Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - lethargie

Pages: [1] 2 3 ... 13
1
Mods / Re: [0.96] Vanidad y Affliction Operation 1.2.2 (Nice look!)
« on: November 20, 2023, 09:39:19 AM »
Vanidad y Affliction Operation
v1.2.2
DOWNLOAD

Nice graphical improvement

We now have graphicLib support thanks to Himemiko, new effect looks very cool.

If anyone got short and cool videos of the ships in action, feel free to send them to me, The front page examples probably need to be updated.

2
Vanidad y Affliction Operation
v1.2.1
DOWNLOAD

A small update!

Ready for 0.96!
fix some quest dialogs



I'm planning on dusting off the mod and make a wave of cleanup before I had some stuff. If you have idea/stuff youd like to see, now is a good time to share it here

3
I do have plan, whenever life will let me get back on more involved modding, to improve the behavior of the lenador.

Sadly, I did not plan to move to a more "sword" style for the chainsaw. They are converted industrial equipment after all and they are literally called "lumberjack". Slow and steady peels the armor of your ennemies.

4
The Lost Object Exploration quest dialog has some places where text tokens aren't being substituted due to case sensitivity in the "or"
e.g. $hisorHer when it should be $hisOrHer

(Also I was mildly annoyed to find out after the fact that I'd have to travel across 2/3rds of the Sector within 120 days. If the time limit needs to be there, perhaps it should be mentioned before the player chooses to accept?)

Thanks for feedback. Ill look into fixing that

5
Mods / Re: [0.95.1a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: February 23, 2022, 06:22:23 AM »
Estarayos of any size have too much AoE distance and damage, making them insanely good when used as manually targeted point defense - I can wipe out entire fighter waves from fishkills/astrals/other modded supercarriers with ease using just a few of them mounted on a frigate/destroyer with advanced optics, especially when set to alternating. Missile-focused ships are also pwned by these weapons, and anything with narrow shields like the Conquest is *** when fighting against them.

They could be balanced by nerfing their AoE range, and making them have reduced damage against smaller targets. The minimum explosion range limitation is irrelevant when they can wipe out anything with less tank than a frigate effortlessly.

An interesting feedback. I have been playing with them a bit and I get what you mean, thought you are the first person to mention anything. There seem to be a slight bug where the explosion will affect things that enter the AOE after the explosion, making them far better against missiles than they should be. In the same vein, I thought it caused friendly fire damage, but it doesn't seem to. Friendly fire was an important balance consideration, as they are supposed to wipe your own fighter/missiles if you use them too much. I'll look into rectifying that.

Other than that they seemed fine. Inherent inaccuracies makes it hard to use at the range where the explosion happen and the HIL from vanilla will melt ships faster, minimal range mean safety override is out and that you need to be careful about loadout as by themselves estarayo's have a very hard time breaking shields. Finally the computer cannot use your abilities to aim manually and I think it's fun to be rewarded for not setting all weapons on "autofire"

6
Hey apologies, I'm new to Starsector but love the game and adding lots of factions mods.

Can you add this faction mid-game? Is there a general rule I should follow?
As said above, you cannot add it mid-game. Starsector faction generally need a system/planet to spawn and those modification are made when the sector is generated (on new game). sorry.

7
Mods / Re: [0.95a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: January 11, 2022, 06:19:55 AM »
I cannot guarantee it 100%, however there was no change that would cause problem I think. Try it (make a save backup), if you get errors related to the new halcon that's the only thing that could cause crash that I know of.

All previous version of VAO are available on my github if you need to roll back.

8
Vanidad y Affliction Operation
v1.2
DOWNLOAD

A small update!

Updated to the new game version the Cargador phase cruiser
Put a new Sprite on the Halcon

Balance:
Cargador system has overall higher cooldown and phase disabled period
Estarayo's do more damage and have smaller minimal range
Laere are a tiny bit more efficient

fix:
ludicruous duration on a quest.



9
I'm really none too sure what could cause this. Haven't found the culprit yet, but I hope I will.

10
Vanidad y Affliction Operation
v1.1.6a
DOWNLOAD

A substantial update, with some basic bar quest and some very nice lore!

New ships:
Fisgon class freighter
Nave Explorar class Cruiser
New quest:
Explore the more rebellious side of Krystos. Its also a good way to snatch some VAO hardware.
New Text:
Every string has been reviewed and improved with love. Special thanks to Avanitia and Barackollama on discord for that
Balance:
Lowered the Cargador dp
Added mining to Arida
bugfix: Several where done (but I'm not good at documenting)



11
Im making a simple HubMissionWithBarEvent

I use trigger to create a fleet around a derelict ship when the mission reach the appropriate stage:
Code
            beginStageTrigger(Stage.GOGET);

            triggerCreateFleet(FleetSize.LARGE, FleetQuality.DEFAULT,
                               "vanidad", FleetTypes.PATROL_MEDIUM, entity.getLocation());
            triggerAutoAdjustFleetStrengthModerate();
            triggerSetFleetFaction("vanidad");
            triggerMakeFleetIgnoredByOtherFleets();
            triggerFleetSetName("Exploradors");
            triggerMakeLowRepImpact();
           
           
            triggerPickLocationAroundEntity(entity, 5);
            triggerSpawnFleetAtPickedLocation("$vanidad_loe_f_authority",
                                              "$vanidad_loe_ref");
            triggerOrderFleetPatrol(entity);
            triggerFleetOnlyEngageableWhenVisibleToPlayer();
            triggerFleetSetPatrolLeashRange(200);
            triggerFleetSetPatrolActionText("Orbiting derelict ship");

            endTrigger();

I would like the player to be able to explore the derelict only when they have dealt with the patrolling fleet. Right now I have put a tag on the derelict that is removed once the player talk to the fleet and select an option (going throught rule.cmd). I would like to make sure the derelict is explorable if the fleet is destroyed, either by the player or another fleet. (or even if its engaged with something else). How would I go doing that?

12
thanks for reporting, ill look into it

13
How do a make a quest giver (from a bar quest) available as a contact?
I have made a custom bar quest. Everything seems to work properly. But once the quest is finished the quest giver disappear and dosnt appear as a potential contact. I tried aping the settings of the findOrCreateGiver() of other bar quest but to no avail

14
in the rules, I often see and have used:
Code
Call $variable updateData
Call $variable updateStage
first seems to call updateInteractionDataImpl() on the class instance in $variable
second seems to call addDescriptionForNonEndStage() on the same

is there other way to use "Call", for example to call some arbitrary method of the class instance?

In my case I wanted to make a fleet try to intercept the player in a bar mission (like ProComXX the procurement mission), however I didn't want to trigger it on "accept" but latter during the mission. So I though putting the code in a method I'd call latter. (should I call it in addDescriptionForNonEndStage?)

15
Vanidad y Affliction Operation
v1.1.3c
DOWNLOAD

Hotfix:
fix a bug when estarayos are used on hidden slot

Pages: [1] 2 3 ... 13