Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - creature

Pages: 1 ... 23 24 [25] 26 27
361
Try this, it worked for me.

Code
if (!ship.isRetreating())
Global.getCombatEngine().getFleetManager(ship.getOwner()).getTaskManager(false).orderRetreat(Global.getCombatEngine().getFleetManager(ship.getOwner()).getDeployedFleetMember(ship), true, true);

This one worked! Thank you very much!

I wonder which part of the chain my code got wrong though... it seems you got the task manager via

Code
ship.getOwner()).getTaskManager(false)


instead of

       
Code
CombatFleetManagerAPI fleetManager = engine.getFleetManager(FleetSide.PLAYER);
    CombatTaskManagerAPI taskManager = fleetManager.getTaskManager(true);

So maybe that's where the problem was?

362
Suggestions / Re: Thinking Inside the Box About Hyperspace Terrain
« on: November 10, 2019, 03:29:22 PM »
I'd love to see any cool or weird ideas you have for minor hyperspace obstructions. I feel like I ran dry really fast.
Now that you mention it, I sort of expected Black holes to suck me in from hyperspace, when I first started out. I even went out of my way to fly around them. Their menace factor severely dropped for me when I realized this wasn't the case.

363
Suggestions / Re: Thinking Inside the Box About Hyperspace Terrain
« on: November 10, 2019, 02:41:02 PM »
in terms of tactical terrain considerations, you'd have to make terrain actually do something besides be a minor annoyance first. the shape of the battlespace and the nature of the encounter almost never mean anything to start with, so no matter what those two things are it will never affect the battle much.
I agree with this. I think more could be done with asteroids, for instance. Maybe new, large - and I mean really massive - ones with huge HP pools which can be used as cover by small ships, and which represent real maneuvering problems for larger ones.

364
Just super quick, see:
CombatTaskManagerAPI.orderRetreat()

Would have to dig around the javadoc to figure out how to get at it/what parameters to pass in; I'll see if I have a chance to elaborate a bit later!
Thanks for the quick reply Alex! I actually tried this one before the one above, but with similar results... I'll try them both at the same time next.

-> I also tried them both, but still to no effect. I wonder though, should the command only be executed once to work? Because the code runs every frame at the moment...

365
There sure is:
Code: java
            boolean retreatDirectly = true;
            ship.setRetreating(true, retreatDirectly);
I tried this code, but it doesn't seem to work, either in simulation or a real battle... I posted a new thread for this problem here with a bit more detail on what's going on:

https://fractalsoftworks.com/forum/index.php?topic=17206.0

366
As the title says, I'm trying to make a hullmod that forces ships that have it to auto retreat when CR reaches < 30%.

To force the retreat, I was pointed to this code:

Code: java
            boolean retreatDirectly = true;
            ship.setRetreating(true, retreatDirectly);

However, the code below, inside a hullmod class, doesn't seem to make any ship retreat (100% sure all ships that should retreat have the mod).

As you can see, it also does something else apart from forcing a retreat - the code also sets CR to the percentage of HP, down to a minimum of 30% (at which time the ship should forcibly retreat).

Code: java
    @Override
    public void advanceInCombat(ShipAPI ship, float amount) {

    CombatEngineAPI engine = Global.getCombatEngine();
    float potentialMaxCR = ship.getHitpoints()/ship.getMaxHitpoints();
   
    if(ship.getCurrentCR() > potentialMaxCR) {
    if(potentialMaxCR >= 0.30) {
        ship.setCurrentCR(potentialMaxCR);
    }else {
    boolean retreatDirectly = true;
          ship.setRetreating(true, retreatDirectly);
    }
    }]

367
I deleted that save, I was happily testing stuff out and seeing what did what...
Ah, those must be the cluster bombs! Thank you for pointing those details out! It seems they're still launching the bombs from behind the ship... How strange. I'll try to get them to work properly by the next update!

368
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: November 09, 2019, 04:56:20 PM »
Hi, I would like to add an IBB bounty from my mod, how do I go about doing that?

