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Messages - mendonca

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16
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 03:27:53 AM »
Hey, please don't worry about this it is unimaginably helpful for the cases I don't get to test!

https://bitbucket.org/mendoncka/my-files/downloads/JunkPirates.jar

Sorry about the trouble; I've added another null check here (which I thought was null-checked, but obviously not in the right place!); download above JAR and replace in JP_RC / jars folder whilst I upload another hotfix version; and hope for the best ...

Thanks again!

17
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 01:30:04 AM »
Thank you,

I've actually gone the slightly less elegant way round and stuck a null check in, which seems to be fixing the issue.

It appears that some markets are getting a 'null' faction, which is tripping out a bit of code that the Explorer's use.

I think, that even though I'm using similar code elsewhere, this 'null' risk is only exposed by the Explorer's who are less picky about where they visit, and are more likely to start looking at planets with null factions ...

If you can identify the mod, that would be incredibly helpful, but I still think it is reasonable that I include this null check, because it's a bit of a weird case that I'm sure another mod will do in the future ...

EDIT: Link updated, hopefully should be working now!

18
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 08, 2021, 12:34:05 AM »
Hi, would it be possible to provide a mod list?

I'm trying with several miscellaneous mods, vayra and nex my end and seem to move into campaign okay.

19
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 07, 2021, 02:47:37 PM »
Thank you; apologies clearly insufficiently tested with Nexerelin.

Wonder what I changed since it last worked! Thanks for the stack traces - sorry it's late here will have to sort out in the morning.

20
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.2 (including ASP & P.A.C.K.)
« on: February 07, 2021, 12:05:41 PM »
-+- DOWNLOAD 352 HERE -+-

3.5.2 Changelog:

Junk Pirates Explorers added:
- Sit around planet thinking about what to do;
- Some go off and cause trouble
- Some go off to decivilized planets and have a party.
- Can be switched off.
Intel added
- ASP Couriers variously
- Hit Fleets; should you attract the unwanted attention of the Familia
- Explorers; if you are friendly with the Junk Pirates you can keep up with the various things going on.
As the ASP Familia are more prominent; have been balanced with better (combat) ships; better and more variants.
Few balance tweaks including Goat, Gigantophis.
Better variants generally (thanks particularly due to Vayra for the tournament builds which I adapted a little)
Deco weapons; little aesthetic touches on some ships. Boxer, Boxenstein particularly.
Lots of small aesthetic improvements in various ways over the sprites. Plenty more to do, but incremental improvements continue.
PACK MESH - new built-in hullmod on bulk of pack fleet. Supports mixed fleets; mixed hulls.

21
Hey, that worked!

I knew it was me, I just couldn't see quite what detail I had missed this time!

So what I think I might have done wrong, is not robustly tested the 'score' thing. I strongly suspect when I did that I formatted it wrong or something, as for some reason I kept reading it as a requirement to put score=1000 and NOT score:1000 (even though I have used this in a few of my own rules, and was explicitly told to use the colon etc. but there you go)

And I switched into devmode using console commands, which didn't light up the 'playtesting' flag, and it wasn't then popping out any rules errors. So obviously, doing it properly, I noticed straight away that my score override wasn't working.

I'm happy now, but I'm still not 100% clear on how priorities get assigned! (will at least remember about the proper implementation of score:1000 now, at least!)


This fella:
greetingAspItemsFriendly   OpenCommLink   $aspCourierFleetITEMS $faction.friendlyToPlayer

Was (as per design) getting triggered in preference to this fella:

greetingAspFriendly   OpenCommLink   $faction.id == syndicate_asp $faction.friendlyToPlayer !$aspCourierFleetITEMS !$aspCourierFleetVIP !$aspCourierFleetPRISONER !$aspCourierFleetMONEY


Whereas this fella:
greetingJUNKExplorerNeutral   OpenCommLink   $entity.junkPiratesExplorer $faction.neutralToPlayer


was getting forgotten about for this fella:
greetingJUNKFriendly   OpenCommLink   $faction.id == junk_pirates $faction.friendlyToPlayer !$entity.junkPiratesExplorer



Would it have been happy coincidence because I set up 4 different memory flags, that it made the ASP case much more clearly specifically wrong?

(Regardless I've set them all up with high scores now!)

