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Messages - mendonca

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31
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: November 19, 2020, 12:13:17 PM »
Thank you for the kind words :)

Will hopefully be getting some of the rough edges of the sector gen smoothed out just a little, sort of soon ish.

Also, just if it wasn't clear, the Scrapjet is entirely the work of Vayra, and yeah I think they are great too!

32
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: October 30, 2020, 02:29:52 PM »
Whilst I try and do almost anything other than come to terms with the specific needs of my mod w.r.t. Java generally (and something I've just wanted to do anyway) I thought it would be a fun distraction to pull together the ship sketches I have done over the years ...



Spoiler
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the Sickle




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The Langoustine



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The Old Kraken




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The New Kraken



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The Hammer




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The Reaper



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The Spinerette



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The King Cobra




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The Caliph

33
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 19, 2020, 01:01:10 AM »
Heh, yeah, so much stuff going on I can hardly make sense of it all together.

I'm strangely impressed by the 'Move Slowly' change, which seems like a really elegant way to neaten up the small gameplay things around that.

Thanks for the patchnotes, Alex.

34
Blog Posts / Re: Personal Contacts
« on: August 14, 2020, 02:29:20 AM »
Thanks Alex,

Really excited by the developments, as always.

35
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: March 02, 2020, 04:28:58 AM »
Hey, I'm sorry to report that I won't get a chance to work on this properly for a while, probably 8-10 weeks unfortunately (there is some stuff going on at my house and I am away from my desktop).

Hopefully by the time I get back to the house I'll be able to sort it out relatively quickly, I'm hoping it resolves itself with the fix presented by Morathar, but I guess I won't know that until I get stuck in to the detail.

Thanks though for the reporting and examples - that will be incredibly valuable.

36
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 26, 2020, 03:16:06 AM »
Is the mod supposed to spawn randomly generated constellations right next to, among and overlapping the core worlds? Is it related to those 'anarchist systems' I keep reading about? If not, I think I may have found a bug with the random gen logic. Tested with and without JP, definitely JP causing the rogue constellations.

There is supposed to be a scripted 'area of denial' with a given distance from the centre of the core - pushing the generation, in principle, well outside the core worlds and also outer-core mod worlds (e.g. ORA, BRDY which sit some distance from the core).

If these systems are still appearing around and about the core, it is definitely not intended and sounds like a bug in my code - would be really interested in any feedback you have on this, and thanks in advance for bringing it up.

37
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 08, 2020, 01:38:42 AM »
Thank you  :)

38
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: February 07, 2020, 05:24:44 AM »
So this might not be 100%, going off memory and what I understand the code is doing, but in principle it tries to find from 3 to 10 constellations; only choosing them if they meet certain minimum criteria, mostly around habitability scores of planets and suchlike; but also hard limited by distance from core (they only spawn beyond a certain point) and with a small amount of pure chance in there.

So you could end up with only three anarchist systems; or maybe equally likely 30, depending on which constellations the generator found; didn’t randomly discard; didn’t deliberately discard because of poor system choice etc.

When I did my testing and ran some scripts to find the systems; i was generally getting 8-15, throughout. These are generally bunched in certain constellations - and I seem to recall pitching them somewhere around 33% of the frequency or remnant systems, if that makes sense.

So you’ll see them populating several systems in a particular constellation - but there is no specific code that e.g. puts the constellations in any particular proximity (other than  that inherent in the limits of the generation code)

Hope that makes sense ...

39
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: December 04, 2019, 06:16:17 AM »
Would you mind putting the gifs on the OP in spoiler tags? My poor 500MB mobile data cant handle it ;_;
Sorry.

Sure, sorted.

40
General Discussion / Re: The Hyperion Cantos inspiration
« on: November 25, 2019, 07:54:53 AM »
There's definitely *something* there ...

http://fractalsoftworks.com/2015/03/12/a-starsector-reading-list/

(Also the Shrike's system rings a few bells ...)

41
Mods / Re: [0.9.1a] 'Junk Pirates' 3.4.0 (including ASP & P.A.C.K.)
« on: November 05, 2019, 02:08:20 PM »


...

...

COGMIND IS YOUR FRIEND


Download Junk Pirates 3.4.0

Pre-Tourney Balance Tweaks:
- VIE Plug Jet system added; installed on Magpie and Orcenstein
- Tweaks to Plug Jet AI
- Tangerine nerf; upped DP and altered Haymaker (less uber-strike, a little more general-purpose)
- Fixed up Micro-Scrapjet MLRS overdone damage ... (well, changed it, whether it's fixed ...)
- (nothing else weird and creepy, not really, yet)

42
General Discussion / Re: Where's Prometheus Mk II's bridge?
« on: November 04, 2019, 07:24:30 AM »
I imagine they probably sit on deckchairs bolted to the outside of the hull.

Major interfaces dealt with by dodgy hacked tripad apps.

Also possibly some kind of human interface / motion tracking device whereby munitions are launched by keen gesticulations / vigorous pointing.

43
Modding / Re: Finding locations of objects in a save file.
« on: November 02, 2019, 07:16:06 AM »
This should find the system names containing the cryo-sleepers:

runcode for (StarSystemAPI system : Global.getSector().getStarSystems()){if (system.hasTag("theme_derelict_cryosleeper")){Console.showMessage(system.getBaseName());};}

44
Modding / Re: Modded ship wont built at colony
« on: November 02, 2019, 05:38:50 AM »
Yeah kind of; it’s a weighting - so a bigger number makes a variant more likely to be created in general fleets. Not an issue with manufacturing.

45
Modding / Re: Modded ship wont built at colony
« on: November 02, 2019, 05:30:26 AM »
Have you set it up in the default_ship_roles.json?

It will need an entry in there to be able to be manufactured

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