369
Modding / Re: learning how to java-where to even start
« on: November 09, 2019, 03:43:36 PM »
For starsector specifically, you might want to follow, for example, this tutorial that got me started: https://fractalsoftworks.com/forum/index.php?topic=4344.0

It seems you already know how to code other languages, so starting java shouldn't be a problem, but Starsector seems to require a middleman operation where you need to compile your code into a jar before it can work (so simply copying a .java file from some mod and tweaking it a bit won't show up in game). After that, I reckon you can just dive into your favorite mods, learn how things are done and go from there. I sure did.

370
Is there a way I can make a ship retreat via code? Like if they reach a certain CR or Hull point value, I could override their existing order?

371
I'm enjoying the mod but I do have some things about it that 'feel' like they're not as intended...
Thank you very much for the detailed feedback, I'll go through them one by one below.

The home system has everything on the one and only world, the pathers are triggered from the start. I don't have a problem with it, just mentioning it as feeling odd when compared to the other faction starts (I've not tried them all, It may be more common than I think).
Was more common than I thought, never mind. :)
Them having just one planet is intentional, however, upon my own testing, it seems that making them also start as a size 4 market might be severely limiting the types of ships available at their marketplace (is that how it works? I'm not really sure), so I'm currently looking at having them start at a larger size or whatever is needed (maybe add a secondary faction that adds an advanced market like you see in other mods?)

The IW-365 ship (as bought from the open market on the starting world) lacks the Minimal Armor Package included with the large carrier group start. I'm suggesting adding a blueprint at the start that includes what you wish it to include for the player to start off with. (P.A.C.K. starts the player with a blueprint for its ships 24,000 value - don't know what all it includes). Something to consider so a player can make bought ships from the station have the same load outs.
I do plan to give the basic blueprint to a player that starts with Caparice Trade Co! I'll probably get it done on the next update. About the armor package, it's a separate mod from the IW-365 Carrier and, while the variant you start with does come with it, it isn't a necessary "flavor" mod, since the base IW-365 already comes with paper-thin armor. Adding minimal armor package on top of that just puts the armor at 'non-existent' territory, which is fine!

Again on the IW-365 ship (but this may not be specific to the ship and more specific to the fighter I chose to pair it with). I bought IW-201 Bomber's for this ship. First combat, before the enemy has had a chance to reach my back line and kill this ship, the ship is destroyed. I restarted to see why and paid close attention. The missiles sent out by the IW-201 KILLED the mother ship (IW-365) they were launched from. Friendly fire? This feels more like a bug than intended behavior.
Ah! Yes, unfortunately, this must be friendly fire... To help me find the culprit easier, can you tell me the weapon used by your IW-201 bomber? There may be around 4 or 5 variants of the same bomber with different loadouts, you see!

Thanks for the mod, enjoying it! :)
Glad to know! Thank you very much!

From my own playtesting with similar ships, you better hope you've got enough point defence on those modules too, as they don't actually stop explosions from missiles and the likes.
Absolutely true! And don't forget, you also have PD missiles. Don't skimp out!

372
oh i think you misunderstood, i was talking about the pack i linked

Interesting Portraits Pack

it has like 375 portraits in it (so i'm sure you may like some of those to use)
Ah, don't worry, I understood what you meant - but I really want those Girls Frontline portraits, so I asked for permission to integrate them! For the time being, Haze's mod will remain a dependency.

373
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: November 08, 2019, 07:02:14 PM »
Hi, I'm not sure if you are still here, but if you are, I would like to ask your permission to integrate these great portraits into my mod, here to reduce dependencies. I will be sure to credit and link this mod if so!

374
@creature what i mean you can use (some of) those portrait pictures directly, aka as part of your mod files (the pack author allowed it)

so saving you from the trouble of dependency on another pack (as bonus the visual theme fits way better for Starsector)
Ah, that makes sense! I'll give it a try.

375
oh, don't worry i will edit the faction file myself to just remove the portraits , that's easy for me

what i would suggest for you is add some small amount of default portraits directly as part of your own mod

you can e.g. use some from this pack https://fractalsoftworks.com/forum/index.php?topic=17066.0

as long as you credit the author and link to the original thread
I don't think that will really fix the error if I will still reference the rest of the missing pictures from a different mod... (I really like those portraits from Girls Frontline!)

Just dropping by to say, great mod. 10/10 would rocket punch Astrals into a death spiral again.
Ha!  ;D
Glad you enjoyed it! Thanks for dropping by!

Pages: 1 ... 23 24 [25] 26 27