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Messages - Great Wound

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1
Suggestions / [REDACTED] Colony Threat
« on: April 21, 2024, 08:06:39 AM »
So, I had an idea for a [REDACTED] colony threat...


Minor Event
We are detecting unauthorized deep space transmissions from one of our colonies. The communications are heavily encrypted and we are unable to determine their purpose.
Contributing Factors
Monthly Factors:
Rogue AI Core in colonised system* (+++)
Domain Era Comms Relay in colonised system (++)
Comms Relay in colonised system (+)
Alpha Core Administrator (---)

One Time Factors:
Remnant Nexus destroyed (--)
Remnant Ships destroyed (-)

Note: Event will not trigger in the absence of a Rogue AI core
[close]
A single none-hostile Remnant ship enter your system, orbits your colony for a short duration and leaves:
If the Remnant ship reaches your planet and is allowed to leave, the Rogue AI Core condition is removed from your colony and nothing else happens. Crisis Averted. Colony Threat reduced.
If the Remnant ship is not successful the Rogue AI Core condition is not removed from your colony and the threat continues...

Major Event
The deep space transmissions emanating from our colony have ceased. This indicates one of two things, whoever is behind them has either completed their objective or that something is about to happen.

A Remnant fleets enter your system. If one of them reaches your colony they will perform a tactical bombardment of the planet before leaving:
If the Remnant fleet is successful and leaves the planet, the Rogue AI Core condition is removed from your colony. Crisis over.
If the Remnant fleet is unsuccessful and the Rogue AI Core condition is not removed from your colony the event will repeat. Remnant fleets will now attempt to perform Saturation Bombardments and the number and size of Remnant fleets will increase with each failed attempt.

2
Modding / Re: [Portrait Pack] Say cheese!smile portrait pack
« on: April 18, 2024, 07:35:25 AM »
Are you happy?
[close]

3
Is there a way to unlock hullmods when starting a new game in rules.csv? Been taking a prod and a probe but I can't seem to find a way.

I've got a workaround; I can create a dummy "npc_only" skill that unlocks the hullmod and unlock that skill using "NGCSetSkill", but I was hoping for something a little more clean and direct.

4
Mods / Re: [0.97a] Custom Start
« on: April 17, 2024, 07:59:11 AM »
Looks good, I was hoping to get in to an infinite loop of adding more ships but you beat me. ;D

From a mod compatibility point I don't think you strictly need to specify a unique number, it's just for ordering. In mine I've got both set as number 7 and they come up as separate options:
Spoiler
[close]

Not sure if you're aware but you can also add additional skill points and unlock skills, you can even play around with starting systems and locations.

Code: more skill points
NGCAddCharacterPoints 1
AddTextSmall "Gained 1 additional skill point" good
SetTextHighlights "1 additional skill point"

Code: Automated skill unlocked at lvl 1
AddTextSmall "Acquired Automated Ships skill" good
SetTextHighlights "Automated Ships"
NGCSetSkill automated_ships 1


I have a question for the mod : do it start the game in easy mod or normal mod ? Because each time I try to launch a game, it skip the difficulty setting and go directly to the tutorial/skip tutorial choice.
Normal Difficulty.

And you can figure out how to add/unlock hullmods let me know, I've been having a play with my KoC and can't get it to work...

5
Pretty self explanatory, if you have a built-in hullmod which can be s-modded set to hidden you can see it on the ship but it doesn't appear on the Build in/S-Mod menu. I would only expect this to be the case if the hullmod is set to 'hiddenEverywhere'

You can replicate this in vanilla, take a hullmod such as ECCM and set hidden to TRUE in hullmods.csv, if you then take an Omen and try to S-mod ECCM it it doesn't appear on the list.

6
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 15, 2024, 07:06:01 AM »
The Atlas has a center-of-rotation set pretty far back so the AI ends up missing more than it probably should due to aiming for that.
How easy would it be to add a target-offset to the .ship file to account for this sort of thing? I'm picturing something like this:

Code: atlas.ship
"targetOffset": [35,0], ### offset for enemy ships targetting the ships 'center' (defaults to 0,0)

7
Mods / Re: [0.97a] Everybody Loves KoC
« on: April 14, 2024, 11:46:50 AM »
[[I noticed with your recent patch it says you've removed the Flux Capacitor and Ordinance Storage Hull mods and rolled them into Eridani Commission.]]

