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Messages - TrashMan

Pages: [1] 2 3 ... 88
1
Modding / Re: State of STEELCLADS
« on: December 10, 2019, 12:30:29 AM »
1st - if you bothered to read, it specifically sez assets of MINE. I do not have hunderds of stolen assets. A few weapon sprites (4-5 maybe), that have been hacked up and heavily modified, perhaps. The only weapon sprite I "lifted" is one missile launcher. But if you consider a 5x1 pixel weapon barrel or a 2x3 pixel vent to be theft, then everything is theft. I'm quite sure there is a sequence of pixels that I made that appears in your mod somewhere.

2nd - I have a life and other things to do. Writing code was never my strong suite and while I did a lot of coding, none of it was in Java. Also, you are full of BS, claiming ownership of a OnHit function (don't even give me that "specific implementaion" crap. There's nothing in the script other than that function). And I did offer money for scripting help, publicly - no one replied.
You are right in one thing. The last update I did was half-hearted, as I already lost interest. Your missile sprite remained because I completely forgot about it.
But let's not even pretend that this is about some exclusivity or copyright issue. We both know the only reason you started this is because of a post of mine in an unrelated thread you didn't like. You specifically admitted that as much. Basically, you were/are acting out of sheer spite. You entire "moral high ground/politeness" tower is on a unstable grounds.

2
Modding / State of STEELCLADS
« on: December 07, 2019, 05:29:47 AM »
Just a quick heads-up to people who are wondering about the status of Steelclad - it is not in development anymore.
Now before anyone jumps to conclusions and starts thinking Harmful Mechanics antics are the reason - nope, don't pester the guy.
Replacing 2-3 weapons sprites is hardly a setback.

The real reason is that I'm an obsessive-cumpulsive modder with the attention span of a goldfish. I modded pretty much any game I played, and given that I've been at this modding business for well over 20 years, you can imagine the number. EV Nova, Baldurs Gate series, Morrowind, Oblivion, Skyrim, Freespace series, X3, Xenonauts, X-com, Space Wolves, Dawn of War, Freelancer, Dominions series, Fallen Empires, C&C, Wesnoth, Sword of the Stars to name just a few that have completed mods. I even worked on some full-fledged games. The number of unfinished mods stuck in eternal limbo or lost to drive crashes and accidental deletions is far greater.
Because of this it is rare for me to stick with modding any game for long. Those that followed my activity can see that I pretty much disappear and then pop back up for a while when a new update comes out and the game catches my attention again. It is a testament to Starsector that I came back so many times as I did, very few games ever manage that.
Either way, being that I'm an old fart with things happening in RL, you can image how my interest is waning. Lately maintaining this has become more of a chore than passion.

As for what the future holds, when I took over from Okim he said he was fine with anyone taking over, since he wouldn't want the mod to die. I feel the same, so if anyone wants to work with it, you have both of our blessings.
I am reasonably satisfied with the state of the mod, since it's stable and functional, despite not having everything I wanted in it yet.
I'm going to put in some extra files and unfinished scripts up as a separate zip just in case.

That said, a final disclaimer, a basic rule I had since I started modding: any and all assets of mine are free to be be used in any shape or form by anyone, no credits necessary. I firmly believe that this is always the best for any community, as I've been a part of MANY modding communities and tribalism, backstabbing, pointless drama and trying to hog exclusive content brought many projects and teams down.

There is a small chance that I might return; best case scenario when the next major update drops or the game is finished - but that is assuming I have time then and something else doesn't catch my attention.
Anyway, I had great fun with this game and discussing things with you guys. You might see me around occasionally.

3
Thankings you muchly!

4
How to get:
a) a valid random system with an asteroid field/ring
b) a valid random market
Using these collections you should be able to fill a WeightedRandomPicker or other collection with systems or markets that meet your criteria:
Code: java
Global.getSector().getEconomy().getMarketsCopy();
Global.getSector().getStarSystems();

I hate to ask for more spoonfeeding, but can you be more specific? Examples do more than a thousand words. Looking at Starfarer API doesn't help at all.

5
More stupid questions - before I spawn a fleet that will raid/attack, I need a target system/market

How to get:
a) a valid random system with an asteroid field/ring
b) a valid random market

I know I can use a list of markets that will work for Corvus mode, but for random galaxy I need something else.

6
Mods / Re: [0.9.1a] Vayra's Sector 3.1 - GHOST SHIPS 2019-11-22
« on: November 24, 2019, 06:56:26 AM »


Major Update

only about a month late for halloween, ghost ships are here

distress calls may be worth answering now

bring marines

full changelog and download in OP, as always

(i promise i'll read the thread and respond to stuff soon, sorry everyone!)

YEEEEEEEEEEEEEEES!!!

I Love you! (no homo)

7
Don't. I added my own station with different upgrades and costs, so the system works well as it is.

8
How to check if one month has passsed (a monthly check for a script to fire)?

I know it should extend EveryFrameScript but how to track (roughly) a month. By counting frames? Can I use the same method as the monthly stipend (if I can find it, don't know where it is in the code)?

9
Mods / Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
« on: November 18, 2019, 12:25:48 AM »
Hmm...yeah, it's efficiency is a bit too high. Will have to nerf it a bit

10
Mods / Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
« on: November 17, 2019, 01:47:25 AM »
1.025c uploaded.

Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.

11
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 16, 2019, 04:33:11 PM »
Upgrade to tier 2 work, it's just yeah you have industries name tier 3 battlestation.
2nd point you should neff turbolaser :) when fighting ship with it it's insane how fast my ship die or kill with it.

Turbolaser?
You mean X-Ray laser batteries (they are pretty effective) or do you mean the one mega-beam?


If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.
You may already know this and apologies if you do, but just in case because it took me forever to figure out all the details:

Making a station upgrade to the next tier is handled in the industries.csv file under "data\campaign". Look at the "upgrade" column. The value there must be the industry id (not the station id) of the station you are upgrading to. Its the same thing with the "downgrade" column just before it. Put the id of the industry that defines your downgrade option there.

Yeah, I knew. And I see I did specify the downgrade options for all bases, but forgot to fill in the upgrade column for Tier 2. Easily fixable.

12
What's the best way to implement a shipsystem taking a chunk (or rapidly increasing loss of) CR?

MutableShipStats has a few entires I tried playing with, but no actual CR loss seems to occur.
Without knowing what you're trying to do it's hard to guess what the best way to implement it is, but as a last resort you can always brute-force it with ship.setCurrentCR()

Either ship taking a big CR hit on shipsystem activation OR a ship having a greatly increased CR drain while it's active.I tired the second one, but it doesn't look like CR is decreasing at all. Or does it only affect a ship after Peak time?

13
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 15, 2019, 04:48:50 AM »
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.

14
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 14, 2019, 07:40:54 AM »
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.

Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.

Huh.. Alas, didn't have time to test it, might be a made a typo somewhere in the industries file. You can upgrade to tier 2, right?

15
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 14, 2019, 07:39:48 AM »
Ah, modder drama over absolutely nothing. Sure feels like the doom community in here.
Also, I've noticed several typos and inconsistencies in the mod's descriptions for various things, like the PNS not always being called PNS, and rogue apostrophes. Hope it'll get fixed come next update.

That's because it was called VNS before. And re-balancing necessiated changes to some ship, which means their descriptions need updating too. I need to go over the entire descriptions file when I find time.

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