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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Dibuk

Pages: [1] 2 3 ... 5
1
So I almost broke my back the other day and can't really do much, so here's an update. Two new ships (modified the "raiders of nihil" mission to show them), some new variants on existing ships and new weapons (3 or 4 I think).

2
General Discussion / Re: Commission ?
« on: December 05, 2015, 11:31:58 PM »
For a first iteration I think it works pretty well, I like the fact that it makes the world dynamic (perhaps even too dynamic at times) but I don't agree with the wars being to long. War do take a long time, and the aggressor should have to think about it as some other faction could attack them while they are busy.

Still, a solid first take on politics (and totally OT)


As for Pirate commissions, I see it as you being buddy with the ruling elements of the pirates and not just some random rag-tag scum. And like to see some fleshing out on the pirate side, much more fun to play the suppressed under-dog.

3
General Discussion / Re: Commission ?
« on: December 05, 2015, 10:48:41 AM »
And here I was, very proud of myself that I finally had +25 rep with the Pirates. Only to find out that Pirates have no idea what a commission is.  :'(

4
Promised update with descriptions (a comment in this thread inspired the existence of an Easter egg in one of the ship descriptions) for the ships. There are probably many typos and grammatical infidelities but 1) I'm slightly dyslectic, 2) I'm not a native English speaker and 3) I'm too lazy to proof-read.

Also I somehow managed to get supplies cost down to about 50c soo.. enjoy that?

5
This mod is looking so epic!  I want to know if there is any chance this mod could work with Nexerelin?  I am creating different versions of starsectors and I am trying to figure the combinations of mods that will work and doesn't work together.  I am looking forward trying this mod out.  I loved the design of dark ships looking type in this mod.  I am definately going to try Nihilic Empire vs Starsectors and other add-on factions mods.

I have no idea about mod compatibility, I guess it should work as the mod doesn't poke around in "world"-things much. I have experimented in faction reputation to other mods though, but nothing official.

If you find mods that does work with it please let me know so I can but it on the ancient first post!  ;)

I'll throw up another update soon enough with some typo fixes, music for encounter with the "gloomy-we-will-all-die-ships" and possible some descriptions (would be about time).

6
Modding / Re: Music in 0.7 ( and the mystery of the .bin)
« on: November 29, 2015, 10:22:05 PM »
It is in the music section.

I'll do what you said great guru, will try it now!

EDIT: That worked perfectly! Thank you so much!

7
Yeah I went to grab a relay and crashed :( May be other mods messing with that though

I just tested it with the current version and it works to interact with relays on my end, I have no idea what mods would be compatible with this one :/

(you gave me a scare though as the test version I'm working at right now crashes at relays so I though I missed something in the live one.)


Also to see the "new stuff" I recommend the missions first, "odd signals" 1 & 2. (you don't have to beat them, it's ok.)



EDIT: I noted that the version number is wrong on the live build but that is of no consequence at long as the .zip file says 0.96b

8
Modding / Music in 0.7 ( and the mystery of the .bin) - solved
« on: November 29, 2015, 02:06:07 AM »
Fore some reason the game refuses to accept my code, game crashes as soon as I say "hi" to a fleet of the modded faction. the log holler about:
"java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.e] with id [music_nihil_encounter_hostile] not found"
and I scream back at it.

The apparent non-working code:


Working code:

sound.json (in the mod folder)
Code
	"music":{

"music_nihil_market_neutral":[
{"file":"nihil_2.ogg","source":"sounds/music/","volume":0.2},
],
"music_nihil_market_hostile":[
{"file":"nihil_2.ogg","source":"sounds/music/","volume":0.2},
],
"music_nihil_market_friendly":[
{"file":"nihil_2.ogg","source":"sounds/music/","volume":0.2},
],
"music_nihil_encounter_neutral":[
{"file":"nihil_1.ogg","source":"sounds/music/","volume":0.2},
],
"music_nihil_encounter_hostile":[
{"file":"nihil_1.ogg","source":"sounds/music/","volume":0.2},
],
"music_nihil_encounter_friendly":[
{"file":"nihil_1.ogg","source":"sounds/music/","volume":0.2},
],
},

.faction
Code
	"music":{
"theme":"music_nihil_market_neutral",
"market_neutral":"music_nihil_market_neutral",
"market_hostile":"music_nihil_market_hostile",
"market_friendly":"music_nihil_market_friendly",
"encounter_neutral":"music_nihil_encounter_neutral",
"encounter_hostile":"music_nihil_encounter_hostile",
"encounter_friendly":"music_nihil_encounter_friendly",
},

In the native files the music is all located in a mysterious "music.bin", could it be that dialog music must be set-up in this way? If that's the case how to .bin?

9
This mod effectively changes the prices of both fuel and supplies to +700 from day 1.

Nope, nope nope. All of my nope.

That's odd. I'll look in to that. Thanks for the report!
EDIT: I've fixed it, was a big ol' dumb bug. Go enjoy your 120credit supplies now.

Thanks Daniel. Now I don't have to ask...

(Darn, I missed this mod, the gloomy we will all die ships were among my favourites before the market revolution ate them...)

Staph it you!

Also now you gave Daniel ideas that he is some kind of hero, thaanks..

10
Mods / Re: [0.7a]~The Nihilic Empire~ 0.96 (At least it works again!)
« on: November 28, 2015, 08:13:20 AM »
1 year and a half since last update, I'm almost like a real developer!

A person asked me to make the mod playable again as he never got to beat the big ship. Only took me 9 hours of remaking and figuring out how systems works nowadays, for a game I haven't touched in 1½ years... YOU ARE WELCOME DANIEL.


So yeah, new system (again) and other bogus.

11
Modding / Sting type: Spawnpoint
« on: October 28, 2014, 08:13:49 AM »
Sooo, new version, new compability issues. Everyone is happy.

This is from a Spawnpoint that used to work.
Code
	protected CampaignFleetAPI spawnFleet() {
//if ((float) Math.random() < 0.5f) return null;

      --->    String type = null;
float r = (float) Math.random();

Yeah, that little line causes me much grief. In the last version it were fine to give it a null value, now I have no idea what to enter in the string value. The vanilla factions have things like "patrol" or "guard" entering these things dosen't work as my faction does not have a variable set up for those values (duh).

So where does one set up a "guard"-fleet? I'm pretty damn sure I've looked everywhere.

(PS: the pesky independents does have a null value, I just notised...)

EDIT: I just notised that the color did not work (derp), it's about the line with the arrow.

12
Modding / Re: Damn Solar System refusing to show up
« on: May 15, 2014, 11:23:51 AM »
Thank you! I'm happy to see you going strong after all this time!

13
Update time, mostly a new system for the Nihils - nothing major.

14
Modding / Re: Damn Solar System refusing to show up
« on: May 14, 2014, 09:37:50 AM »
Aha - you need to point to your mod plugin from mod_info.json. Example/doc here: http://fractalsoftworks.com/forum/index.php?topic=4760.0

I could kiss you.  ;D

This is what happens when you don't mod on a game for two years, things change.


15
Modding / Re: Damn Solar System refusing to show up
« on: May 13, 2014, 11:16:43 AM »
I have a sneaking suspition that NihilGen.java is not running... I guess I'll get try to get this thing working more tomorrow (6hours is enough today...)

If anyone want to have a look at the magical invisible solar system, be my guest.

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