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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 - CorsairZero

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16
I'm playing with both AO and Nexerelin, in case it's important. Two issues I'm having:
1. NPC fleets are regularly get stuck in the black hole in the Archean Order faction's home system, which may just be an issue with SS's AI, rather than AO's code, as it reminds me of NPCs not pathing around suns effectively.

2. Adamantium Consortium patrols aggro (commissioned) PC's fleet for turning off their transponder in their faction's system, but not Pirates.

17
Modding / Re: A Handful of 0.95a Modding/Mod Creation Questions
« on: August 05, 2021, 11:31:35 PM »
There are two mod managers for Starsector, a custom one (https://fractalsoftworks.com/forum/index.php?topic=21995.0) and Vortex (with this extension: https://www.nexusmods.com/site/mods/179).

Neither is required or even very useful, as installing mods is just dragging the mod folder into the game's /mods folder, and both programs do pretty much the same thing.

The main advantage of using a mod manager might be to separate packs of mods if you're playing more than one game with different mods. Vortex supports mod profiles, not sure if the custom mod manager does as well.

Also some mods use .7z or .rar, so I guess a mod manager means you don't need to install 7zip to extract them, but...

I would be using it to guarantee that if two separate mods changed the same value, such as a specific weapon's/ship's stats or how much bonus speed boost the 0-flux state gives, that I'd get the right one to overwrite the vanilla values and the other to be discarded/ignored.

Mod installation, uninstallation, activation, deactivation, and the .7z/.rar file formats and their related software are non-issues for me.

18
Modding / Re: A Handful of 0.95a Modding/Mod Creation Questions
« on: August 04, 2021, 09:32:09 AM »
Thanks for the warm welcome and reply Thaago.

3) I would be using it to guarantee that if two separate mods changed the same value, such as a specific weapon's/ship's stats or how much bonus speed boost the 0-flux state gives, that I'd get the right one to overwrite the vanilla values and the other to be discarded/ignored. As a side note, it's quite strange to me is how few conflicts there are for StarSector mods compared to Bethesda's titles, which were generally considered very mod friendly and makes me think that I may be thinking about StarSector modding from a unnecessarily narrow perspective. But I digress.

4) After a player increases their xmx & xms values in vmparams, are memory leaks still an issue outside of attempting to add large amounts of interacting/moving parts, such as Nexerelin with a lot of custom factions or the massive combat scenarios by adjusting max allowed deployment points per side to say 1000+, thus putting too much "weight" on the systems/engine to simulate/calculate in a short amount of time? While I'm at it, is the game simulating all the actors/actions everywhere in the sector while the player character (PC) isn't nearby, or only the actors/actions within a certain range of the PC and things like debris fields and derelict ships are generated around the PC to give the illusion of simulating everything in the sector?

5) Alright.

6) The value for "DPStoHit" is 0.5. So assuming it is for beam weapons for now, are they being calculated as (2 or >2?) instances of damage per second while hitting armor/hull, each instance at 50% the weapon's listed DPS for the purpose of armor's damage reduction (DR) for both armor itself and (armor's reduced DR for the) hull?

19
Modding / A Handful of 0.95a Modding/Mod Creation Questions
« on: August 03, 2021, 07:18:35 PM »
1. Location of/file for salvaging and combat experience rewards (profitable trades and survey exp. were both in data/config/settings.json). If there are other sources of exp. not related to the tutorial that I missed (I'm not sure if main storyline grants exp. rewards), what are they and where are the files?
2. Location of/file for mechanical systems/formulas, such as the calculation(s) for armor's effect on incoming damage, and ECCM/Nav Rating mechanics.
3. How are mods prioritized/ordered without a mod organizer tool? Is there a good StarSector specific mod organization/ordering tool/program, or is Nexus Mod Manager considered the gold standard around here?
4. Are there common mod creation issues that tend to lead to crashes or performance issues, or I should be careful of ?
5. Given that I'm out of my depth on this one, are there any existing mods which improve the AI especially while: in combat, operating near suns/blackholes (Archean Order specifically), and/or near Pirates they aren't at war with who have their transponders off in civilized space (Adamantium Consortium specifically)?
6. What is "DPStoHit" under the armor section of data/config/settings.json?

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