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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Talkie Toaster

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1
Modding / Adding Abyssal events?
« on: March 08, 2024, 07:42:41 AM »
I'd like to try adding some new possible spawns into Abyssal Hyperspace - but it doesn't look like the info on how has made it onto the wiki yet. From a quick poke, I'm assuming the process goes:

  • Create a new EncounterCreator, probably starting from a copy of AbyssalRogueStellarObjectDireHintsEPEC
     
    • This extends AbyssalRogueStellarObjectEPEC which generates the base system.
    • If you want to do custom systems, rather than just adding an encounter to a default random system, copy AbyssalRogueStellarObjectEPEC.
     
  • Create your own enums containing the list of encounters you want (or for a 'linear' quest chain a public static intwith quest_stage or similar).
  • Edit the addSpecials methods to write the encounters for your new enums/quest stages/whatever.
  • Register your new creator with EncounterManager.CREATORS.

I guess there's two bits I'm not quite sure on:
  • How to determine the frequency of your new encounters compared to the base Abyssal encounters.
    • The getFrequencyForPoint method calls AbyssalFrequencies.getAbyssalRogueStellarObjectDireHintsFrequency to get it.
    • This then refers to a hard-coded HyperspaceAbyssPluginImpl.DEPTH_THRESHOLD_FOR_XXX in HyperspaceAbyssPluginImpl.
    I'm not entirely sure if adding a new Abyssal EncounterManager without editing the base AbyssalFrequencies public static floats will end up upping the total number of encounters, or just add a new set to the pool?
  • Where to register your new creator with the vanilla EncounterManager (though this is probably just a 'I'm not a Java programmer so I don't know best practise' thing).

The basic outline of what I want to do is e.g.
  • Add a pool of 3 encounters
  • Once you've encountered all of them and they've removed themselves, add another 3 encounters to the pool.
  • Then probably do a single final encounter and zero the frequency of this new EncounterManager type (remove it from the EncounterManager.CREATORS array?)

2
As the Gate Hauler appears to have come from across the Orion-Perseus abyss, is it the case that the Persean Sector is the only sector in the Persean Arm? If so… where did the Hegemony task force come from? It’s concentrated in the east of the sector, which kind of implies it came from a sector in that direction, but if there was a settled sector there then why not launch the gate haulers from there?

3
Suggestions / Make Persean League membership benefits more apparent
« on: February 20, 2024, 02:49:23 AM »
At the moment, the Persean League crisis as the 'just have colonised planets' one seems to come early-on, and basically comes out of the blue as a real baseball bat to your system. Then, the various major power crises come along, but if you can defeat the Persean League blockade then you can defeat them too. League membership basically just doesn't seem to benefit you.

The Pirate crisis has a mid-bar event that kind of teases the upcoming attack, but the other crises don't. If the League crisis was moved to be a bit later, the major power crises could have a mid-bar event too. A Persean League envoy could bring you a message, along the lines of "League Intel says the Hegemony are coming to inspect your worlds. They'll likely send 3 Inspection Fleets, with the following probable compositions [bounty style fleet listing]. If you join the Persean League, we can protect you...".

It prepares people more for the upcoming attacks (so you don't get the "OMG WTF 6 onslaughts in my system" moment), makes the benefits of joining the League more obvious, but still keeps the Give Kazeron Protection Money vibe.


4
Basically this comes from a bit of confusion fighting the Persean League blockade, as the 'objective' fleets don't obey the same precedent for what counts as destroyed or not set by bounties (take out the flagship and the majority of the fleet).

I sniped their logistics fleets in hyperspace on the way over, destroying one and reducing the other to a single Phaeton. I assumed this meant they'd count as defeated, but the blockade arrived undisrupted, so I assumed I'd broken it by attacking them outside of my system. I took on the Grand Armada, and reduced it to a single Hammerhead... and the blockade still continued. Headed to Kazeron and back to see if it'd unlocked any dialogue there about forcing a retreat, to no avail.

On the way back I hit the single Phaeton by the jump point and everyone immediately left.

It's not unreasonable to require the complete destruction of the objective fleets, but I was a bit blindsided by how the rules were different to my expectations. An update to the colony crisis status of "Their logistics chain has been damaged, but is still functional" when a supply fleet is damaged but not destroyed would add some clarity? Same for the Grand Armada, "Their command chain has been damaged, but is still functional"?

5
Bug Reports & Support / [0.97a-RC8] L7 Officers downgraded
« on: February 11, 2024, 10:46:03 AM »
I was a bit confused earlier to discover I had two L5 officers with 2 elite skills, when I have no Leadership skills. Then double-checked and realised that these were the L7 officers I found exploring, that seem to have been demoted to L5 and lost an elite skill. Possibly after I loaded a save? I don't remember it happening instantly.


Is this an intentional change, or a bug?

