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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - TrashMan

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31
Modding / Re: Java Bounty Board
« on: November 08, 2019, 05:03:07 AM »
After the way you've acted toward Vayra in their mod's thread I can safely say that there is no amount of money that would ever convince me to write code for you. I would rather mop out a septic tank with a toothbrush than contribute a single line of code towards your goals.

Agreed, this guys a piece of work and doesn't deserve it. Really lives up to his name.

Do you always declare someone you don't know the devil based on a radnom post, or are you just having a day off?
Either way, it has nothing to do with the purpose of this thread, take it elsewhere.

32
You weren't 'coming across too strong'; you were acting like an entitled child and harassing someone who wasn't doing what you wanted fast enough.
You didn't stop when I asked you politely; you're making a show of contrition because now that Gothars showed up, you're afraid a moderator might ban you.
And you still haven't actually apologized.

You're a real piece of work.

I wasn't harassing anyone. I posted error logs and asked when's the update 3 times (2 times in a row because I had multiple tabs open and didn't see I already posted)
Step off your high horse and stop being so judgmental.

This is the last thing I will say on the subject.

33
General Discussion / Re: Raids make little sense
« on: November 08, 2019, 02:46:31 AM »
I still say we should get back boarding...trough the use of boarding torpedoes/shuttles (a weapon? Special ability or a ship? As a special fighter wing?). You'll have to overload the ship or somehow tie up the point defense, or else the boarding craft would be ripped to shreads.

You have to have marines in your fleet and 10-20 are deployed per shuttle/pod. A battle ensues with a dynamic of power bar above the ship. The ship in question would always be heavily damaged if captured, from heavy internal sabotage and the level would vary. Add a new D-mod(s) (damaged internals 1-5).

34
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 08, 2019, 02:39:30 AM »
The thrusters firing would be all the left ones to straffe right, and the bottom right one to turn right (the top left one being already on), meaning that both the bottom left and bottom right thrusters are working against eachother. It would make more sense to have only top left thrusters firing, otherwise you are just wasting thrust.

And if you want to have separate mid-ship thrusters for translation and corner thrusters for rotation, then you are not using the full available thrust to maneuver which makes even less sense.

That could be easily solved - a thruster is only on if it recieves no conflicting inputs (input 1 and 1, 0 and 0 and it's off. 1 nad 0, or 0 and 1, and it's on)

35
@ TrashMan

Modding is a hobby, and people work at their own pace. You are not entitled to an update, or that mod authors do anything for you at all. Please stop pestering Vayra at once.

I may have come across too strong. And of course, I realize I'm not entilted to get anything for free.

36
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 07, 2019, 03:10:08 AM »
Why would they be canceling each-other? Thrusters are either on or off. If you strafe right and turn right, assuming a sensible thruster setup, the thrusters that would fire would be left thrusters (to move right) and bottom right one (right rotation is bottom right and top left, which is already fired from moving right)


But I do have to look into the deco weapons. Don't they take up a weapon group slot? That is a BIG downside.

37
General Discussion / Re: Make the Core Worlds Larger
« on: November 07, 2019, 03:01:14 AM »
I have more of this sort of thing in my mod. Upfront I agree that its a good idea and I would like to see more stuff like that. However, it has the side effect of creating a ton of derelicts (even capitals) and so it makes getting very rare and valuable ships completely trivial. Like first 5 minutes of a new game you have a Paragon trivial.

Go to the warzone, sneak around fighting groups (transponder doesn't even need to be off) and wait for derelicts or debris fields. Salvage away and viola you now have a Paragon and a few hi tech cruisers.

New players obviously don't know this, but I think this would make the game far too easy without also changing how derelicts/debris salvage works. Maybe make recovering (through derelicts and salvage not post battle recovery) anything above a destroyer require a story point with the amount of story points needed scaling by hull size and tech level?

You can also make it that being seen salvaging faction property is a serious offense that will not only net you a hefty rep penalty, but also a fleet on your back.
Simply put, it would be STOLEN GOODS.

Not all derelicts though. Fresh ones from major factions. You could generate recovery fleets that would go search and recover faction derelicts after battle. Though if one drifted too far out or was missed, it would be considered lost.

You can make it so that you can recover such ships and then hand them back for a good money/rep boost.

38
General Discussion / Re: Raids make little sense
« on: November 07, 2019, 02:48:09 AM »
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".

However the player is still most likely to always take the fight, even then that would be a nice way to deal with convoy raiding, i mean when you hear a cargo ship is full of volatiles your first reaction shouldn't be
"Let's blow it up and hope there is some left after that"
but rather
"Let's hijack it, either the faction wont want to put-up with a shortage and pay or we'll resell it elsewhere to either their enemy or the black market, however they'll probably dislike that even more"

As for the redacted, they're certainly the best suited as a menace for when colonies are established outside of the core worlds, that could be good enough of a reason(coupled with core rivals waiting for opportunities) as to why the main factions do not want to invest large amount of ressources into promising territory so easily.

Lastly, that's good citizen, the Emperor Hegemony is proud of you.

