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Messages - Kenshkrix

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1
Modding / Re: [0.95a] Hullmod Specialization 1.19
« on: August 09, 2022, 10:55:49 PM »
If it's alright to share it, I'll post the corresponding files along with the modified .csv file to apply the changes. Thanks again!  ;D
Anybody can do anything they like with my mod files, so go ahead.
Those icons look pretty neat, too.

2
Mods / Re: [0.95a] SpeedUp 0.7.1
« on: August 22, 2021, 10:45:19 AM »
i hate to be that guy, but do you think you could make a speed down mod too?
i feel like (sometimes) the game should be at 3/4 speed and i thought you might be the person to ask
Have you tried using this mod but editing the multiplier in the SpeedUp.ini from 2.0 to 0.75?
I haven't tested this, but I would try that first.

3
The other thing to get around somehow is the player installing the hullmod, using the extra OP, and then removing it. Generally speaking the game assumes that hullmods that modify OP costs are non-removable, and breaking that assumption puts it into "unsupported by the game" territory. Not to say it couldn't be made to work somehow, perhaps!
I got a hacky implementation working, but it's not pretty.
Basically I have the negative OP hullmod add an invisible hullmod that re-adds the first hullmod if it's removed when the ship doesn't have enough OP available (otherwise removing both).
To make this actually matter I simply reduce the ship's speed to zero when it is 'invalid'.

It doesn't actually stop it from being exploitable, but if they're willing to ultra-slowboat around at 0 burn speed I won't bother stopping them.

4
Modding / Re: [0.95a] Hullmod Specialization 1.19
« on: July 09, 2021, 05:16:39 PM »
i think there should be a mod that improves marine effectiveness

perhaps a mod that improves trading by somehow lowering tariffs or something
I'm not entirely sure how to interact with the marine/ground combat system using a hullmod, but I can look into it.

As for trading, that's a bit out of scope for this mod, there are a few other mods that interact with tariffs, though.

5
Modding / Re: [0.95a] Hullmod Specialization 1.18
« on: July 07, 2021, 08:33:01 PM »
could I get a hullmod that reduces (non-PD) laser range by 50% or 60% and costs either no, very little or negative OP?
Sure why not.
v1.19 has Tuned Beam Arrays which decrease non-PD laser range by 35% and also reduce flux cost by 10%.

I did a quick test and 50-60% seemed way overkill, but if you indeed want it to reduce range even further you can edit the file yourself pretty easily.

6
Modding / Re: [0.95a] Hullmod Specialization 1.17
« on: July 02, 2021, 11:14:37 PM »
I got a crash from eldrich coils it seems, the ship that has it is stored and s-modded. So I'm afraid it might have borked my save:
My bad, should be fixed in v1.18.

i love this mod (the ability to turn your flagship into the Event Horizon is great), but i dont think all the hullmods need to have drawbacks. That's what OP cost is for; hullmods dont need to have drawbacks bc costing OP is the baseline drawback. Most of these hullmods could be made purely an upgrade & be balanced just by costing enough

I think the drawbacks are part of the point of the mod, sacrificing x quality for y if you really want to specialize on top of what lesser hullmods would give you or in place of them (thus, Hullmod Specialization.)
This is pretty much my goal with the mod, yes.

That said, all the source code is right there and anybody is free to copy/modify any of it however they like.

7
This is throwing up a null error, and I'm not sure why:
Maybe it's because you used this:
Code
public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, ShipAPI ship, String id)
Instead of this?:
Code
public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)

8
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: June 09, 2021, 09:47:56 PM »
Is anyone else having difficulty with acquiring the Janus Device?
EDIT: So I took a look through all the mod files to see if I could find the item ID for the Janus Device and load it into my game with console commands, but I couldn't find it anywhere. Does anyone know the item ID for the gate scanner?
The Janus Device is a vanilla item that is awarded during the Galatia Academy questline.
Its ID is "janus", you can obtain it using Console Commands with the command "addspecial janus".

9
would that work on not player fleets?
No, you'd need to figure out where the MutableCharacterStatsAPI for that specific fleet is at, and then pass it into the getUnusedOP call from the ShipVariantAPI in question.
Something like this, maybe?
Code
int unusedOP = stats.getVariant().getUnusedOP(stats.getFleetMember().getFleetCommanderForStats().getFleetCommanderStats());
I haven't tested this, so I don't know if it works offhand.

10
regardless, I wish to ask this forums help once more. I have need of, in my hullmod script, getting the remaining OP that the ship has available, but i have no idea how to do so.

i found a function that might do what I want, but I have no idea how to use it
   getUnusedOP(MutableCharacterStatsAPI)
i found it in the ShipVariantAPI that was shown to me.
if anyone knows how to use it, or something else, to get unused op on a ship, i would be very grateful.
I don't know if this is the most concise way to do it, but here's an example for use on a hullmod that I got working:
int unusedOP = stats.getVariant().getUnusedOP(Global.getSector().getCharacterData().getPerson().getFleetCommanderStats());

11
Modding / Re: [0.95a] Hullmod Specialization 1.17
« on: June 08, 2021, 12:27:43 AM »
Update 1.17:
Added invisible hullmod which re-adds Scaffolding if there are insufficient Ordnance Points available when it is removed.

12
hey i was trying to do something crazy with hull mods.
in fact i was trying to do a few things.
dose anyone know how to:
make a hullmod place other hullmods on a ship when it is install.
    -i saw a mod that added a hullmod, forget its name, that only installed when equipping a gun on ship, so i know this is possable. no idea were to find it though, so i cant use it as a base
tell when a given hullmod is 'built in' (with story points) on a ship.
Most of the functions you're looking for are in the ShipVariantAPI (link is to the online API).
The addMod/addPermaMod and getSMods functions, in particular.

When making a hullmod you can access the ShipVariantAPI from the MutableShipStatsAPI found in the applyEffectsBeforeShipCreation function by using stats.getVariant()
If you want some specific functionality demonstrated, I could write up an example when I have free time later.

make a hullmod interface with a fleet to add crew to it (for calculating things like planet surveys, or salvaging), but not be real crew?
Making fake crew that only function for certain events would require something along the lines of setting up a dynamic stat and rewriting the corresponding plugins to take it into account.
It would probably be easier to just reduce the requirements/cost instead.
In regards to surveying it unfortunately doesn't take crew into account outside of the total multiplier, but if you don't mind reducing every cost it would work as-is.

I haven't looked into the salvaging functions very much, so I can't help with that part.

13
EDIT:
I've also discovered something confusing going on. Here is my code:
SNIP
And yet, when it runs, I end up with three extra story points instead of one?
In the API, applyEffectsAfterShipCreation says:
 Effects applied here should NOT affect ship stats as this does not get called from the campaign. Apply stat changes in applyEffectsBeforeShipCreation() instead, as that does affect the campaign.

So maybe try putting it in applyEffectsBeforeShipCreation instead?

14
Thanks!
Follow-up question: Is there a way to have a hullmod uninstall itself from a ship?
ShipVariantAPI also has the methods removeMod(), removePermaMod(), and removeSuppressedMod() which all take the mod id as a String.

The online API is pretty convenient to search through even if you don't have access to an IDE (or haven't set one up).

15
Is it possible to check if a hullmods is s-modded?
ShipVariantAPI has a getSMods() method, so you could presumably do a check against that.

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