6
Bug Reports & Support / [0.97a-RC8] Bornanew Missing Dialogue
« on: February 11, 2024, 10:43:01 AM »
For a change, I tried pushing my way through the Luddic protesters on Jangala. Pleasantly surprised to find out this gives a lot of custom dialogue with Pathers, but it looks like the Bornanew quest has some that's broken. The "This is a terrible misunderstanding!" story point option works, but the other two ("I'm looking for a man" and "I'm looking for a Path recruiter") give the following error:


7
Modding / [0.97a-RC11] Decivilized Recivilised (7/3/2024)
« on: July 05, 2023, 04:07:11 PM »
Decivilized Recivilised
Download on GitHub here (source here)
(v1.0.2 for Starsector 0.97a-RC11)


Description
A small mod that adds a project buildable at colonies with the Decivilized Subpopulation condition, that removes it.

Installation
Download via the link or going to GitHub and getting the latest .zip from the Releases list, extract to the starsector-decivilized-recivilised directory, and place it in your starsector/mods directory then check it in the launcher.

Usage
Any of your colonies with the Decivilized Subpopulation will now have Clear Decivilized Subpopulation as a construction option under the "Add industry or structure..." menu. It does not count towards a colony's Industry limit, and requires the colony have either of the Ground Defenses or Heavy Batteries structures.

Once it finishes building, it will remove the Decivilized Subpopulation modifier, and then remove itself.

Save Compatibility
  • Safe to add to an existing game
  • Safe to remove from an existing game: Just make sure you've finished or cancelled construction of Clear Decivilized Subpopulation.
FAQ
"Why the mix of s and z?" - S is more civilised.


8
General Discussion / Searching Systems
« on: April 09, 2021, 03:54:32 PM »
The new patch is brilliant, but I've hit one issue- early on I found a Cryosleeper, saw the scary looking guardian, and left to come back later with a bigger fleet. Now I have multiple cap ships... and can't remember where I found it. It's not in my Intel log, because I found it myself. Is there a way to search systems for things you've found? (Coronal Hypershunts might be nice too)

Or am I limited to sifting through each system looking for a tiny grey triangle that isn't a Domain Probe I left because I didn't need a supply snack when I found it...

9
Suggestions / Map Notes
« on: May 10, 2017, 05:54:52 AM »
One thing that's been a bit of an inconvenience for me in the current game: There's simply too much stuff for me to keep track of in my head.
  • I'll pass systems two-pulse warning beacons and want to come back with a bigger fleet later, but not be able to mark them as interesting, and not be able to remember where they are later (or to remember which beacon systems I've already cleared out when there's adjacent ones).
  • I'll get Fleet Log notifications of derelicts around abandoned gates which I'd love to investigate but are on the other side of the Sector. When I return to civilisation to refuel, my fleet log gets overwhelmed with messages and it's a faff to scroll back through dozens to get to the list of target locations I found.
  • I'll visit a system and scan most of the planets but still have some interesting prospects to check out, but from the map the 'scanned' data is the same as for a system where I've scanned everything but the gas giants (as they're expensive and offer few rewards).
  • I would buy more storage slots at markets to save me having to fly to and from Jangala all the time, but I wouldn't be able to remember where all my stuff is stored.
Could we get the ability to write notes for a system, have an icon on the sector map that indicates a system has notes, and make the notes visible in the tooltip when we mouse over it?

10
Bug Reports & Support / File functions & security errors
« on: January 19, 2014, 07:08:33 AM »
(This may just be me failing to understand Java, but...)

The file functions like LoadJSON throw IOExceptions, but scripts can't catch them or throw them on as referring to java.io.IOException in a script causes compilation to fail on security grounds, with the message that file access is banned in scripts.
Not using it causes compilation to fail as there's unhandled exceptions.

11
Mods / [0.6.2a] Bounty Hunts 1.11
« on: December 29, 2013, 07:43:47 AM »

Looking for a safer way to make money early game? A reason to use the shiny new hyperspace system?

Visit the Bounty Hunter station in the new Opportunity system to pick up bounties on hardened criminals, find traders to escort or trawl the bars for rumours to investigate- all randomly-generated in different locations and systems. Make money, make XP, explore the sector!

Three difficulties of bounty are available:
  • Easy: A frigate, with a -2 burn speed penalty (to make them easier to catch).
  • Regular: 15 FP worth of destroyers & smaller, with a -1 burn speed penalty.
  • Dangerous: 25 FP worth of cruisers & smaller.
A few days after selecting a bounty, competition will kick off- fellow hunters will head after your target. Just individuals at first, but if they fail bigger posses will come, clearing out any bounties you might not be able to take yourself.