Thanks again!

EDIT:

Related; I noticed my TradePanelFlavourText wasn't showing up ... well, it is, but about 50%-60% of the time? Sometimes being over-ridden by the default market flavour text.

It's enough to fix it by putting a score of 2 on my rule market id (with a faction.id unscored) but I'm vaguely concerned in modded games with faction switching this might then persist, and could break elements of immersion, and seems difficult to accurately control? (Theoretically, I am competing against a single score rule ... $global.tradePanelMode == Market, against - this; plus faction check; plus market check, yet which rule wins is apparently about 50/50 or 60/40 in favour of mine?)

It's obviously not a game-breaker by any stretch, but thought I should at least mention it.

(I'll leave you alone now, ha!)

22
Thanks Alex,

I did try $entity.tag and score=1000 independently; but haven't tested $entity.tag robustly (as I said the implementation works fine for different rules in very similar context).

Will try some more robust tests around above and let you know how I get on.

Cheers

23


Hey I'm a bit stuck as to why my rules don't seem to be registering a particular memory flag. Can anyone give some clues for debugging this?

I'm happy with formatting, have tried changing variable name, tried deleting the rules which are overriding. Basically, as far as I can tell, I've done the simple checks a few times each, and ran through on the Discord with Nicke to try and make sure I was being as sensible as I can be,

The implementation I am using is the same in another part of my mod, and it works fine there, for different custom fleet types (which get the flag assigned in the same way, using getMemoryWithoutUpdate().set($tag, true) etc. )

Are there certain things I need to be aware of to avoid that might make a memory flag become invisible or something?

24
Mods / Re: [0.9.1a] 'Junk Pirates' 3.5.1 (including ASP & P.A.C.K.)
« on: January 28, 2021, 01:59:21 PM »

Just a little bump for 3.5.1, now released, following 3.5.0 changelog generally as above.

3.5.1 CHANGELOG:
- Industrial.Evolution support and integration (including additional facilities implemented if activated; the Karkov Academy is an academy etc.)
- New Beginnings support
- mendoncaModSettings.ini; ever been tempted to turn off the procgen? Desperate for more stuff in your adjusted sector? Don't like either of the factions systems? Turn them off! Fiddle around! Break things!
- ASP Syndicate now spawns couriers running around the system carrying out various missions based on markets served. All above board, no money laundering round here officer etc. (requires elaboration on mechanics and intel etc., but they carry appropriate cargo). Can be disabled.
- ASP Syndicate value the courier service they offer very highly and don't appreciate people interfering with their services ...
- Some balance tweaks, additional small things picked up (BIG thanks to Avanitia for pointing out many things, some still on my to-do list)
- Spinerette power and loot buffed, simple measures for now pending additional design work.
- Addition of [Junk Pirates] to all tips and de-nonsensing them (to an extent). I still sincerely stand by the full AMB Aurora as a valid approach.


DOWNLOAD (or see OP)

https://bitbucket.org/mendoncka/my-files/downloads/Junk_Pirates_351.zip

25
General Discussion / Re: Ironman Runs
« on: January 12, 2021, 07:42:29 AM »
Ah, I do "semi-Ironman". Roll with the punches unless something unfair happens, like getting ganked by half a dozen deathballs at once without chance to dodge away. Keeps things interesting, but there are definitely times when I'm like "No, I'm not having that - reload and try again!".

Yeah this is also, generally, me. I will - maybe 50-50 (is that me being optimistic? Probably) - accept an 'unfair' loss if I'm feeling like I might have been more considered in my approach, but yeah - Ironman in spirit and reloading very occasionally.

26
I didn't really 'play' Dungeon Master when it first came out - I was too young (for me), like 9 or 10 I guess, and the basic puzzles like 'press the button to open the door' really tested my patience at the time.

I do remember DM2 though, and actually properly played that, to an extent. Until I realised you could grind the big cows for beef which you could sell for gold and so I just saved up for some nice sword or something. Because the puzzle that amounted to not much more than 'press the button to open the door' really tested my patience.

A big part of this kind of 'remaking' / 'reimagining' games is making them how you THINK they played (It's mentioned in the article, and I thought it was and interesting point I hadn't necessarily thought about) . If successful you get old people who saw them first time round going "YEAH IT'S JUST LIKE I REMEMBER IT!" (it's not) and kiddies saying "THIS IS REALLY FUN!" (always was). like unpicking what the intent of that game was and presenting the intent in a successfully put together modern game.

