is that this would probably require a lot of work as I don't think the engine is built to support something that would feel like 'walking' being built around relatively slow ships which are heavily affected by physics and inertia.

Balance that out with what it brings: mostly cosmetic benefits and very little actual gameplay additions. Not to mention a plethora of of design issues such as what happens when your character gets disintegrated by a Super Lase Rifle MKLVX 2000. Do you receive a message saying "Luckily the weapon only blew half your body off, and the medic was able to put you back together...so ya your alright really." Not very believable.

This is the same thing people have been yelling for in EVE online. And while I would love to see my character actually move around and interact, it wouldn't add all that much. Never mind the fact that they are adding it. That's there choice, and not one which is working out for them right now.

Pages: [1] 2 3