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Messages - Histidine

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3436
Modding / Re: "Detailed kill list" mod, is this possible?
« on: August 18, 2016, 04:36:24 AM »
A CampaignEventListener can get the ships destroyed after each engagement round and you can store the data as you like. Here's an example
The main limitation is there is no way to tell who (or what) killed each ship. So per-ship kill lists are impossible, your fleet can take credit for enemies killed by allies or from hitting asteroids at low health, and things like that.

For actually displaying the information to the player you can use an EveryFrameScript and an InteractionDialogPlugin, like this one.

API information can be obtained from the Starsector API javadocs and the source code in Starsector[/starsector-core if on Windows]/starfarer.api.zip.

3437
The II medium-ranged HE weapon is the Solis Cannon.

3438
Suggestions / Re: Interrupting hostile fleets who are in combat
« on: August 15, 2016, 01:29:59 AM »
For the "attack one fleet" scenario, it could be nice to have an option where the second fleet temporarily allies with the player (the "enemy mine" outcome). Aside from the symmetry, this would be useful for modded games where the first fleet is from an enemy-of-all-humanity faction (e.g. Templars).

(Though it'd need reputation mechanics to incentivize against friendly fire "accidents")

3439
we have the assault chaingun for close-range and the heavy mauler for long range but nothing in-between for the HE damage type.
the kinetic has three medium range weapons yet for HE damage type there is none.
Make Arbalest AC fire HE rounds, solves both problems (and makes Arbalest something other than a poor man's Heavy AC).

3440
Mods / Re: [0.7.2a] Combat Chatter v1.6.1 (update 2016-08-14)
« on: August 13, 2016, 09:34:32 PM »
Fixed the Most Important character config being broken

Combat Chatter v1.6.1
Download

Changelog
Code
v1.6.1
* Add new characters: startrek_klingon, doom_comicguy
* Fix tf2_heavy not working
* Reduce repetition if a character only has 1-2 lines defined for a message type
* When failing to load character, error message says which one

3441
Modding / Re: Ship Pack
« on: August 13, 2016, 04:53:29 AM »
You might want to fix Nexerelin compatibility; details here.

If it's worthwhile, I'd like to add my mod ships to vanilla fleets in the "correct" way, whatever that may be. Currently I'm thinking of copying and thus overriding the .faction files in my mod folder. Would that be the "correct" way?
Make copies of the .faction files, but don't have anything inside them except the new ship variant entries in the shipRoles table, so it doesn't override stuff it shouldn't.
(This won't make it compatible with DynaSector; that requires a different and harder approach)

3442
out of curiosity ....... why is ship pack incompatible?
It doesn't check for Nexerelin (see the instructions in this thread's OP) before trying to spawn the station in Corvus star system, which likely doesn't exist.
  • Quick fix: Just don't spawn if it can't find Corvus
  • Better: Look for Exerelin star system as a fallback (can still break if user renames the Exerelin system)
  • Best of all: Pick a random planet (preferably an uninhabited one in an inhabited system) and spawn in its orbit

(If you know modding you can just open the script file data/scripts/world/ShipPackSectorGen.java and apply the fix to your local copy)

3443
Ship Pack is incompatible with Nexerelin's non-Corvus mode.

3444
Those aren't binary systems (such are clearly identifiable with the "<star name> B" names). I assume it's failing to use the extended positions list somehow, although why it'd do that I have no idea; will have to debug.

EDIT: Can't reproduce on Nexerelin v0.7.5c+ dev

3445
Modding / Re: Java for Dummies: modplugin.java 101 (help)
« on: August 06, 2016, 07:33:04 PM »
If you don't understand much of what I wrote here, I highly recommend learning some additional Java before trying to take things further. Otherwise you will fall prey to the unforgiving cycle of "copy, paste, despair". As far as imports are concerned, you need to import any classes that you use in your code. I recommend using an IDE like IntelliJ IDEA because it will handle all of the imports for you, check for errors, etc.
This.

As for (some of) the questions:
  • [This is what import does/li]
    • You need to import even if the extended class already did it
    • When registering a plugin on game load, either check if the plugin is already running (like SS+ writing a key to sector's persistent data), or make the plugin transient

3446
Good afternoon, I was looking at this and I wanted to know how I can make it work for me.  If I choose to start on a faction then leave and create my own.  Can I take over stations and planets?  Build relations with other alliances?  What functions does it have at the moment?  Thanks!  The link on the front page to alliances does not really say much.
- Yes
- Yes
- It's mostly similar to normal factions. The most significant differences I can think of right now: it doesn't use agents or saboteurs on its own (can be changed in Nexerelin/exerelin_config.json); you can't be kicked out of the faction from too-low reputation; and the DynaSector config (DynaSector/nexerelinOptions.json) can be edited to make it use/sell ships and weapons from all DS-supported factions.

3447
General Discussion / Re: Ships now break apart!
« on: August 04, 2016, 09:35:11 PM »
The one that really gets me is when the enemy is in full retreat and my frigate(s) could get close behind a fleeing enemy ship and destroy it with near-zero risk, but instead they hang back out of weapons range. (It kind of looks like the chasing ships' AI isn't accounting for the target's velocity)

3448
PSA: If people with broken mods don't have time to fix it they should take down the download link (or at least gate it behind a big warning message) until it can be fixed.

(I'm looking at you NGO)

3449
General Discussion / Re: HE Point Defense (And other weapon ideas)
« on: July 25, 2016, 05:00:58 AM »
I think there's no HE point defense simply because there are already plenty of PD weapons with the damage type deemed to make sense for them, and there's no real need to add a new one that happens to fire HE shots. The Exigency mod does have HE machine guns for PD.

3450
It does get annoying when code that could implode completely without any real consequence for the rest of the game (e.g. the Combat Chatter mod) causes the entire game to CTD.

Would it be possible and/or desirable for at least some implementations/extensions of classes like EveryFrameCombatPlugin, OnHitEffectPlugin, CampaignEventListener, etc. (possibly tagged as such in some way by the class dev) to simply stop being run when encountering an unhandled exception, instead of the program crashing?

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