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Starsector 0.95a is out! (03/26/21)

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Messages - theDragn

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1
Mods / Re: [0.95a] High Tech Expansion v1.4.2
« on: April 13, 2021, 05:41:48 PM »
Will there be more expansion on the Covert Ops ships to include more of the high tech ships as well as 4th battlegroup varients?

Probably not, unless I add a new ship or another mod author asks me to add one for one of their ships. The CO variants are supposed to be extremely rare anyway, so I'm fine with only having a few. And most things that could reasonably get 4th battlegroup variants already have them.

2
How do the CONSERVE_4, CONSERVE_FOR_ANTI_ARMOR, and other CONSERVE_ tags actually affect AI behavior? Just wondering what the difference is between DO_NOT_CONSERVE, normal behavior, and CONSERVE is in concrete terms (if such a thing exists for the obviously very complex AI).

3
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 10, 2021, 10:07:56 PM »
How would anyone know it is hateful content if you've deleted almost all traces of it?

I just wanted to use Aria and as a consequence fixed another mod as well. How would anyone (who is not a forum regular) possibly know that the person who made NGO is a shitheel?

I'll apologize formally. I'm sorry, racism and racists are bad and I do not support them. I just wanted more animes in my game and didn't realize there was ton of history here. I did not feel good when I saw some weird cipher in place to crash my game when using another mod. I like this mod, it looks great and I think the ships are a good addition to the high tech lineup, especially the battlegroup skins.

Yeah, sorry about that, there's history there and you opened a whole can of worms without realizing. I'll apologize too- I just assumed you were doing this for NGO, not Aria, and I overreacted about that. I was also wrong to rope Aria into this- despite my criticisms of it, it's really not as much of an issue as I initially tried to make it. Here's an update to 1.4.2 to remove the Aria incompat. There's some other changes I think, but nothing major. I'll write up patch notes tomorrow since it's late here.

1.4.2:
Changes:
- Reduced drama (100% -> 50%)
Someday the Arc Emitters will be balanced. Probably not today, but some day. Eventually.
- Light Arc Emitter:
   - Flux/shot reduced (180->170)
   - Chargeup time reduced (1.25s->0.8s), chargedown adjusted to keep rate of fire the same.
- Arc Emitter:
   - Flux/shot reduced (180->170)
   - Chargeup time reduced (1.25s->0.8s), chargedown adjusted to keep rate of fire the same.
- Zarmazd System:
   - Adjusted orbit specs to keep NPC fleets away from the black hole.
   - Improved accretion disk visuals
   - Reduced default number of ships for sale from Svarog special shipyards market, and added random fluctuation in the number of ships for sale.
- Spawn Rates: General adjustments. I think 0.95 changed something in here, so this should bring it back to the old levels.
   - Fixed Tritachyon not having any Fourth Battlegroup ships.
   - Fixed Independent Fourth Battlegroup ship spawn rate.

4
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 10, 2021, 07:35:46 PM »
From my point of view "right thing" is not breaking the user experience in any way. I will stand behind crashcode only when it is implemented because mods don't work together because of technical limitations or just break each other (crashes, bugs, stuff like that), so that either modder doesn't get false bug reports and waste their time fixing issue they can not fix.

Other mods that had crashcode / incompabilties with these two mods removed that incompability, to give player the freedom to customise their experience. We're here to play the game called Starsector, not split ourselves into stupid camps because someone's view doesn't allign with mine, so I'll hurt modder... but in reality it is the end user, the player who gets hurt by all this crashcode and incompability stuff.
I definitely agree with this in the abstract. But in the specific case when a mod is literally neonazi propaganda, made by a neonazi (because remember, that's what we're talking about here, not just some random ego conflict between modders) and promotes an ideology that specifically seeks to have people like me exterminated, you can probably understand why I'm unwilling to allow people who don't mind it, or worse, agree with it, to have a fun and customizable experience using my work.

On that note, though, I think I'll remove the hard incompat with Aria next patch, since it's really not fair of me to lump creature in with that group. He's just cringe, not evil.

5
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 10, 2021, 06:02:44 PM »
Do you know what the Streisand Effect is Dragon?
You're aware that certain other sites that host mods have a stats page, right? Claiming that I'm causing a Streisand Effect doesn't work when anyone can look at the numbers. The only time views go up is when some idiots on /v/ whine about it, and even then, downloads don't increase.

Now if you were interested in the doing the right thing?
If you cared about doing the right thing, you would have implemented similar incompatibilities in your own mods three (four?) years ago like some other modders.

Regardless, I don't think we're going to come to an agreement on this one, and as @starbow said, the cat's out of the bag now (unless he decides to take down his own stuff, which I doubt he will). So either get a moderator involved, or chill out. Or both, I guess. But I'm not engaging with this any more.

6
Mods / Re: [0.95a] Furry Portrait Pack v1.2
« on: April 10, 2021, 03:31:24 PM »
Hey Dragn, just giving you a shoutout and a thanks for doing this the RIGHT way with permission! And the art is good too!

Thanks! And praise for the art should be directed at everyone who provided it- only one of those is mine.

7
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 10, 2021, 03:23:48 PM »
I got a better idea, Dragon? Grow up and do your virtue signaling in a place that doesn't cause folks to make malware enabling mods.

