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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Darloth

Pages: [1] 2 3 ... 39
1
Modding / Re: Ship-Gutting Faction Mods
« on: Today at 08:51:49 AM »
First - This should probably go in the modding forum.

To actually answer you, there isn't an easy way.  Some faction mods have only a few files, but most of them have lots of bits and pieces all of which assume all their ships will at the very least exist.   It's probably best not to outright -remove- the ship hull files because then the game is likely to just crash with a "can't find vjq_someHull.file" message, or something similar.  Instead you need to remove all the things that would spawn those ships in the game.

Places to start looking:
  • data/world/factions - this directory has the lists of which ships factions prefer to have in their lineup, as well as which blueprints they know.  You'll need to remove all references to non-vanilla ships in these for a start.  Many ship packs touch many different factions, too, and there's a default_ship_roles.json perhaps?
  • data/hulls/ship_data.csv - this file has all the actual stats for ship hulls... but it also specifies which blueprint packages ships appear in, and how rare they are.  You might want to remove them from all blueprint packages and set the rarity either to 0 (does this work?) or something very low, like 0.0000001, to make it so they don't show up in markets for sale.
  • data/campaign/special_items.csv - mostly lootable blueprints ought to be in here? Mostly?
  • data/config/ - so much config in here.  If you're using something like Nexerelin that autogenerates ships and fleets then goodness there's a lot of work to do to ask it not to for, basically, every ship added by a mod.  I couldn't even begin to work out which files do what but at least most of the Nex specific ones are in an exerelin named folder.  Of course, it might not be the only mod config you need to change...
  • data/campaign/sim_opponents.csv - not vital, but here's where things get added to the simulation opponents list.

I've almost certainly missed some places.

2
General Discussion / Re: AI is too good handling shield
« on: August 01, 2022, 07:38:23 AM »
As a vague guide, if it's white or grey it's kinetic damage, if it's orange or yellow or brown it's explosive damage, if it's another fancy colour it's energy damage or maybe a HVD kinetic.

Missiles don't follow this rule at all, but you can just learn to identify most missiles after a while.

Anything else is usually beyond me, but in vanilla I too know what damage is incoming most of the time.  Of course mods totally break this as you get weird green splitting bolts of kinetic to energy mirv shells or missiles that explode into minefields of frag damage that deals extra HE if it hits engines or other weird conditions.

The AI is very good at not missing an incoming shot, but it's terrible about knowing WHEN to drop shields, vent, drop into or especially OUT of phase (the torpedoes have missed! drop out and shoot them!), and other such things.

It also tends to be timid where I'd be bold, and then rush in where I'd go cautiously.  This has resulted in me killing many more ships, and also being overloaded far more than the Steady AI :)

3
Suggestions / Re: Allow to zoom out more depends on sensor range
« on: August 01, 2022, 04:39:45 AM »
Does this mean when you did an active sensor burst the view would smoothly zoom out, and then back in?   That would be pretty cool.

4
Suggestions / Re: Blindspots for weapons
« on: August 01, 2022, 03:42:08 AM »
Sounds good to me.

5
Suggestions / Re: Halve Maintenance Cost if BP is Known
« on: August 01, 2022, 03:32:38 AM »
How about an incremental bonus for every duplicate of the blueprint that you learn?

It can be pretty small for getting one-of, but then a faction start in Nex for example could give you several copies to begin with so you get a larger bonus for those.

Rationale could be that the blueprints aren't perfect either after sitting so long, and so by comparing copies of the same blueprint the design can be improved.

Potentially max CR for things you know better might be good?  If it's something small like 5% per blueprint then it won't get overwhelming, but getting max CR is somewhat difficult otherwise and it would stack up pretty well?

6
General Discussion / Re: Doom AI running into its own mines
« on: June 12, 2022, 06:30:28 PM »
Well I'm still not sure this makes the effort it must have taken to edit that worthwhile, but -I- laughed.

7
Mods / Re: [0.95.1a] QoL Pack 1.0.1
« on: June 08, 2022, 06:29:35 AM »
These are amazing.  Thankyou so much.

8
I also expected it to work like this, and was disappointed when it didn't.

9
There are some valid points as to why it would add extra micromanagement and such, but overall I like the idea!

You can mitigate the extra micro by having fighters that don't have enough crew pull from the standard crew pool and converting those into fighter pilots after the battle, if they survive.  We also already have the "experienced crew to the front of the list" mechanic for saying which ships you'd like to get the better crew if need be, and while it would add extra micromanagement if you're running a really fighter heavy fleet, that extra detail only occurs IF you're running a fighter heavy fleet, which is exactly when you typically want extra details about and involving fighters!

People running a single converted hanger could basically ignore it if they wanted (it would pull from their crew pool and they'd get better until they died keep doing so if they didn't), people who don't have fighters yet wouldn't even SEE the mechanic, so no extra learning difficulty in the very first stage of the game... I think it could work well.

10
Suggestions / Re: Autofit. That's the whole topic.
« on: June 08, 2022, 05:50:14 AM »
I quite like the anti-fighter support Paragon you've got on display there.

That said it's weird if it was from a faction.  As something the player (or a bounty) might kludge together from whatever they had on hand... it's a usable ship.  It has two heavy blasters to hurt stuff that gets close to the front, Paragons are pretty tough so it's not like it can't absorb hits, and that layout looks pretty low on the flux costs except the heavy blaster.

Any fighters that get within range just flat out die, right?  I can see a load of swarmers, several beams and accurate weapons, double heavy burst PD...

Sorry for the off topic, I know it's not really related to the thread as such, but, I've seen -much- worse weapon layouts overall :)

11
It's also worth considering the question "Where could the probe be hiding that I don't see it?"

When using the active sensor burst you get a nice big radius where you can see anything in open space for a pretty big area, and experience will teach you how big exactly that area is (depends on sensor strength and things.)

Hiding from guard fleets is possibly a good way to practice how much reductions make a difference.  Moving slowly and going dark in an asteroid belt is something like a 90% reduction, and you can see your tiny signature radius.

With that knowledge and the hint that the mission gives you, something like "a probe in the outer system" becomes "I should fly around doing a couple of sensor pulses, and if that doesn't find it I know I'll have to check that nebula and that asteroid belt around the gas giant more closely".

They're always there somewhere!

12
Its not necessarily a good idea to use BMII's, but they do spew missiles on the cheap!

I can think of circumstances where I'd want one in the backline.

I also wouldn't exactly be sad if it got blown up, either.

13
General Discussion / Re: Anyone test Starsector on Steam Deck?
« on: May 18, 2022, 06:06:35 PM »
They both run on Java, though.  There's not really a 'native' version of anything running java, it's all a question of which JVM you're using for it - in theory, anyway!  Would be interested to hear if the two launch methods differ in practice.

14
Mods / Re: [0.95.1a] Better Deserved S-Mods 1.31
« on: December 20, 2021, 03:12:43 AM »
Found a small bug:
Armoured weapon mounts description has the values for recoil and armour swapped before s-modding (that is, it says 25% armour instead of 10% armour, and 10% recoil instead of 25% recoil)

15
Mods / Re: [0.95a] Adjusted Sector
« on: December 18, 2021, 07:37:18 AM »
dosen't seem like there is any linux verison of this mod, but i will get convert my pc into windows soon anyways but it would be useful in future cases
It's java, like the game.  If you've got Starsector running it should also just work (like any mod).  If not, it's probably a case sensitivity bug you could consider reporting here.

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