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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - RoquetheRogue

Pages: [1] 2 3 ... 8
1
Modding / Re: [0.97a] Magic Achievements: Vanilla Pack v1.2.2
« on: March 01, 2024, 07:58:40 PM »
Oh my god I love the paintjob system, that's so awesome!

2
Take No Prisoners 2
snip


Hey PMD, can we please get the captive crew mechanic this time? I truly miss the passive income from ransoming captive crew or harvesting them for organs and food like in that other, older mod (Capture Officers and Crew), I know you said you didn't like it, but I'm hoping you'll reconsider and add a unique requirement, say, needing a hullmod to hold captive crews, turning a ship into a prison ship or something.

3
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 23
« on: February 28, 2024, 12:10:52 PM »
I used to have just an awful experience with performance with the modded starsector, kept trying to lower resolutions, setting low configs in graphics lib, my obsessive impulse would also have me to going through mod folders and reducing content on some mods I liked but were generally more demanding on my game.

After I started using Java 23, I can have a vanilla-like experience in a heavily modded game and I keep asking myself, how wide can I make my modlist now? so far, I have been running 99 mods, some are obviously pushing it, but the fact I can still play the game should tell you a lot.

4
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 24, 2024, 09:29:47 AM »
*snip*
the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?
*snip*

Unfortunately this is as low as it gets unless we redo all animations in code rather than frame by frame (not gonna happen)

That's.. sounds awful, well, I'll make a modlist tailored for running it.

5
Modding / Re: [0.96a] Symbiotic Void Creatures 0.4.4-alpha
« on: February 19, 2024, 11:29:38 AM »
This mod is a masterpiece in the works, making advanced mods myself I have come to realize the amount of effort it takes and all the consideration you must have in order to have everything working as it's supposed to.

However well crafted this is, I have a complaint, the mod size is nearing 700mb running in the game and that's frankly way more than what I can accept to have it enabled, is there no way to reduce the load on the memory?

Thanks, despite the memory, I had fun with the voidlings and I'm looking foward to seeing this mod even more developed in the future, something about organic/living ships and creatures fascinate me, I am reminded of Ivo Technocrat ships from The Xhan Empire, what a fun time!

6
Hey, I'm not sure if you're satisfied with your current sprites for the lober cruiser so I've made a reskin for the lion guard.

Feel free to ping me on starsector unofficial discord if you need assistence with kitbashes and skins

7
Mods / Re: [0.97a] Roider Union 2.0
« on: February 12, 2024, 03:50:58 AM »
I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?

It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.

The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.

I'm getting a similar crash.. fatal: Could not initialize class roiderUnion.hullmodsTrackerSwap, whenever selecting any nex special custom starts, if I don't try the custom special starts there aren't any crashes.


log
Spoiler
java.lang.NoClassDefFoundError: Could not initialize class roiderUnion.hullmods.TrackerSwap
   at java.lang.Class.forName0(Native Method)
   at java.lang.Class.forName(Class.java:348)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.specs.O00O.getFleetEffect(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ô00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.generateFleetFromVariantIds(NGCAddStartingShipsByFleetType.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.NGCAddStartingShipsByFleetTy pe.execute(NGCAddStartingShipsByFleetType.java:48)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.newgame.Nex_NGCStartFleetOptionsV2$5.onToggle(Nex_NGCStartFleetOptionsV2.java:241)
   at exerelin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry.checkButton(CustomPanelPluginWithInput.java:112)
   at exerelin.campaign.ui.CustomPanelPluginWithInput.checkAllButtons(CustomPanelPluginWithInput.java:31)
   at exerelin.campaign.ui.CustomPanelPluginWithInput.advance(CustomPanelPluginWithInput.java:37)
   at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.public.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.ui.z.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.R.advance(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

8
Oh... WOW! this looks so awesome!  :o


9
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 24, 2023, 11:39:21 AM »
They still don't look much like David's work to me. Maybe somebody better at this could get closer, or with a better img2img base emphasizing where to go.

Based on my own experimentation, you can get them to somewhat match the vanilla design by adding "conte, brush strokes and sabattier effects" in the keywords at the end.
as taught in the Severian-Void stable diffusion model, otherwise, it's simple to try and add these effects yourself using any graphic tool

Heh.. I have been using paint.net to fix some of the ai gen mistakes in the portraits in my mods
one major flaw being the file size that needs to be resized, even if these portraits extremely overdone, that semblance to vanilla and well, it's better than nothing.