No. As I've said before, both on this forum and in conversations with moderators on the discord, it's not something I'm willing to debate or remove. Though I'll admit that I'm surprised that this is what got someone to do code interception.

8
Mods / Re: [0.9.1a] ED Shipyard 2.1.2 (crash fix)
« on: April 09, 2021, 06:18:12 PM »
Glancing through the files, there's definitely some things here I'd need to chew on; not least of which being that onHit effects need to be updated for 0.95 for weapons like the Grapeshot; and frankly I can't even pretend to mimic the artstyle.

Updating on hit effects is very easy- you just need to add the ApplyDamageResultAPI argument. For example:
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, CombatEngineAPI engine) becomes
public void onHit(DamagingProjectileAPI projectile, CombatEntityAPI target, Vector2f point, boolean shieldHit, ApplyDamageResultAPI damageResult, CombatEngineAPI engine)
and that's it.

9
Mods / Re: [0.95a] Furry Portrait Pack v1.2
« on: April 08, 2021, 08:59:55 PM »
Update to 1.2, adding 7 new portraits and upgrading 3 existing ones.

You might note that several of the new ones and updated ones share an artstyle- they're all from Lennoxicon. He does commissions for a pretty reasonable price, so I'm giving him a shoutout here for anyone who's looking to get a portrait done. Hit him up on discord at Lennoxicon#5347. You can see some examples of his stuff on the first page of the thread.

10
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 08, 2021, 07:04:38 PM »
why does this deliberately cause a crash when loaded with new galactic order
The short answer is "because I don't want my work to appear next to it", and the long answer is probably not appropriate for this forum. Regardless, it's not something that I will change or debate.

11
Mods / Re: [0.95a] Furry Portrait Pack v1.1
« on: April 08, 2021, 02:55:39 PM »
Wait, what? Can you randomly generate portraits from AI-assisted programs or tools?
I uh, I'm kinda new here and don't know the rules about external links but yeah.
I use this thing: https://thisfursonadoesnotexist.com/ , primarily to make NPC portraits for my genesys games.
There's a drop down menu to make My Little Ponies, and it has parameters for the AI algorithms, you can make some pretty cursed stuff.
Yep, this is what I used for the first 10 or so portraits. It usually takes a lot of tweaking (or searching) to find something that you can use directly, and they're all kind of vague dog-cat-fox things, but it was good enough to get an initial batch of portraits.

12
Mods / Re: [0.95a] High Tech Expansion v1.4.1
« on: April 08, 2021, 02:39:47 PM »
Updated to 1.4.1. Just some minor tweaks and fixes.

Changes:
- Fixed a typo.
- Equality: Burn speed reduced (8->7) to match other high-tech capitals.
- Tawa Standoff Torpedo Launcher (medium): Increased reload time (12s->15s) to match Typhoon Reapers.
- Spire: Unique hullmod effects increased, since the Reserve Deployment nerf hit kinda hard and Recovery Shuttles was buffed.
    - Refit time reduction improved (-15%->-20%)
    - Crew loss reduction improved (-25%->-50%)
- Medusa (CO): Fixed OP, it was (incorrectly) 85 and not 100.
- Shrike (CO): Fixed OP, it was (incorrectly) 85 and not 90.
- Nexerelin starts: Fixed start variants for Medusa (CO) and Shrike (CO), as they both used the overloaded HVB loadouts.
- Increased rarity of XIV/IV blueprint packages again.

This mod works fine with Aria and NGO, just had to remove the dumb encrypted checker for those mod's plugin files.
Yeah, it's java, so not too hard to decompile, change things, and recompile. Regardless, it's enough of a barrier for most people, so that's good enough for me. If you do that, though, please don't reupload it, because I'd rather not issue DMCA takedown notices.

13
Mods / Re: [0.95a] Remnant Command Transfer
« on: April 06, 2021, 08:00:04 PM »
Why would anyone obfuscate a code like that... Is there any way to have a workaround? How about allowing AI cores pilot other ships?
Because Alex would probably not like it if people stole his code and started distributing Starsector without the key check to see if you've actually purchased a copy. Obfuscating the code makes it extremely difficult (though not technically impossible) to do so. Most of Starsector's core classes (the non-API stuff) is obfuscated, probably for that reason. There's no workaround.

14
Mods / Re: [0.95a] Furry Portrait Pack v1.1
« on: April 04, 2021, 05:53:29 PM »

@theDragn Want me to clean up the thread?

Nah, I feel like the blue text is enough to keep things sane. Up to your discretion, of course.

Of all the portrait packs I've felt compelled to comment on, since I don't use portrait packs, this is the only one that's attempted to get permission to use the art it's adding to the game, and it's not adding anything to factions without asking - that's a couple steps above the baseline as far as good citizenship goes around here.
The furry community is particularly rabid (heh) about proper use- art theft is a very serious thing there. Definitely didn't want to get crucified over it.

15
Mods / Re: [0.95a] High Tech Expansion v1.4.0
« on: April 04, 2021, 04:56:36 PM »
apparently this is from your mod
Yes, this is a rosemary foccacia recipe. It's taken from this recipe with the minor modification of mixing the rosemary into the dough to improve flavor. It's pretty good, especially because it's a bread recipe that you can make in a single day, without having to wait for the dough to rise overnight. It's also pretty flexible- you can add any sort of seasoning you'd like to the dough. I usually throw in a diced shallot, in addition to the rosemary.

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