Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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 - Haka

Pages: [1]
1
Mods / Re: [0.96a] Interstellar Imperium 2.6.0
« on: June 08, 2023, 08:44:13 PM »
Oh thank the Emperor, I can pilot the Yamato again

2
Mods / Re: [0.96a] Ship/Weapon Pack 1.14.0
« on: May 27, 2023, 12:45:07 PM »
The IBB is back? Oh hell yes.

Also, That damn new Zeus sprite is so pretty its making me want to redo my own sprite work out of both admiration and jealous rage.

3
Mods / Re: [0.95.1a] Interstellar Imperium 2.5.0
« on: December 19, 2021, 05:04:49 PM »
Interstellar Imperium finally got updated!?
BY THE EMPEROR
My new save file is getting shoved right into the warp!

I will happily start over! Thanks for all the hard work!

4
Modding / Re: [0.95a] Long Atlas 1.2 | Now with longified MK.2
« on: May 20, 2021, 04:47:43 PM »
I'm not a fan of joke mods.

BUT THIS MOD IS NO JOKE.

5
My advice to you and the above poster - Log log log! It will save you a lot of time. ;D
You mean using starsector.log or having an editing/development log, logging progress, changes, etc. or something else?
I've definitely got a few notebooks with sketches and notes in them, but nothing as in-depth as a coder's log. I have previously kept logs for modding but so far I haven't for Starsector or for scripting.

6
I've got a ship system that is meant to functionally turn a capitol carrier into a deployable mobile station, but i'm wondering if there is ANY existing AI that would make it move to a more populated area before deploying, instead of activating it immediately at the back of the map and sitting there. At the moment it is a pure toggle (Unlimited Duration) with a short but non-instant start-up and a considerable cooldown.

Just wondering if there's anything existing that would work or if i'm going to have to learn how to do a custom AI.

7
Quick guess: Do your weapons have their autofit tags set? Like LMG has "pd6, kinetic3, SR"
Derp.

Thanks, and thanks for all the work, especially with the quick update turn around on Nex.

8
When I set my doctrine to use my modded weapons from my own mod i'm working on them they just don't. Everything is checked, my ships populate the fleet lists, but the weapons are nowhere to be seen.

Same thing happens with auto-fit, including variants i've made that uses my custom weapons. When I use them it just ignores those slots completely despite me having the weapons in storage and listing them as being part of the variant. I can even outfit a ship with all my custom weapons and then save a new autofit variant, and when I go to assign it it will simply leave everythign blank.

On the other hand, doctrine uses the ships fine and so do the pirates after me giving them my full BP package as well.

I have no clue what I need to do to make the game actually use my weapons actually after assigning them to my doctrines/variants/load-outs

9
Quote
You'd want to, probably, do something like what the Astral's Recall Device does, and then prevent the fighters from re-launching somehow
For some reason I totally forgot that existed while trying all of this. I'll give it a shot, Thanks!

10
Is it possible to somehow cause fighters to return to the ship with a toggleable ship system that uses regular fighter launch bays, in other words not a drone launcher system?

Think basically of a Battlecarrier that leans more towards a pure carrier but the system calls all its wings back in and gives buffs to put it more inline with a Battlecruiser/ship.

Also, is there a way to use a shipsystem to change a ship's shield type for a shipsystems duration/while toggled ON?
For instance, take a ship with say 160° OMNI shields, then when the system is switched on part of it locks the shield to the front in a 90°/120°/small arc.

There's more to these systems than what I have listed, simple stuff like weapon buffs, weapon shutdown via 10000% flux cost, copying Manuvering Jets and reducing the buff, etc. My coding is SUPER rusty and basic logic and repurposing other code is about my depth at the moment. Those parts i've figured out and gotten to work in game using MutableShipStatsAPI, but the others I am not sure which Interfaces or Classes I can call in the java file and have it work, if possible at all.

11
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 28, 2020, 11:20:58 PM »
How do the updates usually affect faction/ship mods?

I ask because i've been working on my own mod for sometime and while its pretty mechanically simple and i'm curious as to how much i'll have to go back and redo, if any at all, and if so knowing might give me an idea of how to prep.

To clarify its mostly all handmade sprites with only some of the fighters partially kitbashed from the base game, it doesn't use any of the library mods (Magiclib, etc.) and doesn't have any custom hullmods or systems. For now its only custom ships, weapons, and projectiles using mainly recycled code from the base game. The most i've done with the recycled code is change variables, moved some things around and cleaned up after the Ship/Weapon Creator twisting the code into knots.

Thanks for any info!
 

Pages: [1]