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Starsector 0.98a is out! (03/27/25)

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Messages - willthefunperson

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1
Mods / Re: [0.98a] Better Combat 0.3.15
« on: April 23, 2025, 06:09:54 PM »
I see in the video that we can change how many rows for the deployment of ships. I cannot find the option. Can I change the setting such that the deployment can deploy in rows instead of 1 long row?
You just get to decide what proportion of the combat area the deployment zone is. And if that zone fills up, you get an extra row, etc.

Hello,

I've been loving the mod so far, the integration with Lunalib and the settings found therein makes it so easy to modify and rebalance as needed. Overall absolutely lovely.

The only problem I have is with the invulnerability of the enemies, it seems even if the asteroid protection is off, some enemies still become invincible and interestingly enough, the same also applies for my own ships.

If there's no way around this, perhaps some sort of retreat function can be applied to all ships that are below a certain hull level where all of their orders are overriden and they must retreat?
Thanks! Glad you enjoy the mod. I am sorry to hear that you are impacted by that old bug that I haven't been able to fix. I suspect that this is due to interaction with another mod because this isn't happening in my own playthrough, so if you could PM me your mod list to help me narrow down this issue that would be great.

2
Mods / Re: [0.98a] Better Combat 0.3.15
« on: April 03, 2025, 02:53:50 PM »
Hello, I've never used gitlab before, how do I download 0.3.13? I'm still on 0.97.
Click on 'source code (zip)' link below the version you want, that will download it.

3
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: March 30, 2025, 02:05:50 PM »
When playing, I expected there to me codex entries for the various stable point structures, but that does not seem to be the case. It would be very helpful to know how much resources it takes to build one(I can never remember), and how much resources you get for destroying one, and so on.

4
Mods / Re: [0.98a] Better Combat 0.3.15
« on: March 29, 2025, 10:54:55 PM »
Update it to the newest 0.3.15 and i cannot select ship value setting when i click it, it just crash with this error:
Code
java.util.UnknownFormatConversionException: Conversion = '%'
Also do i need to nuke the setting or rather how to?

Full error log bit:
Spoiler
[main] ERROR com.fs.starfarer.combat.CombatMain java.util.UnknownFormatConversionException: Conversion = '%'
java.util.UnknownFormatConversionException: Conversion = '%'
       at java.base/java.util.Formatter.parse(Unknown Source)
       at java.base/java.util.Formatter.format(Unknown Source)
       at java.base/java.util.Formatter.format(Unknown Source)
       at java.base/java.lang.String.format(Unknown Source)
       at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
       at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
       at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel.recreatePanel(LunaSettingsUISettingsPanel.kt:341)
       at lunalib.backend.ui.settings.LunaSettingsUISettingsPanel.recreateTabs$lambda$4(LunaSettingsUISettingsPanel.kt:187)
       at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:240)

       at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) 
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)   
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) 
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source) 
       at com.fs.starfarer.ui.privatesuper$oo.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) 
       at com.fs.starfarer.ui.privatesuper.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source) 
       at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)   
       at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source) 
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source) 
       at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source) 
       at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
       at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)   
       at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
       at com.fs.starfarer.BaseGameState.traverse(Unknown Source) 
       at com.fs.state.AppDriver.begin(Unknown Source)
       at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) 
       at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
       at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
[close]
It looks like the % character is illegal to use in lunalib settings for some reason. I included it in a description. You can update LunaSettings.csv, search for "%" and remove it. I will update the mod tomorrow. Sorry about this.

EDIT
I am NOT doing this tomorrow. The update to fix this is out now

5
Modding / Re: [0.98a] Free Cam 2025 0.1.2
« on: March 29, 2025, 08:45:49 AM »
updated to 0.98a and compiled code in Java 17

6
Mods / Re: [0.98a] Better Combat 0.3.15
« on: March 28, 2025, 07:24:39 AM »
New update out for the new starsector version. I have rebuilt the code in Java 17, but I haven't done asteroid refactoring to take advantage of the new API method to spawn them yet, but I am going to do that sooner or later. I implemented the missile range and time to live decoupling suggestion from @RXZH and the better feature descriptions from @Fermuto. But, I am making this mod just by myself, so I don't have anyone to tell me if my feature descriptions are clear, so any suggestions to make them better is appreciated.

8
Mods / Re: [0.97a] Better Combat 0.3.13
« on: March 15, 2025, 10:38:56 AM »
First, sorry for the late reply, I was out of town and to answer some of these I needed access to my computer.
When I want to increase the speed of missiles, the missile speed affects their effective range. However, the missile range also needs to be increased; otherwise, the AI won't fire. The combination of these two factors results in missiles having an extremely long range. Is there no way to reduce the missile's lifetime?
Additionally, the secondary stage of missiles triggers at a very far distance.

I wanted to set the range of beam weapons through additional settings, but no matter what I tried, I couldn't configure it using tags. What should I do?

