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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 - NikoTheGuyDude

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31
How does one force a specific intel plugin to open?

Global.getSector().campaignUI.showCoreUITab(CoreUITabId.INTEL, intel) only opens the intel screen. I'd use IntelUIAPI.selectItem() but I don't know how to get a intel UI instance.

I think you can just pass in an IntelInfoPlugin instead of a CommMessageAPI; the comment is old.

I actually tried that initially. It behaves highly inconsistently.

Code
    fun openIntel() {
        val handler = getHandlerWithUpdate() ?: return
        val intel = handler.manipulationIntel ?: return
        Global.getSector().campaignUI.showCoreUITab(CoreUITabId.INTEL, intel)
       // Global.getSector().campaignUI.showCoreUITab(CoreUITabId.INTEL, intel)
    }

This code sometimes opens one of the RELATED intel pieces, or JUST the intel screen, or just a random intel tab. Manipulation intel, by the way, is a unique intel instance for each "handler" class. I've breakpointed it and confirmed that the local val, intel, is usually different from what actually gets opened.

32
How does one force a specific intel plugin to open?

Global.getSector().campaignUI.showCoreUITab(CoreUITabId.INTEL, intel) only opens the intel screen. I'd use IntelUIAPI.selectItem() but I don't know how to get a intel UI instance.

33
This is a bit of a pipe dream, but do you think you could change how BattleAPI.getCombined() and related methods work, so that the AI of the fleet it returns isn't hardcoded to be the basic one?

As it stands, MarketCMD has a few methods and things that get a combined fleet with the basic AI. This makes it really hard to ensure fleet A always acts in a certain way when someone interacts with a market. Case in point, MPC where satellites are supposed to always try to HOLD or HOLD_VS_STRONGER and NEVER let someone interact with a market. However, since MarketCMD uses plugin.otherFleetWantsToFight() which uses the COMBINED other fleet, my custom AI doesn't get used, thus they never want to fight against overwhelming odds when a player goes to the military options tab of a market interaction.

It could be as simple as having the combined fleet generation iterate through the AI of each fleet and comparing a "priority" value, like pluginpick. Default AI could return PickPriority.MINIMUM, and my AI could return PickPriority.HIGH. Since my AI has the highest priority, the combined fleet has the custom AI.

Another solution could work, but this is the first and most intuitive option off the top of my head.

34
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.1.1a
« on: May 06, 2023, 05:09:34 PM »
3.0 will come at. Some point I have literally no idea when except for maybe in 1-3 months. You've got no idea how much of a brick wall this damn mod can be

35
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.1.1a
« on: May 06, 2023, 05:08:56 PM »
Is this compatible with boggled's Terraforming and Station Construction? And if not, is there any chance to make it so? I'd like to try this but cannot live without TASC anymore.

It's compatable

36
While you're at it, could you find some easier way to expose the actual contents of each "cloud cell"? Aka the clusters of clouds. As it stands you have to brute force it by raytracing in various directions and digging into cloud.flowdir for each instance since it's a linked list. Real annoying.

37
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« on: May 05, 2023, 02:37:36 PM »
Recent mod updates seem to have broken something with this - now when entering a nebula, instead of losing 10 speed (which is even what is listed on the sidebar) my ships drop to 20-30 max speed - its more like a quicksand death trap than the annoyance it was before.  This just started recently, though I have no idea what might be interfering - the main mods I've updated are LunaLib and Unknown Skies, indEvo and Tahlan

Anyone else noticing this issue?  Thanks

Also, no, I dont know whats up with this and I can't replicate it in testing.

38
Mods / Re: [0.96a-RC7] More Combat Terrain Effects 1.2.0
« on: May 05, 2023, 02:29:10 PM »
Updated, fixing a few long-standing bugs.

39
For the newly added CombatNebulaAPI setHasNebula(), please add a 4th arg for "radius", as I find it really difficult to simulate vanilla nebulas without being able to control the size.

40
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« on: May 05, 2023, 12:23:07 PM »
Hey guys, I'm back, gonna start updating this mod again.

41
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« on: January 19, 2023, 03:50:43 PM »
Hm, I have not seen any junk in the debris fields I've fought in thus far. Looking at the mod settings for lunalib, it appears that it's not currently implemented at all. Are you intending to add them later?

Yeah it's unimplemented, and no, not until I figure out a way to make it actually work well

The current implementation is weird on like 20 levels and barely even works. Youd be surprised to hear that the debris field is the most difficult one to get working out o fall of them

42
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« on: January 19, 2023, 03:48:50 PM »
Hey so this mod looks amazing and these kinds of additions to the combat maps are desperately needed.

That being said, I'm concerned about to what extent (if any?) the AI will compensate for these hazards. I imagine any effects that just universally alter stats will be fine, but will AI ships actively try to avoid hazardous regions, and if so, will they do so in an intelligent manner?

Regardless thanks for making this mod, very keen to try on my next run :)

The AI is oblivious to nebulae but tries to protect itself from hyperstorms with defensive systems/evasion.


43
Are InstallableItemEffects singletons, or does an instance of this exist for every item? Ex. if I install 3 nanoforgres on 3 worlds, do those 3 nanoforges each have their own instance of this class?

44
Is there any way to spawn a hulk in combat, and then split it? I ask because I was recently told that setHulk(true), or some similar method, would automatically force a ship to become a hulk. I'm not sure of how true this is, but in the case it's wrong, all I want is some way to just create derelicts in combat without messing around with post-battle loot/creating the death message.

I also want the resulting ship to be dead, so split() works, and I'm not sure if setHulk(true) kills a ship or not.

45
Is there any way to create a association between a debris field and the battle that spawned it, as well as, potentially, the specific engagement results that caused it to spawn?

Ex. if a hegemony and tritach fleet fight, hegemony loses 3 onslaughts, tritach loses 4 paragons, I want to be able to assocaite that debris field with 3 hegemony onslaughts vs 4 tritach paragons. I want to do this so I can spawn derelicts in-combat when you fight inside a debris field.

I was thinking a reportbattleoccured listener that would add a script that checks next frame for a debris field on the battle coordinates (or this frame), but this could get false positives potentially. It would probably be a lot easier with a terrain creation listener.

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