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Messages - Alex

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1
MusicPlayer definitely is pretty finicky!

From my earlier post in this thread, I think this issue has to do with probably a mod playing and pausing a bunch of tracks, and the game runs out of buffers to play a new track and hangs infinitely waiting for one to become available. I've bumped up the buffer pool size to 10 (from 5) so that may help unless some bit of code just keeps opening and pausing a bunch of music until it runs out of buffers. I'm not sure how this would be related to Java 23, though, that's odd.

2
crimescene

:D

for some reason Dragonpod's missile stats are tied to the smaller Dragon stats, which meant all the modifications I did to its max speed and health did not apply until after I modified its smaller variant.

To clarify: if several weapons re-use the same projectile file, they need to have the same projectile-related stats in the weapons spreadsheet. If they don't, either the first or the last entry in the spreadsheet will get used for all of them.

3
Suggestions / Re: AI controlled ships switch targets too often
« on: April 19, 2024, 10:57:13 AM »
Very nice! I will say that you want to be careful that this type of behavior does not actually impede its performance in normal fights. Not an issue for the Nova, which is reckless anyway and wouldn't try to avoid getting flanked regardless, but for ships with other types of personalities... it really depends on how you're doing this, though. Makes me want to have another look at this at some point :)

4
Thank you for the report! Fixed this up.

5
Bug Reports & Support / Re: Legion (Battle carrier?) AI Issue
« on: April 18, 2024, 07:30:51 PM »
Thank you, will check this out tomorrow! Edit: fixed.

6
Bug Reports & Support / Re: Legion (Battle carrier?) AI Issue
« on: April 18, 2024, 04:14:57 PM »
Thank you for the report! Hmm, weird. Would you mind sending me your save so I can take a look? This seems like the sort of thing where it might be loadout or personality dependent so that would help.

fractalsoftworks [at] gmail [dot] com

Also: have you noticed whether this behavior seems to depend on proximity to the Hammerhead?

7
No, this is notification emails, I assumed you were talking about that. I don't know about the other thing.

8
ShipSystemAPI.deactivate() *should* work, I believe, so that may be worth revisiting. If your ship system code just assumes the 20 second duration and does stuff, that wouldn't be interrupted, though, so depending on how it's implemented... well, it's just hard to say.

9
Suggestions / Re: Alternative story dialogues
« on: April 17, 2024, 06:34:33 PM »
There's some for stuff like this and we'll add some more here and there! But ultimately a lot of stuff won't have it - it's just too much to cover everything, you know? I remember working on the PK one and thinking, yeah this won't quite land if you hadn't talked to the guy yet. But, other stuff had to get done, too!

And if the choice is "make the missions 100% on rails" vs "allow unconventional mission completion, but the dialog may feel a bit off sometimes"...

Thank you for mentioning it, though, good to have it refreshed that these couple of things could use a look at some point :)

10
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 17, 2024, 04:23:33 PM »
Hi - no and no, I'm afraid. (Also, please don't make the same post in multiple threads.)

11
It'd be under Profile -> Modify Profile -> Notifications and Emails. I've just turned it off for you!

12
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 17, 2024, 12:07:59 PM »
@Vanshilar: just wanted to say, thank you for laying out your thoughts! This was a very interesting and useful read.

(The many-officers-per-ships idea is - it has some positives to it, but it's so different then what the game looks like now that it'd be pretty massive trying to rework all of it, and it's also way, way more complicated. Fun fact: a very early idea for officers including ships getting a "second in command" that somehow contributed to the skills used by the ship - I forget the details. That idea got ditched for being too much of a headache.

I feel like maybe this sort of thing would be more compelling for a game where the player manages fewer ships at a time; perhaps a game where it's just *one* ship, even. Then that whole "engineering, give me all you've got!" thing makes a lot more sense feel-wise, too.)

13
where are contact types located? the stelnet mod wont display contacts without a 'type', and the legio contact in tahlan doesnt have one making the interactions with stelnet odd. i assume it is just a tag somewhere, but i wasnt able to locate it.

Tags.CONTACT_MILITARY etc.

edit - another question; if i add the line "tags":"no_dealer" to a skin file, why doesnt it prevent arms dealers from letting you build them?

"tags" needs to be a json array. E.G. ["no_dealer"]


Is there a way to unlock hullmods when starting a new game in rules.csv? Been taking a prod and a probe but I can't seem to find a way.

I've got a workaround; I can create a dummy "npc_only" skill that unlocks the hullmod and unlock that skill using "NGCSetSkill", but I was hoping for something a little more clean and direct.

See the NGCAddStandardStartingScript command for an example that adds a custom script that can do pretty much anything after the game starts.

14
Thank you for the report! Yeah, this is just "how it works"; autoresolve is not able to mimic what might happen in a battle perfectly. Even if this specific case was fixed, there would conceivably be others.

15
Hmm, strange - I did add a failsafe to the crashing method, but it looked like an "it really shouldn't be in that state" type of situation.

It's crashing on:
stationFleet.getFleetData().clear();

fleetData is set in the constructor and nowhere else (except for when a game is loaded, I guess - so a remote chance of a load going bad and messing things up?) - but I'm assuming this means stationFleet is null.

But, that's initialized in the advance() method, with:
if (stationEntity == null) {
   spawnStation();
}

So it's not real clear how this might happen. Maybe a frame-perfect timing of the industry starting construction and then getting raided on the same frame?

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