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Topics - IonDragonX

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Mods / Magnetar! : The Mission
« on: November 13, 2021, 09:57:35 PM »
Magnetar!! : The Mission

Download v1.0

(Placeholder image until I can finish the splash screen)
Superweapons Arsenal by Mira Lendin plus GraphicsLib / MagicLib / LazyLib

Q: What's in this mod?
A: This mod adds the Magnetar-class itself and two missions that included the Magnetar-class Ultra Dreadnought. Unfortunately, the Magnetar is too ludicrously powerful to actually be a playable ship or an enemy so the missions menu (in the main menu) is the only place that can even spotlight the Ultra Dreadnought.

;D Have Fun, You Guys! ;D

There once was a legendary modder known as MrDavidhoff.  He created the Omega-class Ultra Dreadnought, the largest and most over-fluxed monstrosity of its time... I had to change that class name so it wouldn’t conflict with story lore spoilers...
MrDavidhoff's profile
Thank you, sir, for your permission!  :)  I did my best to keep the same sprite & silhouette. I even re-skinned the prow Superweapons to match your original prow.

If you are a modder, I have a question
I am unable to set the ship to the 'fearless' AI that never retreats. If you know the method, comment or send me a PM, please.

Suggestions / Combat Notification: Bounty Target has been disabled
« on: October 16, 2021, 12:24:33 PM »
When you are in combat and an enemy ship is disabled, you get the following notification:
"[ship_name] [ship_variant] disabled"

This simple suggestion is, check that disabled ship for the bounty target flag and, if true, then notification:
"Bounty Target is disabled" plus a chime

Easy peasy. The added feedback would prompt informed choices from the player. Combat is often an information & sensory overload.

All Star Ships

Download v0.1.3

WIP A few kitbash ship with aspirations to expand. Expect glacial updates & sporadic edits.

Large Image of the Ships

- A new Capital Ship: the Galaxy-class. The Galaxy Science Capital is designed for deep space exploration with even more efficiency than the Apogee at even higher prices. It includes a built-in Graviton Phased Array weapon, Augmented Drive Field and gratuitous logistic numbers.
 - A new Capital Battleship: the Overlord-class. A 'Plus-Ultra' Dominator look-alike. The Fourteenth Battlegroup (XIV) version can double as a missile platform with Burn Drive. Special thanks to: busysalad @discord for the Overlord sprite.
- A new Destroyer: the Parallax-class. A fast high-tech ship with an upgraded Phase Skimmer+, the Parallax is competition for the Medusa. It is very much concentrated on a single vector of attack but not defense. Sprite credit to -=NullPointerException: null=-. I mean, credit to -=NullPointerException: null=-. Uhh... something's not working...
- A new Destroyer: the Cyclone-class. Fast, bursty and sporting a rare Large Energy turret, the Cyclone is modeled after the Tempest; scaled into the next size class and doubling the number of Terminator drones. It can get itself in trouble if it can't get the upper hand quickly. Sprite credit to -=NullPointerException: null=-.
- A new Destroyer: the Boarhound-class combat freighter. Cheap, fast and sturdy, the Boarhound is modeled after the Hound; scaled into the next size class. Sprite credit to -=NullPointerException: null=-.

Gameplay Hint:
- You might find some non-canon stuff if you're into history.

Galaxy & hidden sprites: created/kitbashed by IonDragonX
Coding: IonDragonX
Thanks to Alex, David, StianStark, and co. for making Starsector
Thanks to the modding community for the inspiration
Overlord sprites : Special thanks to busysalad @discord (aka Dread Pirate Robots @ fractalsoftworks)
Parallax, Cyclone & Boarhound sprites : Thanks to a "nameless" sprite artist that obstinately refuses to have any credit... and I don't even have a dog.

Version 0.1.3 : Overlord & Parallax release
 New Ships
 - Overlord-class added, Capital-sized Dominator look-alike. Additionally, a XIV version.
 - Parallax-class added, high-tech Destroyer skimmer.
 - WIP 'Magnetar : The Mission' moved to its own mod here :

Version 0.1.2 : Boarhound release
 New Ships
 - Boarhound-class added, Jumbo-sized Hound look-alike.

