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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Cruis.In

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Modding / Re: Help with adding a ship
« on: April 14, 2019, 02:40:15 PM »
Ok I've repeated all the steps above to add a weapon. I created the .wpn file and the .csv file with stats for the two weapons I am creating and placed in appropriate folders. the editor even has a feature to load custom mod, so I point it to my mod dir, and then I can add the weapons I've created to my variant now as well.

Now that is done, I am getting the same error I had when I was pointing my .ship to the wrong directory for the graphic of the ship.  A null error. But I don't see in the editor where to point the .wpn file to the graphic for the weapon. So I am stumped. When editing the .ship file details you can point to the folder containing the ship graphic.

and lastly, since it's working now, I've got the spawn freq at 15 and about 2-3 ships spawn in the fleet when I create it. How can I be sure the ship is added to the market though? Or once they are spawning it means it will be built in market eventually?

Modding / Re: Help with adding a ship
« on: April 14, 2019, 12:59:08 PM »
That has to do with the editor. From what you're telling me, you're trying to attach weapons to it using the part of the ditor that makes the ship , rather than the part of the editor that deals with variants. The ship editor tells you what kind of weapon your sship can mount, so if you hover your mouse over the weapon slot and press 't', a little info box will pop up and you can change the type of weapon you can mount. TO make a variant file that will tell the game to put weapons and stuff on it, press '2', and it should open a second editor where you can make a variant file, in which you can add capacities, vents, weapons and hullmods. Kind of like a refit screen, if you will. This is the file that the game reads from default_ship_roles to sort out how to outfit the ship.

Now, when you buy a ship, you don't buy weapons with it - just the ship. This is universal for all the ships ingame. There can be some 'built-in' weapons that are attached regardless of variant. Just press "1" in the editor, open up your ship file, hover over a weapon and press t. Then, change the weapon type to BUILT_IN. Then, press 'u', and you should be able to stick a weapon into that slot.

Hope this helps.

ah I see, I was using the variant editor mode, but not before I'd loaded the ship in data mode, so when I switched there was no options to click to add the weapons.

I've also seen in variant mode I have 0/0 OP. But I put in OP in the ship data csv.

prav: gonna try this now, but the thread I quoted said the game checks for variants in the .factions file. (edit he changed it today)

ok now I put this code

in my .faction file for my mod, but it still spawns way too many in  fleet of 50 strength. I mean 0.3 is the frequency why still so high?

Modding / Re: Help with adding a ship
« on: April 14, 2019, 12:37:50 AM »
ok, I looked in the default roles json and it seems he put that code in the .faction file. Meaning this stuff


my other question now is too, I looked at the ship in game, under variants and I see it fine, but the ship just has hardpoints so to speak, it isn't fit. So if a the faction buys this ship, or I buy it on the market it will come empty? looking at other variant ships they all have a default weapons loadout. I didn't see how to give my ships a specific weapons load out in the editor. Only to put on the types of hardpoints, whether ballistic, energy missile etc.

Modding / Help with adding a ship
« on: April 14, 2019, 12:04:07 AM »
Hey everyone, I followed the steps on the wiki and here on the board to first create a ship and then add it to the markets/fleets.

What I am doing is creating a mod, so I can turn on/off this. Is this possible? I created the ship with the shipeditor found here

I followed the steps here:

I created a mod in the mod folder with necessary json.
at first I couldn't get star sector to start, I had a null error. I went back over and realized I had the .ship file pointing to a wrong location for the ship graphic. I changed that and voila, the game starts good after enabling my mod.

I enable the mod and load a saved game, it loads fine, wait a month but don't see the ship turning up. Not waiting long enough? I am not sure I did the edit in the faction right. I edited a hegmony.faction from ships and weapons mod.

where defiant variant is the variant i created.


I used the hegemony faction file from starsector core data, I don't see the fields listed in it, as in your example to. is there a new way to add ships to markets and fleets now since 0.9?

General Discussion / Re: how do you beat this?
« on: April 13, 2019, 05:27:23 PM »
Ok so two onslaught. With two dominator escorts each. I have battle numbers at max so he can bring in a lot of destroyers etc. Now that you know, any adjustments to numbers?

General Discussion / Re: how do you beat this?
« on: April 13, 2019, 10:50:58 AM »
Hey thanks for all the great advice. I found the screenshot where you said.

So, an onslaught...escorted by cruisers and heavy cruisers(dominator). How many? As much as possible? Any room in there for Eagle cruisers? Any destroyers? Enforcer?

General Discussion / how do you beat this?
« on: April 13, 2019, 08:32:16 AM »
Tried capturing the screen but it just gets the starsector logo.

So I came across an invasion fleet of two ludic church heading to tri tachyon. They are massive. I am talking 4 battleships, couple battlecruisers, hordes of cruisers, destroyers and like 10 carriers, so you know how much fighters? How does someone beat that? Or survive the wave of assault by 30 fighter/bomber wings? I mean I could think of only having like a dedicated battleship or two to point defense, meaning all large/medium/small mounts fitted with their equivelenti n point defense weapons and no offensive weapons, to protect the fleet.

also this just means blobbing too, unless you keep your fleet together for unified point defense theres no way to mash through it.

any ideas?

which is interestingly how I described fleet combat in my book :)

General Discussion / Re: Colony economy
« on: April 13, 2019, 08:28:58 AM »
any tips on making a good money making colony? I have 3 right now and I have one built up to 7 and put lots of facilities on it and it makes abuot 110k profit. The others make like 40k and 16k profit. Should I build up all? Or a particular way to maximise them? I couldn't find very good colonies close to the bubble with, so I settled a couple worlds with no bonuses but no hazards either.

General Discussion / Re: Colony economy
« on: April 11, 2019, 06:30:46 PM »
seems like such a waste to have 17k metals stockpiled and many other stuff.

General Discussion / Re: Colony economy
« on: April 11, 2019, 05:21:02 PM »
I never stored any. they are in the stockpile screen along with bunch of other stuff like fuel and supplies.

General Discussion / Colony economy
« on: April 11, 2019, 04:49:21 PM »
What should I do with the excess metals etc stored in the surplus? If I take them it says something about money at the end of month,  I lose money? Should I take them and sell them?

General Discussion / Claim victory?
« on: April 10, 2019, 09:03:52 PM »
Where did the claim victory button go in 0.9? Whats different?

Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: April 08, 2019, 07:24:24 AM »
You know that save transfer doesn't work in .9 right?

oh snap! Will it ever? I hate starting over :(

General Discussion / Colony question
« on: April 08, 2019, 06:09:48 AM »
Can I place a colony in a system with my faction? I am a member of the hegemony using Nexerolin, can I place a colony in a system they have bases, and they won't attack it?

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