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Messages - 6chad.noirlee9

Pages: 1 ... 22 23 [24]
346
Spoiler
@Prince Starfy

I definitely have plans to extend dialogue and create unique encounters, yes. There is a lot to do first, but its something I've been excited to do for a long time. There is a lot of story still up in my head and now that there is a mission framework in place it will hopefully make it a lot easier to implement. As far as specifics,  :-X  (Though there are a bunch of easter eggs that hint at things in the campaign.)

Also I won't lie I wouldn't expect major story elements anytime soon as there is a lot of technical stuff to clean up first - partly to prepare for that sort of thing. That being said, it is certainly on my list of things I really want to do.

I've looked at the Arma Armatura mod's main page and it looks very impressive! The arm animations are an especially nice touch and really sell the mech vibe.

I'm not sure if I can stop fleets from getting sucked into black holes or not. To be fair, though, I've never actually tried to directly affect npc fleet behavior so it may very well be possible. Its something I'll take a look at eventually but its fairly low on the priority list compared to other things. (Like story stuff.)
[close]

i apologize for being that guy......but does all of this mean an update to 95?

347
Spoiler
Is it possible to check if a hullmods is s-modded?

Edit: Also, are default_ship_roles loaded on each start-up, or are they per-save?
If I remove the file from a mod, will that ship's mods stop spawning?

variant.getSMods().contains(mod id)

I believe it's loaded on each startup!

Spoiler
5338348 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Bhelxiope, faction: Mayasura
5340199 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [Seeking_Answers.ogg]
5340207 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Sovereignty.ogg]
5340314 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [Ambush.ogg]
5340319 [Thread-9] INFO  sound.OooO  - Playing music with id [Ambush.ogg]
5341292 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:651)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:617)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:128)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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(Unknown Source)
[close]

got the above error when the bounty i was after was about to show up in campaign
i cant tell by looking what may be causing the error
was hoping someone else could point me in the right direction
i have a LOT of mods so......shot in the dark

Ahh, can't really say what mod it might be from. This looks like it's caused by a RouteSegment whose "from" entity was removed from the Sector entirely, which means it was probably a non-permanent object such as a fleet. Fixed up that particular crash on my end, but, right, impossible to tell from the stack trace what mod might've caused it, or, indeed, if it was a combination of mods, or a mod plus vanilla. For example, it looks like a mod doing seeming something unrelated (such as dynamically removing a planet) could cause this.

Is it possible to check if a hullmods is s-modded?
ShipVariantAPI has a getSMods() method, so you could presumably do a check against that.

(Right! Ninja'ed - I appreciate you taking the time to answer, that really helps me a lot.)
[close]

ah so i guess i will just have to check for updates and do some more testing

348
Spoiler
5338348 [Thread-3] INFO  com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel  - Created SurveyPlanetMissionIntel: Bhelxiope, faction: Mayasura
5340199 [Thread-3] INFO  sound.oo0O  - Cleaning up music with id [Seeking_Answers.ogg]
5340207 [Thread-7] INFO  sound.oo0O  - Cleaning up music with id [Sovereignty.ogg]
5340314 [Thread-9] INFO  sound.oo0O  - Creating streaming player for music with id [Ambush.ogg]
5340319 [Thread-9] INFO  sound.OooO  - Playing music with id [Ambush.ogg]
5341292 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:651)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:617)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:128)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.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(Unknown Source)
[close]

got the above error when the bounty i was after was about to show up in campaign
i cant tell by looking what may be causing the error
was hoping someone else could point me in the right direction
i have a LOT of mods so......shot in the dark


349
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 04, 2021, 02:58:02 PM »
Hmm, why does Enforcer need Auxiliary Thrusters? It has a decent turn rate and all its guns are turrets. Similarly I've never installed it on the Dominator or Onslaught so I don't think its an OP tax.

I could see there being a variant with thrusters (maybe pirate or something) and then perhaps a midline or maybe the 14th bg one having damper field.  I REALLY like the idea of the damper field on one.

350
Mods / Re: [0.95a] Arma Armatura 1.4.8RC3 (5/28/2021)
« on: June 04, 2021, 02:52:59 PM »
.......not saying I dont absolutely love the balancing and new animations, but I think in the future you should use the old version of the sword for a *veryspecial pilotable something because ALTHOUGH SUPER OVERPOWERED it was really a ton of fun to use.

Aside from that, I REALLY like the changes and the valken x is magnificent!  ......now to go buy a new microphone

351
Mods / Re: Midline Expansion (RC1) [0.95a]
« on: June 03, 2021, 12:09:23 PM »
you could call the hornet "Wasp Nest" or "Nest" or perhaps "Dugout"
"Wasp Nest" isnt a terrible name for the harrier either
you could also call the harrier scorpio, or orion

thanks for yet another great content addition! (why does no one love the pirates?!)

352
Time permitting I would absolutely love an in depth explanation.


One more question: I have edited the bounty rewards but the modded factions still only give the default 1000 per frigate.  Do I need to edit each modded faction?

Thanks for you time.

Long Burns

353
Modding / Re: [0.95a] MHP - Midline ships focusing on Hardpoints
« on: June 02, 2021, 10:31:20 AM »
Isn't heavy armor focus lowtech?

Technically yes, however, low tech also tends to have poor flux stats low speed low maneuverability and a LOT of weapons (and generally extra space for missiles too, in many cases)

These ships seem to focus on hard points and speed and maneuverability, with a balance between ballistics and missiles: all hallmarks of midline.

354
Mods / Re: [0.95a] Unpack Blueprints
« on: June 02, 2021, 09:51:25 AM »
REALLY hope the other creators pick this up.

VERY nice idea.

355
Is it possible to implement both FleetStatsSkillEffect and ShipSkillEffect within the same skill?

You need to specify the right "type" for the skill effect in the .skill file.

to take advantage of this method, i'm trying to use an ExtraSalvageShownListener, however upon salvaging a research station i don't see my method (public void reportExtraSalvageShown(SectorEntityToken entity)) being called. is there another place i should be using it?

edit:
for those in the future, i used a ShowLootListener which has
public void reportAboutToShowLootToPlayer(CargoAPI loot, InteractionDialogAPI dialog)

from there i generate my own CargoAPI based on the dialog's interaction target's drop value and drop randoms, along with that of its salvage entity spec, and merge it with the loot passed to the listener.

(Right! And the first part was a bit backwards - ExtraSalvageShownListener would get called *when this extra salvage is shown to the player*.)


Just had an awesome qol mod idea:  setting different weapon groups to a specific button (for those of us that just HAVE to pilot smaller ships)

It would be nice to be able to fire weapon group 2 and 3 with the extra buttons on the mouse.

Is this even possible without seriously overhauling what's currently in place?

Ah, the game actually can't handle mouse buttons beyond two, due to some underlying library limitations.



is it possible to (in the far, far future, perhaps even in a galaxy far away) convert starsector into a more versatile coding language?
or, rather, is that something that would be doable from a manpower perspective?  i have actually wondered about this frequently

356
I love the new ship!  Great choice leaving the aft exposed: a carrier should NEED escorts

All the additions are great and I'm glad balancing is being taken seriously to keep this content strong without being totally overpowered.

357
Just had an awesome qol mod idea:  setting different weapon groups to a specific button (for those of us that just HAVE to pilot smaller ships)

It would be nice to be able to fire weapon group 2 and 3 with the extra buttons on the mouse.

Is this even possible without seriously overhauling what's currently in place?

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