This is just art gen AI, I want to see if someone has figured out a way to make officers talk like ChatGPT or CS, I have seen mods for bannerlord, skyrim and even Rimworld with integrated chatbots as in either a commentator or actual npcs having conversations about the world or their created character.

imagine if we somehow find a way to feed the AI faction lore from the game and from the mod and see their opinion on how modded factions and vanilla factions blend, or have ingame advisors helping with war scenarios if you need it.
Like, ask one of your chatbot officers/advisors about potential targets and they come up with this strategy to attack and take over the Thule system if using Nex.

Or, if they can be programmed to generate dynamic missions ingame, like quest-giver npcs, a pirate or smuggler type coming up with a idea for unique or skyrim type "radiant quests", genered based on a pool of information limited by their archetype, hmmm....

10
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 22, 2023, 09:31:22 AM »
Finally, I foresee the modding community becoming even more fractured than it already has become. There are the modders here, the unofficial Discord, the Chinese modders and their forums, Corvus, Nexus and those in anonymous image boards. The banning of some controversial mods has already caused some splits, but this? It's much bigger than anything that has been done before. It's very much possible that the central modding hub will move away from the forums completely and I'm not sure that will be beneficial to the game nor the community.

For such a niche community, the sheer amount of feuds between modders and the fracture of the community is extremely high
I have been modding games for 11 years and I have worked with various communities as a writer and these communities despite their differences have kept it together, not the case with this one, you see so many discords, so many discord exclusive mods not released in either the forum or the USC discord

This isn't because it would be better for a particular mod author to get more accurate reports for their mod, this is just people being absolute pricks to each other and the result is them forming their own little group separate from the main one

Officially banning AI generated content, will fragment the community a lot more.
Because there are already some AI generated content exclusive discords because even the unofficial discord there have been people picking on others for using AI to generate content for their mod and the result of that was people moving on to create their own little AI gen content discord groups.

11
General Discussion / Re: This Forum's Stance on AI-Generated Content
« on: July 21, 2023, 08:47:54 PM »
I would like to weight my experience with AI.

Without AI generated portraits I wouldn't be able to even consider making my mod. Let's say if about 30% of it were goofy AI generated portraits, they pushed me towards learning xml, coding, kitbashing both ships and sound fx, remixing music, and other kitbashed arts I created using paint.net. I enjoyed the creative process quite a lot, and it opened so many doors for me that I would not have had available to me previously.

Before all of this, all I really used to be able to do was write requests and ideas that I hoped people would take kindly and make them into a mod for me. Now, I have learned how to do the majority of the work that goes into making a mod. I started learning color theory, blending, improving my art... because AI will never fill the blanks. It can generate a shape, but you still have to fill in for the details.

Say, if I wanted to make a Hegemony officer, it doesn't know what the Hegemony looks like at this time. It will never get the insignias right, that's where I often have to step in to add that detail.
Maybe it made a messy background, and I have to go in and manually add black to the background.
This isn't always easy, if you want to make something decent AI will rarely give you something 100% workable, you have to put some work in. A lot of AI operators understood this, they shortened the file sizes because they are huge as AI doesn't understand file size and a small image can go up to 30mb and need to be resized.
AI operators have added black backgrounds in portraits because AI often makes white or colored backgrounds that don't match vanilla starsector, they added details to the portraits and other illustrations. They may never be typical "artists", that "studied" for many years, but a lot of us are still trying to make something decent for us and the community.

AI operators can make sure not to use copyrighted images as a base for their own generations or models they themselves train, and its important to make sure they have the artists permission before doing so, even if it's only 1 piece, AI does hundreds in a few minutes, you can always replace it with something else that isn't infringing on someone career.

There are lot of misconceptions towards AI generated content, but, aren't artists always being "inspired" by others? if a AI did 110% copy someone work to the very detail and color, yeah, don't touch that, but if it did not, it can work if you you dedicate some time into personalizing it further.

if it weren't for that 30% of my mod that's AI-generated portraits, 100% of my mod and my new skill sets wouldn't exist.

And with the current stance and rules, there wouldn't be any point in releasing my mod in the forums as the soul of it was the ai generated portraits, that I have tried improving to fit vanilla standards, as silly as they are.
The rest of my mod is workable though, but with no portraits, it lacks it's identity.

12
Mods / Re: [0.95.1a] Custom Battle Music
« on: March 01, 2023, 03:27:06 PM »
Laroustine and those that know,

is it possible to allow faction music to play when you're comissioned, say you're hegemony and fighting tritachyon, for the combat music to draw a selection of songs based on the two factions currently fighting each other?

or if you're a comissioned by a faction, fighting another faction that doesn't have any music set up, could it perhaps play the music from your commission faction?