As a design commentary context is everything, I guess. There's no way 512kb of RAM and a 7.2MHz processor can do what we can do today, in the detail - but it can give all the same feelings. I vividly remember chatting to my brother about our kind of dream, open-world game where you could do whatever you wanted (that was pretty much as far as we talked about). But this was when our expectations were to achieve graphics and an interface something like this:

https://www.mobygames.com/game/c64/hobbit/screenshots/gameShotId,193997/

We would have been delighted.

(Slightly unrelated point but I think some things game publishers / marketing departments can do really well is create the context / expectation for games to be perceived as successful design endeavours, which actually can be effectively independent of any of the mechanical design decisions. i.e. hype - but hype is context, expectations, a relationship and, eventually, memories.)

I've recently been playing Bloody Rally Show, which is really evocative to me of the kind of early 90s top down Amiga racing games which still carry a massive place in my heart (Skidmarks, Iron Man Offroad, Supercars 1 & 2). And I think does the same sorts of things Grimrock does with respect to Dungeon Master - face value it's the same game; seemingly no more or less simple but in reality it's a different ball game. But this is still the game I was playing in my head in 1992 or whatever.

27
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: December 28, 2020, 07:49:52 AM »
Just about done with this update, I think, picking up from last time - not feeling too bad if I only get it out a few days after the last one*

What I've got so far, difficult to entirely remember but:

- Fixed procgen elements, as far as I can tell. Now populating / occupying in some way around 15 systems typically in around 6 constellations (for reference typically 220-260 systems in any Normal worldgen) seems to be coming out that they are touching 5%-8% of worlds. Should stop doing the stupid things it used to do around overlapping core worlds etc. Should be much less prevalent.
- Lower tier Pre-PACK Anarchists act neutrally towards player. Around 50%-60% of Anarchist procgen systems seem to be run by these guys.
- Tweaked loot drops. Not sure exactly what, but generally shifted things from where they were as and when I thought about it to try and make it a little better in Pre-PACK anarchist research stations etc.
- Added HVBs as compatible with Vayra's Sector. Brother and sister with Blue Tangerines.
- Added support for Commissioned Crews.
- Added 'Boss Fight' out in the wilds. Some strange things kicking around in orbit around Cryovolcanic worlds. Soft cap of 3; normally 2-3 per worldgen. Seems like a tough fight without bringing a capital or two. Can get a decent haul of cores. Gens in non-tagged or JP systems, should steer clear of any other procgen mods systems with tags. Hit me up if you want me to include any tags from your mod.
- New illustration for above.
- I'm sorry to say I have actually nerfed the Mastiff and the Langoustine, in the most unimaginative way possible (i.e. I raised their DP), but also did tweak the stats. Also pretty sure I made the Constrictor worse. Hopefully I didn't do all those things multiple times.

Going to ponder, tweak and test for a bit longer, but thinking will release based on the above relatively soon, to get a solid grounding for a few more releases / additions over the next few months.

*The entirety of 2020, of course, doesn't count

28
Thank you!

29
So I'm doing this:

SectorThemeGenerator.generators.add(1, new JunkPiratesAnarchistThemeGenerator());

In my mods generator file.

All is good, and it's working great. At least first time round.

Except I'm trying to build a statistical picture of how my generator is working, and I am finding that every time I create a new sector (without physically exiting the game) I get a new generator added on top of the one I added last game (and statistically the same additional new amount of worlds etc. added until I am effectively saturating all candidate worlds within the sector after about ... say ... 6-8 new games without physically exiting the game).

So why doesn't it flush out my generator between games, while the game is still open? What have I missed? Can I do that, selectively? Or is there a sensible check I could put in at this stage of generation to determine if the collection on generators has one of my types of generators in it - and therefore not add it? (Anything I've tried so far hasn't had the desired effect ...)

Any help is appreciated on this one, hope that makes sense!

30
Blog Posts / Re: Writing Starsector
« on: December 17, 2020, 12:18:11 PM »
Thank you David, genuinely love reading about this and can't wait to see what you've got for us!

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