Kinda like the Ludds will let you go if you pay?
Yes, that should be a thing. There should be several ways to deal with pirates - fight, give some cargo, pay credits, try to run.
It will help new players that get jumped/ambushed. Plus it makes sense.

And  speaking of "stealing a ship to ransom it later" - why not add that as a mission type? Retrieve a stolen ship.
But it's questionable how that would work without boarding.

39
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 07, 2019, 02:39:13 AM »
It's a bit more complicated than that since you can combine two translate directions and rotations, but there is a simple script available in MagicLib that allows you to do just that using simple deco weapons.

Deco weapons are a bad solution. Engine code is far more efficient and simple.
And insofar as more complex - not by much, since you simply fire all aplicable thrusters depending on movement.
Non-nested if statements basically.
Code
IF moving forward - forward thruster fire code
IF moving backward - backwards thrusters code
IF strafing left - left strafe code
IF strafing right - right strafe code
IF turning right - right turn code
IF turning left - left turn code

Backwards + left strafe + left turn would simply execute all aplicable codes and fire all aplicable thrusters.
There might be a more efficient way to go about it (without changes in the ship files structure)
At the end of the day you want as few checks as possible

40
Custom bounties seem to have a lot of issues - with generating officers and generating small descriptions.
Everyone waiting on a fix... or a hotfix.
And Vayra is taking his sweet time.

41
Mods / Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
« on: November 07, 2019, 02:28:34 AM »
LOOK

You PC is actually weaker than mine.. And in big battles with pillum spam I get slowdowns.



Hi Trashman, I'm interested in using your mod in conjunction with a bunch of others. But your music file seems to be interrupting it:

59632 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found
Edit: And ah yes, the custom flags folder goes into the graphics folder yes? Nevermind, found it in the faction folder in the graphics folder.

Edit2: Got it to work. Had to re-install it. LoL. All I had to do was whine about it after I tried to fix it a few times then BAM, fixed after 1 try.

Again the Oren Theme. Older download or corrupted file. Not sure which.
Could it be that it's from the ExtraMusic and that I left it references in the basic sounds.json? I will have to check, but it shouldn't be the case. Oren Theme should be part of the base music...

42
Suggestions / Re: Engine trails Flare based on direction of movement
« on: November 06, 2019, 02:36:45 AM »
Starsector never implemented a simple engine angle check.

It really shouldn't be that hard to have the game check engine angles and treat all pointing back/forward as main engines/retros and the rest as manouvering thrusters and fire them accordingly.


Basically, since 0° is forward, anything from 315° - 45° would be retro thrusters, from 45° - 135° right manouvering, from 135° - 225° main thrusters, from 225° - 315° left manouvering.

If strafing right, fire all right ones.

For turning the ship an additional check is needed - offset from center.
So, if you're turning right, fire all RIGHT trusters that have positive ++ offset ( coordinates 20.5 and 50.8 would mean thruster is located forward right on the ship) AND all LEFT thrusters that have negative -- offset.

For turning left, you'd check the same, but offsets would be -+ for right and +- for left.

Simple to implement, but we're talking a minimal 6 new engine points per ships. I don't know how it would affect performance, but shouldn't be too bad.

43
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:34:10 AM »
Personally i think these pirate raids make a lot of sense and here is why:

they are being paid/supplied to fight a proxy war on behalf of the core world factions

That's what other factions/nations are for. Think Vietnam and such.
Pirates are too poorly equipped and too unreliable to be used as major military assets. Historically, they have been used to harass/attack shipping, not invade enemy strongholds. Even then it caused more problems than it solved, since the second you stopped paying them, they would turn on YOUR shipping.
There's a reason the only piracy today is in 3rd world s***holes and it takes the form of "pay me or I'll damage this expensive ship (which is by far the most valuable thing)". Have you looked at somali pirates? They come in tiny fishing boats armed with a few machinguns and a RPG or two. They prey on undefended, slow ships. They rarely take any cargo - because the parent company will pay to get the ship and it back. And because they'd have to haul it and sell it. Not an easy task. Even less so in space, where every gram counts.
Generally speaking, PIRATES DO NOT KILL OR DESTROY, they ROB. They WANT you to drop some cargo or give some $$$. If they take it all or kill everyone, why would anyone stop and surrender? Real pirates do not want a fight.

44
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:15:08 AM »
Hegemony feels the most heroic (or least evil) out of all of the factions.  If anything, they feel like the stuck-up Lawful Stupid paladin stereotype.  More control freak than anything.

To me it feels more like the Imperium from 40K. Controlling (to a point..they only have 1-2 rules and don't care what you do outside of those) and seemingly overly aggressive, but it does so because it HAS to do so, seeing it as the only way to preserve humanity. And you can't really blame them given the state of the sector an other actors - actual dictators (Sindaria), greedy corporates (Tri-Tach), insane fanatics (Path) and regressive religious fundamentalists (Church)

45
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 02:09:02 AM »
I agree with most of this. The entire colony system is completely ridiculous the way it currently is IMO. The only thing I'm a bit iffy on, is the rebellion, seems a little over the top, but something similar would be a good idea none the less.

It's not over the top at all.
Play with fire, get burned. AI is effectively an alien mentality in command of vast resources. There have already been 2 wars over the AI.

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