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

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Messages - TrashMan

Pages: [1] 2 3 ... 89
1
Suggestions / Re: A use for your extra ships (and captains)
« on: November 22, 2024, 09:48:27 AM »
Wait, you can assign a home fleet in Nexerelin? When was that feature added?

2
Suggestions / A use for your extra ships (and captains)
« on: November 18, 2024, 02:15:18 AM »
We all had this problem: You have a fleet of ships that served you faithfully and have a storied history. They are still good, but for one reason of another you have to replace them.
They go to the storage and just...stay there, collecting dust. A sad end to beloved ships. You can say something similar for captains - you can have more than you can field.

So why not have some use for them? I have two ideas. First is a museum - you can place your famous but retired ships in a museum. That might earn some revenue or perhaps have some other effects?

The other is more practical. A custom Home Guard fleet. Just like you can place ships in the storage, you could place ships (with captains!) in the Home Guard Fleet. They would be saved with their loadout and captain (unless removed) and would defend the homeworld of your empire. The fleet would automatically restore lost ships, but would have an upkeep (and perhaps some restoration cost?).

It is a good way to give a purpose to your older ships.

3
Mods / Re: [0.97a] Ashes of The Domain
« on: July 15, 2024, 09:57:20 AM »
This doesn't look like it will work with other faction mods or Nexirillien, right?

4
Mods / Re: [0.97a] Fleet Size By DP
« on: July 15, 2024, 03:48:04 AM »
All of my YES!!! to this mod. ;D

5
Crikey!
Dunno how I missed that. Thanks.

6
Suggestions / A use for your favorite extra ships
« on: January 06, 2024, 03:32:18 AM »
We all end up with far more ship that we can have in a fleet. Good ships that are just gathering dust in storage. Even more so with mods when there's so many great ships you'd field all of them if you could.
We can also have more captains than we can field.

So a suggestion - for each world you own you can create a special defense fleet. A captain of yours and his ship will be promoted as fleet leader and will build a fleet around it. That captain and ship will re-spawn after some time if killed (resources premitting) and won't count against your captain/ship limit, since they will be effectively removed from your fleet.
That fleet will count towards sector defense tough.

A way to reward and make use of captains and ships.

7
Quote
37963 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.MediumBallisticsIntegration]
java.lang.RuntimeException: Error loading [data.hullmods.MediumBallisticsIntegration]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassFormatError: Inconsistent constant value type in class file data/hullmods/MediumBallisticsIntegration
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at org.codehaus.janino.JavaSourceClassLoader.defineBytecode(JavaSourceClassLoader.java:244)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:194)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more


What exactly is the issue here? I?m not sure. The Hullmod in question:
Code
package data.hullmods;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.impl.campaign.ids.Stats;

public class MediumBallisticsIntegration extends BaseHullMod {

public static final float COST_REDUCTION  = 3;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getDynamic().getMod(Stats.MEDIUM_BALLISTIC_MOD).modifyFlat(id, -COST_REDUCTION);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) COST_REDUCTION + "";
return null;
}

@Override
public boolean affectsOPCosts() {
return true;
}
}

8
Wouldn't a high impact value PUSH away the target?

9
Best way to implement a tractor beam effect?

Negative impact value for a weapon doesn't do anything. Changing targets speed temporarily on weapon impact? Direct application of force? If so, is there an existing method for it?

10
I find it very hard to build up loyalty for some ships that are fragile by design and the AI isn't best using. So they end up dying a lot. Even tough they do 600%+ damage, captains still keep loosing loyalty.

11
Mods / Re: [096.RC10] Planetary Shield Replacer by ShogunTrooper
« on: October 14, 2023, 10:29:38 AM »
I don't even build teh shield, because it's ugly.

IMHO, it would probably look better if it was a finer mesh and blueish

12
Question - there are some older mods that I still like to use so I modify them myself. One of the thing I did was alter the hullmods for the new S-mod thing.

I edited both the java files of hullmods to the add the if (sMod) branch and the hullmods.cvs to add the SModDesc descriptions, but in-game no S-mod description show up, nor even the S-mod ui category. Am I missing something?

Hmm, nothing else comes to mind. Make sure the hullmod class is extending BaseHullMod - though if it wasn't, I think you'd have noticed due to other problems, so that's probably not it.

... are you testing this in the main menu? S-mod stuff only shows up in the campaign.

Fixed it.
I named the column SModDesc instead of sModDesc. Now it works! Thanks

13
Question - there are some older mods that I still like to use so I modify them myself. One of the thing I did was alter the hullmods for the new S-mod thing.

I edited both the java files of hullmods to the add the if (sMod) branch and the hullmods.cvs to add the SModDesc descriptions, but in-game no S-mod description show up, nor even the S-mod ui category. Am I missing something?

14
Mods / Re: [0.95a] Capture Officers and Crew
« on: September 02, 2023, 04:23:53 AM »
What's the mod called and link?
"Take No Prisoners" and it's discord exclusive.

FFS, why?
Is it the unofficial Discord server? I can't join that one for some reason.

15
Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: September 02, 2023, 01:12:03 AM »
This is an absolutley essential mod IMHO. Waiting patiently.

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