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Messages - PCCL

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16
Mods / Re: [0.95.1a] Realistic Combat 1.7.1
« on: July 21, 2022, 10:41:34 PM »
Couple questions since I'm away from computer right now:

When weapon range is adjusted to account for jinking, does it matter what the projectile ultimately hits? In other words, if I fire a long range shot against say an onslaught, could it hit the hound just in front of it or would the hound be able to jink it somehow?

Are beams affected by the weapon range adjustment?

Beam damages decrease from diffraction, right? Such that DPS = 1 at the max range limit? Would AI account for this when firing their beams? In other words, would my autofire waste all my burst laser charges before the missile gets close enough for them to effectively deal damage to it?

17
Mods / Re: [0.95.1a] Realistic Combat 1.5.0
« on: July 19, 2022, 11:59:42 AM »
Glad to see it's fixed. I'll playtest it tonight. That said though, I don't know that I agree with binding a beam's range to its DPS, much less it's sustained DPS (which was the 1.4.2 implementation). By making one a function of the other, you remove a dimension that beams can use to differentiate between them -- we can no longer have a short range, high damage, high diffraction assault beam and a longer range, lower damage close support beam. From a game design perspective, I don't know that that's ideal. From a realism perspective, I think different beam emitters can have different diffraction factors.

Perhaps a better way of dealing with it is for beams to use their CSV range and DPS, and for the game to calculate diffracted DPS accordingly as a function of the two, down to the threshold at max range?

On another note -- the excessive harpoon speed seem to be hardcoded for whatever reason. In my personal mod I've made a copy of harpoon_mrm.proj and called harpoon_mrm_rc.proj. I then changed all references to harppon_mrm to the rc version and that seems to have fixed the issue.

18
Mods / Re: [0.95.1a] Realistic Combat 1.4.1
« on: July 17, 2022, 12:13:30 PM »
Something seems funky with the combat readiness code:

Code
    private static float getCombatReadinessLimit(ShipAPI ship) {
        return Math.max(ship.getHullLevel() - RealisticCombatSettings.getCombatReadinessOffset(),
                        RealisticCombatSettings.getCombatReadinessOffset());
    }

    /**
     * Limits the combat readiness of a {@link ShipAPI} to some percentage points
     * less than its hull level because a damaged ship is less ready to fight.
     *
     * @param ship {@link ShipAPI}
     */
    private static void limitCR(ShipAPI ship) {
        try { if (ship.getCurrentCR() < getCombatReadinessLimit(ship))
                  ship.setCurrentCR(getCombatReadinessLimit(ship)); }
        catch (Throwable ignored) {}
    }

Firstly, it seems to call a "getCombatReadinessOffset" in realisticCombatSettings, which I can't seem to find.

Secondly, The idea of this is to lower combat readiness as the ship gets damaged, right? If so, shouldn't it trigger if the ship's current CR is greater than the CR limit? As it stands, it seems backwards.

19
Mods / Re: [0.95.1a] Realistic Combat 1.4.1
« on: July 15, 2022, 11:28:26 PM »
The scaled up map size is great, but it seems to allow ships to retreat from the middle of the map.

I'm not sure how the code around that works at all, but might be something worth looking into.

Edit: this seems to only happen when the enemy fleet is in full retreat, they just straight up disappear and the game ends

20
Mods / Re: [0.95.1a][v1.1.0] Realistic Combat
« on: July 10, 2022, 01:41:56 PM »
I'm not quite sure as to why it's happening, but starting the campaign seem to double max speed bonuses, I suspect but cannot confirm that other maneuvering stat modifiers are being applied twice also (see image below)
https://prnt.sc/sFDjGKnXfLMp

The wolf, with a stock max speed of 150, is being modified to (150+250+250) = 650. If you use instead the refit screen in the missions, we see the image below with max speed bonuses being applied once
https://prnt.sc/7M3rq6bkyyvp

Strangely, if you boot up campaign, exit campaign, then use the mission refit screen, you also get the double max speed bonus. I suspect something is triggering that script during campaign start.

edit: ModPlugin seems to call adjustSpeedAndManeuverability on application load and on game load -- I'll try disabling one and see if it fixes the issue https://prnt.sc/fMMG6nAHYAP_

edit2: doesn't seem to have done it. On a side note, if you boot up a campaign, exit said campaign, and then boot up another campaign, max speed modifiers apply three times


21
Mods / Re: [0.8a] Hegemony Expeditionary Auxiliary Fleet v1.1
« on: November 25, 2020, 01:32:20 AM »
Slight necro from OP, but since there has been multiple requests:

Everything I've done here is completely free to use, all I ask is a nod to the original mod. Go wild!

Same goes for any other mods I've published in the past -- all for the good of the community, I think.


22
General Discussion / Re: Missile speed and resistance
« on: June 16, 2019, 02:35:13 AM »
You'll want proj hitpoints in weapon_data csv, column AE if you're on excel.

23
General Discussion / Re: Missile speed and resistance
« on: June 14, 2019, 11:26:53 PM »
the speed of missiles are in weapons.csv, but if you want to change maneuverability stats (acceleration, turn rate) you'd have to go into weapons/proj/whatevermissileitis and change each individually.

24
Suggestions / Re: Raids are not legal grey areas
« on: November 26, 2018, 10:54:35 AM »
Diplomacy and intelligent faction decision making are the solution to the annoyance  everyone is expressing...

Nobody should bother attacking the colony unless they have like a 75% chance of winning. They should just harass fleets instead. Would you mount a giant attack that you're probably going to lose? No. Why should the AI? Because fun? Well, obviously it isn't fun for anyone.

I agree.

Unfortunately, Alex seems to be stuck in the thought process of more-explosions == more fun (See suicidal pirates who will attack you right after you wipe out a fleet twice its size without breaking a sweat). While to an extent that is true, I feel like the game currently offers too much of a good thing in that regard.

Battles are good, but one can only wipe out the same pirate junker fleet so many times before it gets boring.

25
Blog Posts / Re: Portrait Hegemonization
« on: October 18, 2018, 02:02:46 PM »
Goddammit... Well played David

26
Blog Posts / Re: Portrait Hegemonization
« on: October 16, 2018, 12:16:50 PM »
Will we also be seeing versions of these portraits overhauled for Sindrian, Persean, Tri-tach, and other factions?

27
General Discussion / Re: UNLIMITED SPEEEEE
« on: October 03, 2018, 08:29:47 PM »
I'm pretty sure ships are right now hardcapped to 600 speed. I seem to remember trying a mod to that effect and found that

28
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: August 15, 2018, 07:25:38 PM »
Oh man, I remember playing these missions in computer class in high school.

I am now a law student and might be a lawyer by the time 1.0 comes out...

This might be the game I have followed for the longest time...

I regret nothing

29
Modding / Re: [WIP] [0.8.1a] The Crimson Alliance (unreleased)
« on: July 14, 2018, 11:15:14 AM »
Ah don't be so unsure of yourself, your sprites are great. The providence, especially, looks like a really interesting design. I for one look forward to seeing the rest of the mod :)

30
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 24, 2018, 10:02:52 AM »
because a lot of people like it

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