13
Mods / Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« on: February 17, 2023, 10:40:08 AM »
Hey Histidine, thank you for all your hard work, got a couple of ideas..

Is it possible to give more flavor to Declarations of War, if you take over Jangala, Hegemony gets a "casus belli", to declare wars over "The Reconquest of Jangala", say if Kadur invades Garnir, pirates get a "Ambush and wipe out" to take it over again and hegemony because they claim Corvus can push back whatever non-tributary/commission faction from their system, say if the league for some reason takes garnir over or tri-tachyon, they get a mission to push the hegemony out of the system or the hegemony gets a mission to wipe them out.

Right now wars are weighted on relationships, I for no reason, keep getting wars declared on my faction and my commission faction only for the entire Eternity span of a month, sometimes a week later for a ceasefire to happen, it's like the factions have no idea what they're doing, no goals in life, such as reclaiming lost territories.

More Impacts over declarations of war such as a increase in stability losses tied to how long the war has been going, how many fleets were lost, planet saturated/raided, planets lost.

Or an Increase in Stability for taking revenge against a faction that has caused so much harm, while prioritizing taking over lost lands, I see AI going absolutely crazy over my planets in Rim Systems far away from the Core Systems instead of focusing on stuff I've conquered right in their yard

Likewise a increased focus on war flavor.. "Liberation" should be priority in Alliances, say a faction lost territory to a aggressor, focus the might of the alliance on recovering that planet, instead of trying raid a system far away from it for the 8th time

Officer, Administrators, Governors... Romans.

Have a way to convert Officers into either Agents or Administrators,
it would be a match made in heaven when using mods like Arma Armatura that has that hullmod Wing Commander which allows you to make a elite squad of fighters that eventually can be turned into Officers themselves, and even captains if someone use the Special Squad feature, been having a lot of fun with this! Agents should be easier, more accessible, and converting officers into agents could be incredible
Administrators there could be a tie with Industrial Evolution where you leave a officer to be turned into a administrator, of course, former officers could have more "fleet oriented" traits, instead of economics, so you will still have to go after those trained in Distributive Economics instead of your officers.

I have some Administrators I have absolutely grown found of, what if there was a way we could give them more powers in our my factions, such as turning them into Governors that can rule an entire system on their own, with a increase in the traits pool, giving higher stability bonuses.

Think Autonomy but on a whole system, less debuffs with it's all centralized on a single individual, they essentially become a sort of "Agent", instead of having missions to do something shady, the Governor gets missions but it's all about the colonies, letting you chat with them, tell them to raise a patrol, give you some credits, you could also tie that Z/X button we use to request fleets to governors and their specific industrial capacity

minor but giving an UI to allow modders to even put some flavor in there, but most of the time it's just about telling your governor to focus on industry/economy/military, sorta how Sectors used to work in Stellaris, if you're not familiar.

Measure this as a sort of relationship too, if you ask too much of a governor they could even rebel, establish their own faction, maybe they use a random player faction flag and get a random faction name based on their own name.


EDIT: Maybe Governors can also become Special Contacts Themselves, allowing some rather unique missions to take place, all the way to stuff that can impact of the planets / the whole system.

Give Special Squads the ability to raid Systems if it has a Outpost assigned to it, we can create a lot of outposts and more often than not they are a somewhat useless stockpile I keep forgetting about, but what if we expanded it to include the ability for Special Squads to take control of it and use it as a base of operations where it can draw supplies, and deposit loot raided from systems you assign them to Raid? just a minor income boost to encourage players to build more personalized armadas

Also Kudos because thats the most wholesome feature, to see a fighter pilot grow up to be a lieutenant and then a Captain is one of the most fun things I've did in this game

I've been modding starsector for a while now and I now these are some very tall orders, but from all I've seen, this mod has already accomplished the impossible and absolutely amazing, many times.

I'm happy if at least the officer conversions are considered.

Thank y'all again for all y'all done.

14
Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.2.1)
« on: February 03, 2023, 03:31:47 AM »
I am using everybody loves KoC yes, is that the one breaking the sector? shiiz

15
Is it possible to make GMDA friendly/neutral to Ko Combine and Mbaye-Gogol from Everybody Loves KoC mod? the system is a right mess with all the constant infighting beween gmda fleets and the factions from that mod.

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