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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - Mira Lendin

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1
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 22, 2021, 11:57:51 AM »
Cool, sounds like you've got it under control.  Good luck!
I spent couple of hours reworking how the mod handles piercing projectiles for current weapons (Railgun / LightSpear) and future ones as well, now there is a single script that monitors everything at once (this removes lag generated by having multiple piercing weapons deployed at the same time) also i made it so that projectiles will adjust their damage based on projectile speed changes, also i fixed their exploit with ships that alters the flow of time.

2
Modding / Re: A quick question
« on: October 22, 2021, 02:47:04 AM »
From flak_shot.proj:

"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
Thank you very much!

3
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 22, 2021, 02:38:49 AM »
So I was abusing testing out how the EM railgun works with SWP's nightwalker when time is at a standstill, and it's worse than when time is simply sped up. If you can activate Chrono boost, shoot, and then phase cloak right when the projectile makes contact with the ship you want deleted, it does just that. Deletes. I've had it rack up millions of damage. Though this does cause massive amounts of lag and an occasional crash. Basically anything that can slow time and equip it can abuse that weapon though.
This will be patched next update.

4
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 22, 2021, 02:19:34 AM »
@Mira Lendin Make sure you're using IntervalUtil and not just counting frames, something like this:

Code
		for (DamagingProjectileAPI p : engine.getProjectiles()) {
// changed from pointer equality because that equality is scary when you don't own all the code. IMO anyway.
                       if (p.getWeapon().getId().equals(weapon.getId())) {
proj = p;
break;
}
                }
The way of how the Railgun code is supposed to work is that each weapon has to monitor it's own projectiles, in your version if i go over every weapon and only match their ID the code will run multiple times for each projectile equal to the number of Railguns currently present on the field, this means that if there are a total of 10 Railguns present, each projectile will deal x10 times more damage.
Nonetheless, your modification gave me an idea, i will just move the code from weapon level to plugin level, this should improve performance depending on the amount of active Railguns.

5
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 21, 2021, 07:10:25 AM »
Would be nice if u could add small and medium weapons and/or fighters.
I can't add Light and medium Superweapons since they will just be used on bigger mounts as an efficient replacement.
i can't give people fighters in a mod called "Superweapons" unless.... i could make fighter variants of already existing weapons.

6
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 20, 2021, 05:17:02 AM »
I should emphasize on the fact that if you think something needs to change i am here and listening, there is no need to modify the game files to improve something when it can be discussed here and implemented for everyone :)
Oh. I just think that the x3 to x15 frequency that you put in v1.8 was too much. The most common Superweapon having the same rarity as a Plasma Cannon is just too good. I'd like Superweapons to be very special because, once you have them, you aren't really likely to loose them. (Unless you don't captain the superweapon ship and you forget that Reinforced Bulkheads is a thing and you zero out all your SP at the same time.)
When i removed Superweapons from Prism Freeport i decided to start with higher drop rates than i originally intended, i want more people to find Superweapons, test them and then comeback and tell me what they think, i was planning to lower the drop rates in the next update, alongside adding couple of bounties that gives you a chance to recover some upon completion.
In short, consider the current drop rates an advantage to find more weapons for testing purposes.

7
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 20, 2021, 05:11:50 AM »
I found a bit of an odd interaction with the EM Railgun(because it's my favorite and I use it as often as I can) and ships that can slow time. It does WAY too much damage. I do use several mods, but only one of which has a ship that can both slow time flow and mount the EM Railgun now that it's only Ballistic. When the time flow is slowed, it seems to de exponential damage. Destroying 2 segments from a station when angled properly or nuking a capital ship with a single shot. Whereas normally it would take about 3-4 because shields and such. I did multiple tests and it seems to be consistent.
hmmm interesting, i will look into this.