If so, is there any way to edit them back into the Factions' Stores/Loot pool for those of us that don't want to use that mod? Sorry if I'm being a bother about it!

I would also like to have Ordnance Storage back as a standalone hullmod.

Not a problem, you have been heard:


You'll be able to purchase the FluxCap from Eridani and OrdStore from Bhilai in the next version.
Also going to be doing something similar with the faction hull mods:
Spoiler
[close]

Thanks for update GW, this is a great mod.

Spellcheck note--it's spelled "stabilizers," not "stablisers"

edit:

- Stabilizers is spelled correctly in-game
- Escort Package on the Bhilai frigates does nothing (0.97 EP is for cruisers and destroyers)
- Upgrading to the new version breaks saves (I believe one of the graphics got removed, leading to a crash... perhaps not fatal, as the .96 version of the mod worked fine anyway so you don't need to upgrade)
- The Eridani-Utopia Enforcer is called Enforcer (TT) in game--should probably be called Enforcer (EU)

Overall I really like the EU ships.

 - Spelling - puh!
 - Frigates will still get the range/speed/maneuverability bonuses (it even works when escorting a destroyer),  you just don't get the destroyer specific boons (double boon and s-mod shield damage)
 - Kinda expected that - didn't put out a warning as I didn't bother to test and the previous version was for the old version of the game.
 - Good catch and changed!

Also making some changes to the Directorates Drones, they'll no longer operate outside the Automated Ships skill rule, but on the other hand if you start the game as one of their operatives you'll begin with the automated ship skill unlocked...

And I thank you for the feedback.

8
Suggestions / Re: Exempt automated ships from crew training
« on: April 13, 2024, 11:25:57 AM »
when they're in your fleet, they have to be maintained and so on, and the quality of that is affected by the training and skill of your crew.

I suppose that makes sense, consider me (un)educated.

9
Suggestions / Exempt automated ships from crew training
« on: April 13, 2024, 11:15:04 AM »
Can't believe this took me so long to notice, is it an oversight or is Alex not telling us something... it makes no sense for automated ships to benefit from crew training being that they have no crew to train. I also love how the blurb is the complete opposite of what a fearless core is famed for doing.


10
Suggestions / Re: Integrating the Independents and Nova Maxios
« on: April 08, 2024, 11:21:41 AM »
While everybody loves the Ko Combine
Yes, yes they do ;D

Personally I'd like to see independent colonies (possibly inc. pirate factions) track reputation independently. Which, funnily enough, was one of the dreams when I started Everybody Loves KoC. I don't feel having these planets operating as independent is particularly lore breaking although in some cases how they've managed to maintain their independence could be better fleshed out.

11
Mods / Re: [0.97a] Everybody Loves KoC
« on: March 31, 2024, 08:06:06 AM »
Finally got round to whipping out and having a play with the KoC:

UPDATED for 0.97a - 1.04.43b

changes
1.04.43c - TODO
    - Revisit descriptions
    - Revisit the (Angry) Periphery
    - Get [REDACTED] to create Bhilais nex profile for me...
    - Deal with complaints
    - Mbaye drones in need of servicing, need to contact local service centre.

1.04.43b
    - Added Eridani Nex profile - Thanks KMS
    - Added Coach Cannon (XIV)
    - Gizzard (LG) - Small mounts changed to pure energy
    - Bhilai Ship tweaks
        - Huginn - Removed KoC Mod - Escort Package + Damper
        - Muninn - Removed KoC Mod - Assault Package + Dynamic Stabliser
        - Geri - Removed KoC Mod - Escort Package + Damper
        - Freki - Removed KoC Mod - Assault Package + Dynamic Stabliser
        - Sleipnir - Removed KoC Mod - Escort Package + Dynamic Stabliser

