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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - ThunderElemental

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I'm trying to create a hullmod that either buffs the ship's torpedo-type missiles only, or forbids equipping missiles other than torpedoes, but I find myself stumped. Any advice on how (or if) this can be achieved?

2
Modding / Re: Modding custom starting scenarios
« on: October 07, 2019, 02:03:44 AM »
It's handled in the java file NGCAddStandardStartingScript.class, which is in com.fs.starfarer.api.impl.campaign.rulecmd (this is in the starfarer.src.zip found in the starsector-core folder). You'll need to compile a new java file with the line

Code
if (spacer) {
    new SpacerObligation();
}
removed. Best to create a mini-mod for that I think.

Another option would be editing the rules.csv, look for $ngcSpacerSelected = true. Note that setting that to false affects other things too besides the debt.

3
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 16, 2019, 07:08:23 AM »
Hello, I got into modding Starsector somewhat recently and thought to ask some opinions on this one. It is not my first try at kitbashing but the best one so far. I call it the Stingray-class frigate. Made with GIMP.

Spoiler
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