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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Topics - Apophis

Pages: [1] 2 3
1
Suggestions / New Hint for Weapons: PD_ONLY
« on: March 19, 2013, 05:31:26 PM »
Useful for PD weapons with limited ammo like pd missiles

2
Bug Reports & Support / addMothballedShip
« on: March 06, 2013, 12:52:53 PM »
Code
CargoAPI.java
/**
* Use Global.getFactory().createFleetMember() and CargoAPI.getMothballedShips().addFleetMember() instead.
*/
@Deprecated public void addMothballedShip(FleetMemberType type, String variantOrWingId, String optionalName);

I have substituted addMothballedShip with cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(....)) but cargo.getMothballedShips().addFleetMember have a strange behavior:
when the function is called even previous instrucions are not executed and and a catch will not catch nothing
Code
try 
   {
     FleetMemberAPI fb=Global.getFactory().createFleetMember(FleetMemberType.SHIP, name);
     Global.getSector().addMessage(">>>checkpoint");
     cargo.getMothballedShips().addFleetMember(fb); //if i add this line not the previous line message don't appear, and not even the catch message
          //cargo.addMothballedShip(FleetMemberType.SHIP, name, null); //with this everything work
   }
catch (Exception e) {Global.getSector().addMessage(e.toString());}
 

I hope i have explained the problem

3
Bug Reports & Support / Destroyed ships appear twice on battle summary
« on: August 26, 2012, 03:45:39 AM »
As the title say...

4
Suggestions / Extra Armor
« on: August 22, 2012, 06:12:54 AM »
When refitting a ship leftover points can be used in flux vent and capacitor.  I suggest adding armor plating, it increases armor by 10 for every point with the same limitations for vents and capacitors: 10 for frigate etc..

5
Bug Reports & Support / Modifying shield arc in system
« on: August 12, 2012, 06:53:07 AM »
public void apply(MutableShipStatsAPI stats, String id, State state, float effectLevel) {
      stats.getShieldArcBonus().modifyMult(id, 0.5f);   .....

this have no effect on shield arc
 

6
Modding Resources / Codex 20
« on: May 13, 2012, 07:03:03 AM »
I'm developing a "Codex" application whose main purpose is balance ships.

To install unzip it in the main starfarer directory and start codex.exe
Microsoft Visual C++ 2010 Redistributable Package (x86) may be needed.

download: Codex


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8
Suggestions / Damageable Flight Decks
« on: May 05, 2012, 01:55:50 AM »
Like weapons flight decks should be (temporarily) disabled if they receive too much damage. And this can allow a new hullmod "reinforced flight decks"

9
Suggestions / Negative Cost HullMods
« on: April 12, 2012, 03:57:22 AM »
the player is allowed to remove negative cost hullmods even if he doesn't have enough OP, and exceed OP limit

10
Bug Reports & Support / Dead ships and AI
« on: April 04, 2012, 06:58:33 AM »
Ships, fighters, missiles and everything ignore dead ships that block the line of fire. Weapons are wasted on dead hulls and live missiles impact on them. This problem has always been present from the first public alpha of starfarer. It should be easy to fix this because ships already know how to avoid shooting at friends.

11
Bug Reports & Support / Unknow error
« on: April 01, 2012, 02:34:30 PM »
I have encountered this crash after a few second in a random mission

219405 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.super.super(Unknown Source)
   at com.fs.starfarer.combat.ai.super.super(Unknown Source)
   at com.fs.starfarer.combat.ai.super.Ó00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

12
Bug Reports & Support / RENDER_LOADED_MISSILES and hidden mount
« on: March 27, 2012, 02:35:30 PM »
missiles on hidden mounts in a weapon that have RENDER_LOADED_MISSILES are still visible

13
Bug Reports & Support / Linked barrels spread
« on: March 23, 2012, 04:45:22 AM »
When multiple shots are fired at the same time from linked barrels, the random deviation is generated once and applied to all shots instead of a deviation generated for each shot

14
Bug Reports & Support / PD weapons target priority
« on: March 18, 2012, 11:36:48 AM »
When PD weapons are firing to a ship they are too slow to "notice" that there are incoming missiles and sometimes ignore them or try to intercept too late. PD weapons should target missiles the instant they enter in range, actually even a bit further to account for weapon turning speed. Also a PD_ONLY tag for weapons would be useful  :)

15
Bug Reports & Support / Two thrusters on missile
« on: March 16, 2012, 01:51:30 PM »
If i place 2 thrusters on a missile one of them is smaller, they have the same values except the position and angle

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