Asteroids don't seem like a good idea. The AI behaves very poorly when dealing with asteroids. Maybe it's because the original asteroids were very fragile?
Currently, the missile flight time and the range bonus are the same, but they can be decoupled, and I will be doing that to solve the missile issue.

Second stages of missiles are triggered at their maximum range, and they are technically a separate weapon, but there are settings to modify specifically that. It is in the submunitionFeature

Beam weapons can currently only be selected with the autofit tags. e.g. beam10, beam12, etc. The highest in vanilla is beam20 and the lowest is beam0. Selecting multiple tags requires you to enter them into bcomSettings.json, there is instructions in there, tell me if anything is unclear because I am not aware of someone besides me using the feature.

Yes, vanilla AI only successfully doges when it has enough maneuverability to do so, and when the asteroids move slow enough, because I think it doesn't look ahead that much. I know they also try to shoot through them too. This is certainly because Alex never intended for asteroids to be a serious obstacle. I don't intend to improve it, though. Too much effort. Ship bounds radius can mitigate it, but has several drawbacks explained in the settings.

When setting the ship speeds, since I wanted to configure each class of ships separately, I used up all the additional settings for the three extra ships. However, I suddenly realized that the speed of the carrier-based aircraft is affected by (shipSpeedFeature). If I further adjust the speed of the carrier-based aircraft, it would cause all the carrier-based aircraft to have similar speeds. How can I add additional settings for new ships?
Lunalib is limited, and the number of the settings in it is hard coded to be 3 which can be modified by changing the luna settings file, and code and rebuilding the project as the source code is included. But a better solution is to use bcomSettings.json instead. It is not limited by the lunalib UI, and easier to share.

9
Mods / Re: [0.97a] Better Combat 0.3.13
« on: March 15, 2025, 10:15:11 AM »
Thanks for making this. I definitely had to adjust some values to make the ships less ice-skatey and still had to reduce weapon ranges since there is still the problem of Realistic Combat where larger ships exponentially become more able to area denial. Great stuff though! Is making the lunalib menu more user friendly in the works? Currently you have to do some work to figure out what some parameters do.
I'll look over it before the next update. Thanks

10
Modding / Re: Touhou Quest [0.97a] [WIP]
« on: March 08, 2025, 12:46:49 PM »
Hotfix is done. This includes the discord fix that toynbeeidea mentioned and the fix to another crash pertaining to a certain youkai ship.

I will fix all the known rules.csv crashes (such as the crash toynbeeidea had) in the next version, as I am currently working on one branch of the final main quest with several changes, going back and fixing things I already fixed is not something I want to do, so please quicksave often and bear with me. Thank you.

11
Mods / Re: [0.97a] Better Combat 0.3.13
« on: March 08, 2025, 10:14:22 AM »
Ah, this is my dream MOD! Can I forward it to a Chinese forum (with the author indicated). Waiting for your reply.
Thank you. You can post it. Feel free to modify it if you want as well.

12
Modding / Re: [0.97a] Free Cam 2025 0.1.0
« on: March 03, 2025, 05:29:22 PM »
fixed a crash to desktop

13
Modding / Re: Touhou Quest [0.97a] [WIP]
« on: March 02, 2025, 05:53:51 AM »
Crash with the hotfix version off of discord:

Actually, this issue is different. I think I already fixed it, but until the next patch, you will have to select a different dialogue option.

14
Modding / [0.98a] Free Cam 2025 0.1.2
« on: February 19, 2025, 05:56:23 AM »
download:
https://gitlab.com/starsector/free_cam_2025/-/archive/0.1.2/free_cam_2025-0.1.2.zip
Features:
Working scroll wheel
Hold button or toggle control scheme
Fog of war for free cam (works by rendering black squares over the battle map)
Most things are customizable with lunalib and the settings file

default key for activation is left alt

Changelog:
Spoiler
0.0.1
Initial release
0.0.2
added setting for fog square size
fixed lunalib default options
0.1.0
removed fog color option due to rendering issue. You can still replace the sprite to recolor the fog
added scroll wheel functionality
removed scroll keys due to scroll wheel working
removed use scroll option due to scroll working
added deadzone multiplier for panning the camera
added advanced options, exposing all the constants
changed default activate key to left alt, because tilde key is taken by show weapon arcs.
improved flickering on the fog of war
fixed issue with free cam being controllable when looking at the tactical map
added message that tells you when free cam is enabled and disabled only when hold mode is off
0.1.1
fixed issue where activating free cam in the loading screen would crash
disabled free cam in the main menu
0.1.2
updated to starsector 0.98a
[close]

15
Mods / Re: [0.97a] Better Combat 0.3.13
« on: February 11, 2025, 04:31:01 PM »
It really sucks that there is no way to like, override the map size of special battles from other mods. the tiny base map size is no fun anymore, so it makes some battles... boring. especially the 'bounty board' battles (I think that's from magic lib)
It's possible, outside of the main menu missions, but I would need a special case for every mod because some modded battles would break without their plugin.

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