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Messages - NikoTheGuyDude

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76
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« on: November 06, 2022, 01:39:48 PM »
Very unique concept.

The planetary satellites should probably be scaled down in size as right now these kinda almost look like a ring world.

They honestly aren't that big. They're the same size as they are relative to how they are in combat.

And they only are in that tight of a formation because of the condition's text. Read it; it shows there's a actually absurd amount of them in orbit. This is only a abstract representation of that.

77
Mods / Re: [0.95.1a-RC6] More Planetary Conditions 2.0.0 - SEMI-RELEASE
« on: November 04, 2022, 06:36:12 AM »
Because I'm a little excited to make this next thing, but I'm too busy on MCTE, I want to lay down my plan for the next condition.

Name: Overgrown Nanoforge
Description: Pre-collapse, the domain kept tabs on all nanoforges and kept a domain engineer on hand, as well as, either officially or unofficially, a small projcetion of force to ensure it's proper use. Now there is no domain. And for one reason or another, the growth safeties of this nanoforge have been disabled. This might have been because of the aforementioned assigned engineer(s)'s desperation, ingenuity, or just stupidity, but one thing's for sure: This was no accident.
The fact it's still running with nobody around almost certainly is, though, as only someone insane would willingly induce a grey goo event on a planet. Right?

Effects: Creates a industry on the world that produces an absurd amount of pre-defined commodities. Ex. One that provides 10 fuel, 8 supplies, 7 metal, or some variation. As time progresses, structures will be built across the planet. Each of these structures will have a pair of randomized positive and negative effects. Ex. 1 that increase the fuel prodution by 2, but increases hazard rating by 25%. 1 that increases metal production by 3, but takes an industry slot. 1 that increases supply production by 2, but reduces stability by 1. 1 that increases all production by 3, but preiodically spawns a powerful derelict fleet that will attempt to satbomb the world into literal decivilization (this will also happen if you try to destroy this structure).

If no structure slots are available, it will try to destroy one of your own structures ad industries (pop and infrastructure lsat, as this will decivilize). You will get a intel notification warning you of this, and it can be prevented by deconstructing a junk structure.

The junk structures can be only be destroyed one at a time, and take credits to destroy, and the industry can only be destroyed once all the structures are gone. Destroying the industry awards you a overgrown nanoforge, that significantly increases heavy industry prodution, fleet size, production capacity, but obliterates ship quality.

The idea of this, is that it creates a sort of... like, bonsai tree. You're supposed to watch the planet and trim the excess branches (structures) that look bad (have effects you don't want). Sure, all the structures will have malices, but it's about minmaxing these malices to the benefits.

78
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.1 - Indev
« on: November 03, 2022, 06:01:11 PM »
Would it be possible to add tooltip info for the various terrain, just as a reminder of what happens in them during combat?

Nope. Like. This is one of the things that are just physically impossible.
Though I guess I could add a dummy terrain. But that's honestly kinda too much work.

79
Suggestions / Re: API request thread (please read OP before posting!)
« on: November 02, 2022, 10:30:13 AM »
Please expose CombatNebulaAPI's internal class a little more in the API. Ideally, so that we could create nebulae dynamically during combat without the need for a battlecreationplugin or casting down to the internal class.

On that note, it'd also be nice if Cloud (the nebula internal class) had an API, even if only for getting it's tiles/cells and location.

And yes this is pretty much just me following your advice to make an API request rather than use internals (lmao).

80
Honestly, this is just a "how it works is how it works" kind of situation - I don't know the answers to your questions offhand. My *guess* would be that CollsionClass.NONE is what's making the mine not register as a threat shields-wise but this is something you could test. It's entirely possible - likely, even - that CollisionClass.NONE mines are just not a thing the AI knows how to deal with, and it's not likely to learn unless I end up needing this sort of thing for vanilla.

Yeah, they probably just don't know how to handle it. They DO avoid it though! They raise shields, phase away-but they never prioritize it above anything theyre fighting.
I thought the mines the volatile rift beam or whatever that omega weapon is called had this type of colissionclass, though? (It DOES spawn mines, right?)

Fleets used to do that, but now that it's a thing, they "go slow" instead. Take a look at some unused code in TacticalModule.updateAvoidList() to see how that was done.
I meant in-combat, not campaign.

There's no concept of a "radius", a nebula is a bunch of tiles that overlap to create the illusion of something smoother. Just in general, if you're doing this sort of stuff, you're pretty much on your own and I generally discourage it because it'll break horribly with every release. I'd much rather get API requests that make modding better for everyone than a bunch of mods using internals.
Yeeeah that's about what I thought. And about being on my own-I know, i should've mentioned I know that I'm basically voiding my warranty doing this. I'll make an API request to expose the nebula manager further in a bit (as well as the clouds themselves), maybe.
As for now, since I've got no idea how the tiles work, until either 1. the game updates and my mod breaks horribly, or 2. the game updates with a more fleshed out nebula API, I'll just raycast in 8 directions until the raycasting value doesn't return CombatNebulaAPI.locationHasNebula(raycastingpoint) and approximate a radius/bounds based on the values I get.