Version 0.1.1 : Cyclone release
 New Ships
 - Cyclone-class added, Jumbo-sized Tempest look-alike.
 - Galaxy-class nerfed a little bit but I don't remember how.

Version 0.1.0 : first post
 New Features
 - Galaxy-class added, includes Graviton Phased Array as a built-in weapon
- Micro-Machines added to historian rewards

Suggestions / Pulsars should have warnings!
« on: May 02, 2021, 01:33:21 PM »
If the game can warn you that you risk incarceration for jumping into a safe system without your transponder...
If the game can warn you that you risk battle for jumping into a system that has a hostile near the jump point...
Then it can definitely warn you that you risk incineration for jumping into a pulsar system!

Alternately, the pulsar could be animated on the hyperspace screen. (turning little twin emission streams. like a lighthouse in the void.)
or just leave a danger level:high buoy in the system itself. (just how did all the redacted systems get theirs anyway, without fail? They wouldn't have done it themselves, would they?

Just the title.

As a QoL improvement
Industries and other colony improvements should not add demand until after construction is complete.
For example, Mining should not demand Recreational Drugs nor Heavy Machinery until after the construction is complete and the industry is producing something for the colony.

Bug Reports & Support / Galatia Academy Station isn't on the Star map
« on: April 03, 2021, 10:33:59 AM »
Click on Galatia star and you find that Galatia Academy Station isn't shown. It only shows Pontus.

Suggestions / Why hide the Contacts?
« on: March 28, 2021, 05:08:30 PM »
Hi Alex,
Lots of players are losing their potential Contacts because the Intel isn't clear. They have 30 days to confirm that Contact and the Intel screen has the details. However, the alert just says 30d to develop the contact. If they do nothing, the Contact goes away.
There's nothing in the Tutorial that orients the player to Contacts but there could. The Officer at Ancyra, the Spy in DMS, the panicked guy at GAS or the Officer at Jangala would be the most obvious.

I know that you can make the Character button flash with level ups. Why not have the Intel tab flash with the Contact alert? For that matter, why doesn't Fleet flash when there are unassigned officers or unleveled officers? Or Command flash when unassigned Administrators?

Bug Reports & Support / spent an SP to avoid a scan & it cost him Rep
« on: March 28, 2021, 03:26:39 PM »
Was watching a Fallen Shogun video. He spent an SP to avoid a scan & it cost him Rep anyways.

Bug Reports & Support / Repeated transponder scans after the first
« on: March 27, 2021, 02:18:31 PM »
I was watching the Fallen Shogun stream:

He was in TriTach space with his transponder off. When he was scanned, he turned it ON but the patrols continued to scan him and even cost him more rep.

Bug Reports & Support / [0.95a-rc8] Skill: Weapon Drills redundancy
« on: March 27, 2021, 10:23:14 AM »
[0.95a-rc8] Skill: Weapon Drills
Grants "Armored Weapon Mounts" mod - but that's redundant because said mod is unlocked by default.

Modding / Can a Hullmod add a built-in wing automatically?
« on: December 31, 2020, 12:45:30 PM »
Hi, guys. I would like to add a specific Fighter Wing to the Converted Hangar code.