8
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 18, 2021, 11:26:47 PM »
Here are the old rarity values from top to bottom (as found in the csv file):
0.15 / 0.05 / 0.07 / 0.19 / 0.13 / 0.20 / 0.15 / 0.03 / 0.14 / 0.09 / 0.17 / 0.10 / 0.04 / 0.07 / (Light spear didn't exist before 1.8 ) thus doesn't have an old value.
Thank you, Mira, your the best!!  :D
I should emphasize on the fact that if you think something needs to change i am here and listening, there is no need to modify the game files to improve something when it can be discussed here and implemented for everyone :)

9
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 18, 2021, 02:18:29 PM »
Oh, its in the "Changelog" in the OP, not in the .rar file, I get it now.
Spoiler
-Greatly increased the drop rate of all Superweapons, some starting at (300%) and some up to (1500%), to put this into perspective, the most common Superweapon is just as rare as the Tachyon Lance while the rarest is 3.5 times less frequent, this can be considered "a bit too common" but the values are subject to change, depending on your feedback!.
[close]
Does anyone have the v1.7 weapons_info.csv? Please PM it to me, I erased mine.
Here are the old rarity values from top to bottom (as found in the csv file):
0.15 / 0.05 / 0.07 / 0.19 / 0.13 / 0.20 / 0.15 / 0.03 / 0.14 / 0.09 / 0.17 / 0.10 / 0.04 / 0.07 / (Light spear didn't exist before 1.8 ) thus doesn't have an old value.

10
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 18, 2021, 09:46:21 AM »
How can we go back to the old drop rate? Is it as simple as lowering the decimal in the Rarity column of Weapon_Data? Did you double the chance for 1.8 or something else?

* Bug : you need to add GraphicsLib to your mod_info file.
Yes, it's mentioned in the patch notes.
i will add the requirement with the next update, thanks for reminding me.

11
Mods / Re: [0.95a] Superweapons Arsenal v1.9a Light Show
« on: October 17, 2021, 09:58:55 AM »
Super fun mod!

Superweapon drop rates are too high at the moment though. I've experienced multiple times where I salvaged stations and got two superweapons at the same time.





Having one to three per game feels balanced and rewarding when finding them but I had about seven in my previous run and I was blazing through enemies easily.

Cheers!
It's possible to be lucky and find multiple Superweapons in 1 salvage operation, after 1.8 the drop rates got higher at the cost of not being able to buy Superweapons from Prism Freeport.

12
Mods / Re: [0.95a] Superweapons Arsenal v1.9 Light Show
« on: October 16, 2021, 05:43:03 AM »
1.9(a) is an update i made to fix your issue, did it work or not ?
Game still won't start.
I have a hunch that you are referencing GraphicsLib stuff.

edit: Yup, I removed the distortion effects and its dependencies from the latest weapon and seems to work. Thanks for the vector fix.
edit2: Oh, right, don't forget to mention the new requirement in the mod descriptor main thread.
Wait what ??
I remember adding it, i think i forgot to save the page afterward, my bad, i will add it now!

13
Mods / Re: [0.95a] Superweapons Arsenal v1.9 Light Show
« on: October 15, 2021, 09:29:13 PM »
From 1.8, yes.
Could you just pls provide a link for 1.8 and call it a day for now? I cannot start the game in this state.
1.9(a) is an update i made to fix your issue, did it work or not ?

14
Mods / Re: [0.95a] Superweapons Arsenal v1.9 Light Show
« on: October 15, 2021, 11:09:57 AM »
"Vector2f" data type is included in the file, are you sure that you are running the dependencies ? regardless, i will try to fix this in a moment.
Yes, just checked. Unless there are new dependencies, of course.
did you update to 1.9a ?

15
Mods / Re: [0.95a] Superweapons Arsenal v1.9 Light Show
« on: October 15, 2021, 04:10:56 AM »
I don't like this update.
Can you keep at least the previous version accessible all the time in case an update breaks the game like now?
"Vector2f" data type is included in the file, are you sure that you are running the dependencies ? regardless, i will try to fix this in a moment.

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