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Messages - Histidine

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3571
Update your Nexerelin.

3572
Suggestions / Re: Combat Rediness
« on: March 18, 2016, 06:46:48 PM »
What ships are kiting you exactly and why are they not bleeding CR faster than you do?

3573
An API hook inside Nexerelin that SS+ makes use of is probably manageable (and already has precedent, which is why Nexerelin fleets benefit from SS+ features).

Though I'd still need to work out the player-facing design prior to working on it. Draft idea

3574
Modding / Re: Making a music mod have higher priority than other mods.
« on: March 16, 2016, 06:26:18 AM »
Prefixing with ZZ sounds about right. But I thought that bug was reported already and ought to have been fixed regardless.

Anyway, consider editing the pre-existing MusicLib mod (comes with SS+)

3575
New idea for Nexerelin: ability to colonize a planet.
How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)
Quick idea draft I wrote up. To answer some questions
  • Having to kill savage natives to colonize a planet... a) wouldn't fit in the lore, and b) reeks of Unfortunate Implications that I'd really rather not deal with.
  • You could "colonize" a sun with a Dyson sphere or somesuch, but I figure this really isn't practical in the post-Collapse Sector (possibly even before).
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)

Please: elaborate on the "writing off SS+ compatibility" part
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
  • DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
  • I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)


I'd probably sooner make a Space Rangers style text minigame in rules.csv to handle boarding.

3576
Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: March 15, 2016, 08:38:37 PM »
It's a merchant convoy, so I figure the biggest cargo ship being the "flagship" makes sense.

3577
Quick question about the random generation: is it possible to change the max planets and stations in the configuration?

I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
You can add your own starting planets/stations options or modify the existing ones to get enough planets/stations. (Nexerelin/data/campaign/rules.csv, lines 33-59)

Quote
My wishlist
...
Revamped capture system

Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)

Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?
Works for me. If it's not just because Blackrock is dead (or someone broke rules.csv), put up a save and I can take a look at it.

3578
Mods / Re: [0.7.1a] The Mayorate v0.9.1 (updated 13/12/15)
« on: March 15, 2016, 04:32:51 AM »
My first thought was "dire Cimeterre".

3579
Mods / Re: [0.7.1a] AI War v0.3c (small update 2015-12-13)
« on: March 14, 2016, 04:21:51 AM »
When is compatibility updating for 0.7.2?
I haven't had time to do a campaign playthrough yet, but the 0.7.1a version should work fine. At least the missions do.

3580
Suggestions / Re: Extended Alternating Weapon Functionality
« on: March 13, 2016, 04:45:54 AM »
The big problem I have with alternating missiles is the thing where:
  • selecting a group on alternating mode,
  • selecting another group,
  • then selecting the first group again

increments the group weapon selected. This makes it unnecessarily hard to keep the ammo counts on the launchers balanced.

3581
Is $menuState used for anything? I want to know if I can set it to things that are not "main".

3582
Will this work with 7.2a? Are there any real changes that need to be made to it?
Haven't tested but it should work as it currently is. If it doesn't, well, let me know!

3583
Modding / Re: Editing the amount of days for a mission
« on: March 12, 2016, 07:11:27 PM »
Yeah, the .zip just contains code samples.

Recompiling starfarer_api.jar with the modified file might work, though I'd personally do a proper separate mod.
(It should only need the modified script in MyMod/data/scripts[/someSubdirectory], a mod plugin in the same place, and a mod_info.json in in the mod's base folder; look at other mods for an example of the structure)

3584
Originally posted in Combat Chatter thread:

Spoiler
5335853 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 4
java.lang.ArrayIndexOutOfBoundsException: 4
   at com.fs.starfarer.combat.entities.ship.A.G.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.render(Unknown Source)
   at com.fs.starfarer.combat.entities.BaseEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.render(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

(It's likely not Combat Chatter, seeing as its plugin's renderInWorldCoords() and renderInUICoords() methods are empty; it does use CombatEngineAPI.addFloatingText)

3585
Mods / Re: [0.7.2a] Starsector+ 3.3.0
« on: March 11, 2016, 08:34:28 PM »
Sidenote. With Nexerelin, The different starting levels are incorrect, presumably because Starsector+ alters experience requirements.
Which one? I fixed the level 16 start when it was reported a few months back, and while you do end up with extra XP on the level 6 start with either vanilla or SS+ (can't remember which), it doesn't quite reach the next level unless I'm really misremembering things.

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