1.04.43a - Clearing out the crud and adding the chud - (Update for SS 0.97a) pre-released on request for >>1645943
 - Added faces and names
 - New Weapon - AP Machine Gun
 - New Weapon - Streak MRM/Pod
 - Migrated Medium Atropos across from L&L - Increased cooldown (9)
 - Migrated Medium Hammer across from L&L - Increased cooldown (9)
 - Migrated Gizzard across from L&L - minor tweaks
            Gizzard (LG) - Added Coherer and converted 2x Medium Missile to Energy, increase shieled eff
 - Adjusted weapon rarity and blueprint packages
 - Reduced Strix Frequency and base Flux Dissipation (-30)
 - New sprites  - Pulse Cannon
                - X-Pulse
                - Hammer Pod
 - Ships System - Added desciption and reduced cooldown of Dynamic Stablisers (*unused vanilla system)
 - Replace Damper with Burndrive/Dynamic Stablisers on Bhilai ships
 - Coach Cannon - Increased minimum spread
                - Decreased spread per shot
                - Added small proximity detonation range (10)
 - Sleipnir - Removed Emergency Capacitors ship system
            - Replaced with Dynamic Stablisers
            - Added description for dynamic stablisers
            - Reduced shield arc to 90
            - Decreased TPC accuracy (Sleipnir only)
            - Decreased TPC RoF (Sleipnir only)

 - Removed KoC_Breaking industry
 - Reimplemented revised systems hullmod - removed no_auto_penalty from applicable ships *buggy*
 - Removed Ordinance Storage hullmod - Rolled into Eridani Commission
 - Removed Flux Capacitor hullmod - Rolled into Eridani Commission
 - Removed old/unused art assets
 - Pulse Drone IPDAI promoted to SMod
 - Removed Hardened Shields from Eridani ships - Shield efficency increased using new shieldEfficiency .skin tag (only works in RC10+)
 - Eridani - Yma - reduced size
 - Eridani - Yma - removed fuel production
 - Eridani - Yma - added waystation
 - Eridani - Battlestation - mid->high
 - _wings bugfix

#InDevHell
 - Truncheon
 - Ward
 - Parralax Experimental Frigate CPBF + weapon
[close]

I'll do a proper update of the main post and respond to your comments when I get a bit more time.


12
Mods / Re: [0.96a] Everybody Loves KoC
« on: December 17, 2023, 02:03:09 PM »
I found out my fleet battles suddenly became much more smaller when I zoomed out because of this mod. Is there anyway to remove it? I prefer the vanilla zoom values

This was removed a couple of versions ago, you're running an old version, I'm curious where you got it from?

If you go in to +Ko/data/config/settings.json delete the following lines it'll revert:
   "maxCombatZoom":5.0, # zoomed out all the way (Default 2)
   "maxCampaignZoom":5.0, # zoomed out all the way (Default 3)

13
General Discussion / Re: Can I used assets from dead mods?
« on: December 01, 2023, 01:42:33 PM »
I disagree on the idea of letting something rot forever because its creator is effectively gone.

I share the sentiment but those are the rules.

If you feel really strong the most you could seek permission in absentia, but if they were to return and deny permission you would have to immediately remove all content (and derivatives), you would also have to make all reasonable attempts to contact the person(s) before proceeding. Have you sent a PM on the forum, done a google search on their username, followed up on their youtube/image hosting accounts etc. If you've made every reasonable effort then odds are you'll make contact and secure their permission... or you could be telling a big fib... either way, proceed at your own risk.

14
Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: October 12, 2023, 10:19:52 AM »
have fun with these because i wont lol

Calling dibs on the midline-cap...

15
Mods / Re: [0.96a] Unthemed Weapons Collection 0.6 (6/8/23)
« on: June 10, 2023, 03:23:27 PM »
It'll only work in the campaign because it's implemented as a transient campaign listener (CoreUITabListener). I'd rather not deal with the ramifications of adding campaign listeners outside of the campaign (e.g. even the base game only adds listeners in onGameLoad and not on onApplicationLoad), so this feature will stay campaign-only for the time being.

Good to know and keep up the good work.

I think we have WhichMod for that.

I'm aware, but it's not flavorful.

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