In addition, there's Most Wanted bounties: Preset unique fleets with skilled captains, and guaranteed captures. These can't be defeated by anyone but you. Most Wanted bounties are very easy to add, using a .wanted files structured as:
Spoiler
Code: java
{
#A NOTE: ALWAYS END EACH LINE IN A COMMA. Apart from comment lines, like this one, that start with #.
#These first few entries are NOT OPTIONAL
"wantedId" : "bounty_buffalo",
"title" : "Buffalo Hunt",
"reward" : "15000",
#Fleet name is optional; if not provided, the mod will use the captain's name.
"fleetName" : "Buffalo Herd",
#Difficulty is optional.
"difficulty" : "Regular",
#Captain is optional
"captain" : {
#All entries here are optional; the mod will generate its own details if left blank.
"first" : "John",
"last" : "Hicks",
"rank" : "Cowboy",
"gender" : "M",
"portrait" : "graphics/portraits/portrait17.png",
#Aptitudes are optional. Aptitude Ids can be found in data/characters/skills.
"aptitudes" : {
"combat" : "5",
},
#Skills are optional. Skill Ids can be found in data/characters/skills.
"skills" : {
"missile_specialization" : "10",
"construction" : "10",
},
},
#You can specify a token (station/planet) within a system
#Or just use 'system' & 'location' and it'll pick a random token in that system
#Or not include 'location', and it'll pick a random token in a random system
"location" : {
"system" : "Opportunity",
"token" : "Opportunity Minor",
},
#The description is shown when the player views the wanted poster. To include line breaks in it, use \n.
"description" : "Hicks is one of the meanest, dirtiest, lowest-budget pirates in the sector and he's wrangling up a herd of Buffalo at Opportunity Minor. There's a 15000 credit reward for the first captain to bring him to justice.",
#The congratulation is shown when the player kills the bounty. To include line breaks in it, use \n. Optional.
"congratulation" : "Hicks won't be troubling the fine people of the sector any longer- the 15000 reward is yours.",
#This is the list of ships in the target's fleet. THERE MUST BE AT LEAST ONE.
"fleetShips" : [
#Each new ship should be enclosed in { DETAILS },
{
#MUST contain either variantId (for ship) OR wingId (for fighter wing)
"variantId" : "buffalo2_FS",
#This is the name the ship will be given. Optional.
"name" : "Bill",
#Crew rating is also optional, can be "ELITE"/"VETERAN"/"GREEN"/"REGULAR".
#If not given, the ship will have "REGULAR" crew.
"crewRating" : "ELITE",
#Whether or not the ship will be automatically salvaged after the battle. Optional. Defaults to "FALSE".
"salvage" : "TRUE",
},
{ "variantId" : "buffalo2_FS",
"name" : "Kid",
"crewRating" : "GREEN",
},
{ "variantId" : "buffalo2_FS" },
{ "variantId" : "buffalo2_FS" },
{ "variantId" : "buffalo2_FS" },
],
}
[close]
And a CSV file to register them through. It means you can easily add custom fleet setups that you might like to challenge, or give players access to new ships you've made by having them be bounties with guaranteed captures- Helmut's currently working on adding his ship variants in this way. The default mod comes with 5 Most Wanted bounties, ranging from fairly easy to an Elite Onslaught with all stats & skills maxed out.

Three difficulties of escort are available:
  • Easy: Escort a large fleet of durable ships between two locations in the same system.
  • Regular: Escort a small fleet of flimsy ships between two systems.
  • Dangerous: Escort a single Atlas between two systems.
Your clients won't set out until you arrive- but if you leave them waiting too long, they'll give up.

Currently, the only rumours available are of rogue asteroids/comets on collision courses with planets and stations. These aren't just straight-up battles, and you'll need to:
  • Drive off any mining fleets with diplomacy or gunpower.
  • Use skills to melt, divert or destroy spacerocks.
  • Deploy vessels to pummel the asteroid to bits with weapons fire (a much more expensive prospect).
If you're too slow to find the asteroid after you start investigating it, it will hit something- and if that's a station, supplies, fuel and hapless crewmen will perish.

Images:
New locations: Shattered Haven & Haven's Gate Station

Selecting missions


Bounties, collection, most wanted posters & fleets

If another fleet kills a regular bounty, they collect the reward- which you can potentially pick up off of them. Most wanted bounties, however, always win fights against NPCs.

Rogue asteroids & irate miners


AFAIK this should be compatible with everything.

Changelog:
1.00 - Release
1.01 - Fixed a crash bug when running in report mode, tweaked some dialog
1.10 - Added escorts, rumours & most wanted
1.11 - Fixed salvage bug, fixed bug on killing Hunter fleets

Plans:
More rumours- of derelict ships, hidden caches and lost systems to investigate?
A market that generates orders for weapons/hulls for you to fill?

Credits:
Thanks to Alex & Zaphide for their invaluable scripting help!
Thanks to Psiyon for his asteroid sprites (I tinted them for use as comets).

12
Bug Reports & Support / Fuel Display Error
« on: November 14, 2013, 07:30:42 AM »
I had this pop up after a quick jaunt through hyperspace which I assume left me with fractional fuel- it looks like the fleet info and the inventory round fuel quantities differently.

13
Bug Reports & Support / Asteroid Spawns/Collisions
« on: September 14, 2013, 11:14:28 AM »
Unfortunately, as ships now burn in a long way from the edges at high speed at the start of battle, they have more opportunities to hit an asteroid, and when they do pile shieldless, face-first into them at above full speed. This is particularly unfortunate for flimsy frigates.


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