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Starsector 0.97a is out! (02/02/24)

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Messages - NikoTheGuyDude

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1
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 26, 2024, 07:15:54 PM »
Note, the command is untested, as I dont have a save with this bug

2
Mods / Re: [0.97a-RC11] More Planetary Conditions 3.0.2
« on: February 26, 2024, 07:15:35 PM »
New update, please redownload

3.0.2:
Fixes intel crashes, use niko_MPC_convertObjectsToEnum command if updating from previous versions
Makes overgrown nanoforges a bit rarer
Overgrown nanoforges have 1 less intel tab

3
Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 24, 2024, 10:57:27 PM »
API change broke it. Ill have to rework some parts of the intel system for it to work.

4
Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 16, 2024, 07:18:56 AM »
Just a second hand thought. Have you considered having a unique interaction with this and the HMI mod? They have a funny grey goo faction in there that I think would fit amazingly with the Overgrown Nanoforge if both are enabled.

its a goal, yes

5
Mods / Re: [0.97a] More Planetary Conditions 3.0.1
« on: February 06, 2024, 02:21:36 PM »
Updated to 0.97a

6
Mods / Re: [0.97a] More Combat Terrain Effects 1.3.1
« on: February 05, 2024, 07:47:32 PM »
pranked

its right now

play it

7
Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: February 05, 2024, 06:16:39 PM »
Update will come in 1-2 weeks.

8
Modding / Re: [0.96a] Order from the Boss -- a mod to micromanage ally.
« on: January 27, 2024, 01:20:34 PM »
downright beautiful

9
Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: January 17, 2024, 03:59:16 PM »
Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.

It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.

Check your MCTE_config, in the magnetic field section. The values might be inflated. Only way I can imagine this happening.

It seems to be all set to the defaults, so I dunno, might be an issue with specific modded ships, tbh, which I can live with.

If a modded ship has a negative ECM value, it can get worse effects. ECCM REDUCES the magfield's effects, but the inverse is true.

10
Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: January 09, 2024, 06:44:53 AM »
Hey, so, I've been having an issue with magnetic fields where they are reducing my ship's ranges by 100%.

It's funny to try and fire missiles and watching them explode as soon as they leave the tubes, but the AI keeps chasing after the enemy like a confused puppy, despite the fact they can't do anything.

Check your MCTE_config, in the magnetic field section. The values might be inflated. Only way I can imagine this happening.

11
Suggestions / Re: API request thread (please read OP before posting!)
« on: January 08, 2024, 11:53:20 AM »
Could we have some method to imply what a given projectile might do on hit to AI?

Example: Some kind of tag that can be applied to a weapon spec, such as DEALS_EXTRA_HE [NUMBER], to communicate that while its a kinetic weapon, it does x amount of HE on hit. This is useful in both spec files and in scripts - if we have a weapon that fires 10 kinetic shots for 300 damage, but adds 200 HE on the final shot, we can add the tag to the final shot to tell the AI of whats coming for them.

Its not perfect, like, the AI wont know the extra threat prior to the final projectile being shot, but it could still be useful.

This could even be applied to breaches, e.g. DEALS_EXTRA_ARMOR [NUMBER].

12
Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: January 02, 2024, 05:08:19 PM »
Is LunaLibs settings not working properly for MCTE for anyone else?
I'm using Version 1.3 for MCTE and version 1.8.2 for LunaLib I had all other mods disabled in the video except dependancies and Console Commands
https://www.youtube.com/watch?v=H5skhiVxqgE

Resuming work on MCTE, will look into this.

13
Mods / Re: [0.96a-RC8] More Combat Terrain Effects 1.3
« on: January 02, 2024, 05:07:01 PM »
Does this affect planetary combat in Nex? Also, is AI aware of these changes when battling (does different skilled Pilots behave smarter/dumber about it?) If not, maybe it should :p



Nice mod though!

1. No. Fun idea though, I could add that. Only issue is that its sometimes static - any planet with a magnetic field will ALWAYS have that effect.
2. Nebulae are ignored. I cant do much about that. The force applied by pulsars and black holes are also ignored. But the AI is aware of hyperstorms. Its really hard to do this, do understand.

14
Mods / Re: [0.96-RC10] More Planetary Conditions 3.0.0
« on: January 02, 2024, 04:13:16 PM »
3.0.0 has been released, and the mod is now 0.96 compatable!