Anyway, thanks for the response, really appreciate it!

81
Mods / Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« on: November 02, 2022, 08:57:22 AM »
Might be just me, but clicking on the links to your videos makes my computer insta download them. I'm thinking that maybe just uploading them on youtube and setting the videos to private or something like that could do the trick.

My youtube is linked to my personal account, I'd rather not.

82
And finally: How would I go about rendering terrain effects in combat?

Let's say I want to render a magnetic field (and storm) in combat, heavily zoomed in, focused on where the playerfleet is. Is it possible to render the effect in combat, animation and all? If so, what's the first steps to doing that? I'm really (never done it before) unfamiliar with like, rendering, and animations, and most types of combat graphics, so I'm pretty clueless here. The most I know to do is get the spriteAPI, and use addLayeredRenderingPlugin to render /something/, but NOT how to animate it.

Same goes for slipstreams, as that's another thing I'd want to render.

83
Also, on that note, I know I'm using internal classes (I've casted CombatNebulaAPI to the internal class A, and I've used A's getNebulaAt() method to get Cloud), but, is ther eany awy to get the radius of a nebula cloud? I'm currently just approximating the average with flat unchanged values, but I'd like more accurate measurements.

I also want to know if I can replace the nebula texture at all-I want to make hyperclouds generate with, well, the hypercloud texture.

A few questions about this class as well:
What is "tileHasNebula()"? What is the tile in this context? What kind of values would I have to give to actually get a true value?
I'm really curious about "chargeNearbyClouds()" and "dumpFlux()". You don't have to answer, but, are these used? If not, what were they gonna be used for??

84
I have a mod that adds combat effects for hyperstorms. I add a bunch of nebulae to the combat map, and then add a script that, periodically, checks for nearby ships, does some math, and based on the results, either does or doesnt add another script that spawns a mine with NONE colission class, no targetting indicator, nigh infinite hp, and deletes/spawns another mine of this type every 0.1 seconds, placing every mine in the direction of the source of a EMP arc that will try to hit the ship in a few seconds. The idea is that this adds a threat in the direction of the EMP arc, provoking the AI into raising shields and blocking the arc.

The AI reacts to this pretty decently, however, when in combat, the ships tend to neglect the mine that has 2k energy damage and 6.5k EMP damage sitting right behind it in favor of raising its shield against a kite 700 Su away. On top of that, the AI seems to think they can either hit or avoid the mine, and thus phased ships unphase to use EMP emitter, ships use flares, or phase skimmer to run away. I'm not against them using movement to get away, since the EMP doesnt hit them if they're outside of it's range, but I'd like to make them have a higher priority in blocking the mine, as well as not use PD systems on something they literally cannot hit (why does EMP emitter try to hit things with NONE colission class?).

On top of that, it just seems iffy that the AI doesn't even try to avoid the storming nebulae. Any ideas on how to make the ships avoid the nebulae?

86
I'm trying to do this:
Code
            engine.spawnEmpArc(
                ship,
                ourCoordinates,
                null,
                ship,
                DamageType.ENERGY,
                500f,
                2000f,
                5000f,
                "tachyon_lance_emp_impact",
                20f,
                Color(25, 100, 155, 255),
                Color(255, 255, 255, 255)
            )

, however, it NPES on the 3rd line of this method, in EmpArcEntity.class:
Code
    public WeightedRandomPicker<D.Oo> getPotentialTargets(boolean var1) {
        float var2 = this.maxRange;
        int var3 = this.source.getOriginalOwner();
        WeightedRandomPicker var4 = new WeightedRandomPicker();
.

This is really weird-it seems like this method is called every time spawnEmpArc is called, thereby trying to access a potentially null variable... when the documentation of spawnEmpArc says damagesource can be null. Am I misunderstanding this? Or is the documentation just incorrect?

87
edit: ***

88
Is it possible to spawn a derelict, in combat, without destroying a ship? I'm planning to make debris fields spawn a bunch of bits and pieces of destroyed ships (among other things). How would I do this without spamming the chat with "ship destroyed"?

90
Suggestions / Re: API request thread (please read OP before posting!)
« on: November 01, 2022, 10:17:09 AM »
Please give all terrainplugins some kind of isInActiveFlareArc() method. It's literally impossible to determine, reliably, if a fleet is in the flare or not. THis is important for *** like coronas and magnetic fields.

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