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Messages - Histidine

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3601
...so Gothars, I assume you've already helped yourself to your own first prize? :D

(this is just a rather unsubtle reminder of things currently left hanging)

3602
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 27, 2016, 04:31:32 AM »
I am getting the following error when generating a new sector using the hotfix .jar.
Yea, noticed this a while back. Uploaded a new jar at the same location, this should work.

Is there a way to set map-generation to alter the average size of individual stations/planets?

I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
Currently non-homeworld markets (which are always size 7) follow the following size rotation:
  • Planets: 4, 5, 6, 5
  • Moons/stations: 3, 4, 5

(Habitability chance is based on the number of existing planets in the system for planets, and always 35% for moons)

These values are hardcoded, so the only way to change them is to edit the code and compile.
I could put these values in config, but it feels like work for something that most people presumably won't touch and the economy is prone enough to breaking as it is.

3603
To get a $global.memoryValue from Java code, I use Global.getSector().getMemoryWithoutUpdate().
To get a $faction.value it's factionAPI.getMemoryWithoutUpdate().
But how do I get a $player.value?

(Also, what's the difference between getMemory() and getMemoryWithoutUpdate()?)

3604
General Discussion / Re: Anyone familiar with wikipedia?
« on: January 20, 2016, 04:58:46 AM »
I'm not really looking forward to the prospect of the "delete for being non-notable" discussion once the WP administration notices the page.

3605
Lore, Fan Media & Fiction / Re: The Lore Corner
« on: January 19, 2016, 07:41:26 PM »
Here is the easy guide to identifying vanilla ship tech levels just from visual appearance:

Low-tech: Orange engine flames with lots of smoke. Brown to orange hulls. Reddish brown shields.
Midline: Yellow engine flames with less smoke. Tan or grey hulls. Blue shields.
High-tech: Blue engine flames with little smoke. Blue to blue-grey hulls. Blue shields.

3606
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 19, 2016, 07:35:58 PM »
I should probably include some notes for imports and uncompiled scripts in the help.

Can you update support for Hiigarans, Kadur and Bushi ? Or how can i include them in my mod without having to modify nexerelin files manually?
To my knowledge, this should be sufficient:
  • Include faction config .json in own mod
  • Include copies of corvus_capitals, corvus_spawnpoints and mod_factions .csvs in own mod, containing only the entries for the mod in question
  • Add the faction selection and directory entries as seen in Nexerelin's rules.csv to own rules.csv


If it doesn't work, let me know and I can add it on my side.

3607
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 19, 2016, 07:49:28 AM »
The mod plugin needs to check if Corvus mode is running and spawn the same star systems and such that it does if in vanilla. (I'm not sure it should actually crash if it doesn't, but this would explain it)

If the code in OP fails to compile, you're probably missing the required imports:
Code: java
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
(Your IDE should point out such issues automatically and provide automatic correction options)

3608
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 19, 2016, 07:05:21 AM »
Hmm, I should have mentioned the actual key part instead of assuming it was already done: the mod plugin detection for Nexerelin needs to be right. Check the OP and post your plugin code if it doesn't work.

3609
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 18, 2016, 07:02:01 AM »
Whats the covrusCompatible json?
Faction config json (the ones in data/config/exerelinFactionConfig)
Code
    "corvusCompatible":true,

3610
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 18, 2016, 06:00:41 AM »
It crashes with any of those mods, or even none of them?

If crashing with those mods, what were the changes you made in attempting to implement Corvus support? (IIRC it just needs the corvus_capitals.csv and corvus_spawnpoints.csv entries and the corvusCompatible json tag)

3611
General Discussion / Re: Cannot find Tri-Tachyon military surplus
« on: January 17, 2016, 12:47:56 AM »
Port Tse Franchise Station #3 also has a military market in 0.7.1, doesn't it?.

In general you can mouse over a star system in the intel map and any markets that say (military) after them have the military submarket.

3612
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 15, 2016, 08:49:39 PM »
Okay, found the problem. It turns out the Diktat lost so many battles in that star system recently that patrols were spawning over 12 times (!!!) more frequently than base.

Modified it so each loss only reduces the speed at which the patrol timer increments by 50% instead of 100%, and losses can make patrols spawn no more than 4x as frequently as normal. Here is a .jar file (put in Nexerelin/jars/).
If you're still having problems, open vanilla's data/config/settings.json and temporarily increase averagePatrolSpawnInterval.

Glad you're enjoying the game :)

3613
Mods / Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« on: January 14, 2016, 04:04:30 AM »
I'm trying to invade a size 7 (military) Sindrian Diktat planet and they spam response fleets/detachments every single time I whack them to oblivion and restart the process. I have a station nearby which I go to for repairs/supplies every time I run out of CR from constant fighting.

I have 3 decked out Paragons 1 Onslaught and 2 Eagles and some support ships + 2k marines, maxed out all available skills, so my capture probability is 100%, and I can take on anything that engages me every single time without loosing anything but supplies and CR.

My questions is (after many repetitive battles), whether the Sindrian Diktat will ever run out of response fleets, because otherwise it seems impossible to capture that planet - not because I don't have the resources, but because they interrupt the invasion process every single time due to game/mod mechanics.

Spamming them with saboteurs destroying reserve fleets didn't seem to help.

I assume it's because the fleet logistic module from the original Exerelin was left out and vanilla mechanics just spawn fleets on trigger without considering anything but the player's level. Is this true?

Once a response fleet spawns it needs to wait quite a while before it can accumulate enough points to spawn a new one (and a long time before it can spawn anything that doesn't immediately run from a decent lategame player fleet). Response fleets returning to base add part (75%) of their fleet points back to the reserve, and it's possible that this is bugged, but the points don't get added until the fleet despawns so it doesn't seem likely that this is the problem.

Currently there's nothing that stops patrols (including Detachments) from continuously spawning at a market being invaded; in fact, killing them just makes them spawn faster. I've been meaning to implement economy-dependent patrol spawning, or at least make them not appear while an invasion is in progress, but never got around to it. Still, it should be entirely possible to get enough of a gap (1 ingame day) between patrol spawns to finish the invasion.

Do you want to upload a save? Would help me look for specific failure cases.

3614
Suggestions / Re: A few things as a new player that stand out.
« on: January 14, 2016, 03:35:03 AM »
Regarding carriers, what kind of ship are you flying? If you're in a frigate, I wouldn't expect you to have too much trouble chasing them down. Deploying some faster ships may be worthwhile to help chase them down, in any case.
Depends on the carrier. Condor's base combat speed is only 40 (which is catastrophically slow if it gets into an escape scenario), and Gemini isn't much better at 50.
Heron, however, goes at 90 (I always felt it was fast, but had no idea how fast until I checked the codex). Further, it's a good enough fighter to deal with one or two frigates, or a lone destroyer, that try to catch it; it doesn't actually have much in the way of weapons, but it has a pretty good shield and flux stats to use it with (unlike the aforementioned Condor or Gemini).

The player does pay quite a bit in deployment cost for those benefits, but it remains annoying to run AI Herons down (especially with level 20 officers) if they decide they don't want to stand around and be caught.

3615
General Discussion / Re: Nav Buoy, Sensor Array and Comms
« on: January 12, 2016, 08:39:04 PM »
Objectives aren't randomly lying there in space; they're placed by ships. Though the question just becomes why they only work at those specific locations.

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