Changelog

INCOMPATABLE WITH PREVIOUS SAVES
Update to Starsector 0.96a-RC10

New condition: Overgrown Nanoforge:
    A old abandoned industial nanoforge, endlessly expanding in a grey-goo scenario.
Adds industry: Overgrown Nanoforge
    Has a inherent costless and demandless output of goods
    Will continuously generate structures that augment it's stats
        Ex. A structure that increases the industry's supply output by 3, but increases upkeep by 2000 credits.
        A structure that increases accessibility, but lowers fuel output by 1.
    These structures do not instantly deconstruct, and the process of creation cannot be instantly stopped
        It takes time and money to do so
    Prior to construction, the effects of the structures become progressively more known as it nears the end
        Encourages you to make early judgements on if you want to start destroying it before it's made, at less cost
   
    The main industry is only destroyable once all connected structures are destroyed
        Once destroyed, you receive a unique nanoforge item that massively increases commodity output of any structure it's inserted into,
        but has various negative effects
        If installed in heavy industry, increases faction-wide fleet size by 400% but reduces ship quality by 400% as well
    The growths cease to grow and benefits are unapplied if the visible structure amount exceeds the vanilla cap
        Sorry grand sector
    At max structures (NOT ABOVE!), growths will begin to destroy and overtake existing structures
        A really needy bonsai tree
        Encourages you to stay on top of it
        Always targets pop&infra last
            If it is destroyed, the market decivs
    Effects
        Alter Supply: Increases/Decreases core industry output of a random commodity by x amount
        Alter hazard: Increases hazard by x
        Alter accessability: Decreases accessability by x
        Alter stability: Decreases stability by x
        Alter defense: Decreases ground defense by x
        Spawn hostile fleets: Periodically spawns a friendly/hostile derelict fleet (no guardians) that patrols the system, up to x fp

    This encourages you to treat this as a sort of bonsai tree, constantly minmaxing the effects, minimizing negatives, maximizing positives
    Extremely rare - only 1-2 if any will spawn in a given game

Anti-Asteroid Satellites:

Bugfixes
    Fixed a rare bug taht caused a crash in campaign due to ai

Num of satellites per planet reduced to 2
    FAR less oppressive, now, yet still very helpful

Ships
    Overclocked targetting (Frontal plate system) now 1. Overloads for far longer 2. Lasts for far less
    Infinite range removed from core and connector, replaced with a long-lasting infintie range system that doesnt overload
        Works on a cycle of, say, 23 secs of infinite range and 7 secs of normal
        Gives you a bit of breathing room
    Harpoon MRM small removed from most variants, as it was way too spammy
    All weapons either now have secondary or primary PD capabilties
        PD_ALSO and PD tags respectively
    Variants
        Standard
            Rebalanced the frontal plates to be far more ballistics-focused
            To compensate for the lost OP, the left plate now has harpoon doubles
        Ordnance
            Replaced annihilator pods with jackhammer/typhoon respectively
            Variant weight drastically reduced
        Beamer
            Replaced most missiles with DEMs
            Variant weight moderately reduced
        Shielded
            Connector module Locust replaced with hellbore to reduce spam
            Variant weight slightly reduced
        New:
        Blaster
            Overfluxed, overgunned
            Energy focus
            Plasma cannons, heavy blasters, and antimatter blasters
            *** terrifying -- But with a very small variant spawn chance
        Mining
            About 20 mining blasters in total, is capable of stripping armor off anything
            General mining theme
            Pretty rare
    Core
        Do not fire through added - modules will no longer fire through the core, enhancing flank capabilities
        Weapons adjusted in general
    Core/Connector
        Max recoil of weapons reduced to 10%
            Sounds like a buff, but is actually a fat nerf as it makes it way easier to dodge projectiles

[close]

THE OVERGROWN NANOFORGE HAS HAD SOME ISSUES IN DEV, including one very worrying deserialization bug I have been unable to fix, or even replicate, but I know it happens. A fix that should maintain total stability has been implemented and tested, but Im unable to test it in the context of the bug, meaning it might still not work. If you want to help me debug this, play with the mod, and search "overgrown nanoforge corruption detected, replacing handler so the game doesnt crash, stability cannot be guaranteed" in your starsector.log every time you load your game. Tell me about it, and send me your save + modlist, if you find it.
 
If you want a COMPLETELY stable game, you go into data>campaign>procgen>condition_gen_data.csv and delete both the "overgrown nanoforge" rows, so they dont spawn.

15
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.1.1a
« on: January 01, 2024, 09:57:50 AM »
Hello again everyone,

Sorry for how long its been. The last save corruption bug in this mod drove me *** mental and drove me out of starsector out of sheer frustration.

I might be back soon. Starsector is interesting me again.

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