This is the starsector-core code for Converted Hangar:
package data.hullmods;
import java.util.HashMap;
import java.util.Map;
import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.impl.campaign.ids.HullMods;
import com.fs.starfarer.api.impl.campaign.ids.Stats;
import com.fs.starfarer.api.impl.hullmods.DefectiveManufactory;
public class ConvertedHangar extends BaseHullMod {
   public static final int CREW_REQ = 20;
   //public static final int CARGO_REQ = 80;
   public static final int ALL_FIGHTER_COST_PERCENT = 50;
   public static final int BOMBER_COST_PERCENT = 100;
   private static Map mag = new HashMap();
   static {
      mag.put(HullSize.FRIGATE, 0f);
      mag.put(HullSize.DESTROYER, 75f);
      mag.put(HullSize.CRUISER, 50f);
      mag.put(HullSize.CAPITAL_SHIP, 25f);
   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
      //stats.getFighterRefitTimeMult().modifyPercent(id, ((Float) mag.get(hullSize)));
      stats.getNumFighterBays().modifyFlat(id, 1f);
      stats.getMinCrewMod().modifyFlat(id, CREW_REQ);
      //stats.getDynamic().getMod(Stats.ALL_FIGHTER_COST_MOD).modifyPercent(id, ALL_FIGHTER_COST_PERCENT);
      stats.getDynamic().getMod(Stats.BOMBER_COST_MOD).modifyPercent(id, BOMBER_COST_PERCENT);
      stats.getDynamic().getMod(Stats.FIGHTER_COST_MOD).modifyPercent(id, ALL_FIGHTER_COST_PERCENT);
      stats.getDynamic().getMod(Stats.INTERCEPTOR_COST_MOD).modifyPercent(id, ALL_FIGHTER_COST_PERCENT);
      stats.getDynamic().getMod(Stats.SUPPORT_COST_MOD).modifyPercent(id, ALL_FIGHTER_COST_PERCENT);
      //stats.getCargoMod().modifyFlat(id, -CARGO_REQ);
   public boolean isApplicableToShip(ShipAPI ship) {
      //if (ship.getMutableStats().getCargoMod().computeEffective(ship.getHullSpec().getCargo()) < CARGO_REQ) return false;
      return ship != null && !ship.isFrigate() && ship.getHullSpec().getFighterBays() <= 0 &&
                        //ship.getNumFighterBays() <= 0 &&
                        !ship.getVariant().hasHullMod(HullMods.CONVERTED_BAY) &&
                        //ship.getHullSpec().getShieldType() != ShieldType.PHASE;      
   public String getUnapplicableReason(ShipAPI ship) {
      if (ship != null && ship.isFrigate()) return "Can not be installed on a frigate";
      if (ship != null && ship.getHullSpec().getFighterBays() > 0) return "Ship has standard fighter bays";
      if (ship != null && ship.getVariant().hasHullMod(HullMods.CONVERTED_BAY)) return "Ship has fighter bays";
      //if (ship != null && ship.getNumFighterBays() > 0) return "Ship has fighter bays";
      return "Can not be installed on a phase ship";
   public void applyEffectsToFighterSpawnedByShip(ShipAPI fighter, ShipAPI ship, String id) {
      new DefectiveManufactory().applyEffectsToFighterSpawnedByShip(fighter, ship, id);
   public String getDescriptionParam(int index, HullSize hullSize, ShipAPI ship) {
      if (index == 2) return "" + CREW_REQ;
      if (index == 3) return "" + BOMBER_COST_PERCENT + "%";
      if (index == 4) return "" + ALL_FIGHTER_COST_PERCENT + "%";
      return new DefectiveManufactory().getDescriptionParam(index, hullSize, ship);
//      if (index == 0) return "" + ((Float) mag.get(HullSize.DESTROYER)).intValue() + "%";
//      if (index == 1) return "" + ((Float) mag.get(HullSize.CRUISER)).intValue() + "%";
//      if (index == 2) return "" + ((Float) mag.get(HullSize.CAPITAL_SHIP)).intValue() + "%";
//      if (index == 3) return "" + CREW_REQ;
//      return null;
      //if (index == 0) return "" + ((Float) mag.get(hullSize)).intValue();
      //return null;
   public boolean affectsOPCosts() {
      return true;

Could this be simple to mod? Will adding a line after " stats.getNumFighterBays().modifyFlat(id, 1f); " work? I think that

   ship.getVariant().setWingId(0, ssx_drone_pod_wing);

might work? Wouldn't it? The " ship.getVariant() " is already used in the original and " void setWingId(int index, String wingId); " is a function of ShipVariantAPI.

If it does work, then I might have follow up questions.

General Discussion / Re: Patch 0.95 new Converted Fighter Bays
« on: December 25, 2020, 06:08:07 PM »
  • Added: Converted Fighter Bays
    • Removes built-in fighter bays, adds cargo capacity and reduces required crew per bay removed
    • Ship must only have built-in fighter bays for hullmod to be installed

How much cargo and crew are we talking here? 50/20 maybe? I'm interested so I can edit my own mods before release. I can see a Civilian Gemini being extra-roomy with this.

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