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Messages - Creepin

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31
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 31, 2015, 04:38:22 PM »
So, no, your "own" faction is your "own" faction in name only.  Mechanically, they are the same as any other established faction.
I second this. Today I've got message along the lines "faction Player increased standings with you up to 87" (don't remember exact phrasing). This mean that faction I created, the faction where I must be god, lord, and ultimate good, dared to defy me even below 87? What's the point of having own pets faction then? :(

32
Mods / Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« on: October 30, 2015, 11:56:18 AM »
I'm not sure if I should post it here or in Templars topic, so please correct me if I decided wrongly :)

Anyways, are they supposed to fight each other?

[attachment deleted by admin]

33
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 29, 2015, 02:00:59 PM »
Constants from SkillData.jar are compiled into each of the individual skills, so you can't replace them without re-compiling those skills (or removing them from the Jar and having Janino automatically compile them at runtime).
Thanks a lot Dark.Revenant! Due to your clarification I was finally able to modify SS+ game and now could play it exactly in the way I enjoy most!

In case anyone as clueless as I was will be interested, here's what I did:
Spoiler
to modify a skill effects I (using ComputerSystemsEffect1 as an example)
- found ComputerSystemsEffect1.class file in SSP.jar in data\characters\skills\scripts\ folder (.jar opens like an archive by 7zip);
- decompiled this .class file in to readable form by using online decompiler (javadecompilers.com in my case);
- saved this decompiled contents as a plain text file, naming it ComputerSystemsEffect1.java;
- created \scripts folder in Starsector Plus\data\characters\skills folder;
- placed newly created ComputerSystemsEffect1.java therein;
- erased ComputerSystemsEffect1.java and ComputerSystemsEffect1.class files from SSP.jar, like you would do with a usual .rar or .zip;
- modified .java file to my heart's content, and happily played with modified numbers actually appearing in SS+!
P.S. works for aptitudes too :)
[close]

34
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 28, 2015, 12:16:25 PM »
That should have worked. Did you make sure the changes you made were there? Packaging/Unpackaging can do odd things.
Yes, I have double-checked :(

35
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 28, 2015, 10:50:24 AM »
SS can't read the java file that's stored inside the jar; it uses the equivalent .CLASS file.

So you'll either have to:
1. Compile the java file into a class file.
2. Delete the class file, and move the java file to the equivalent location within the standard file system.
Blaze, thank you for your patience :)

Here's what I've got:
Spoiler
I figured that learning java is a bit overkill to freaking change 3 numbers in text file, so I went along second option you provided. I created folder "Starsector Plus\data\characters\skills\scripts", copied thereto SkillData.java from SSP.jar and then erased both SkillData.java & SkillData.class from SSP.jar. Didn't worked :( Then I pondered a bit more on what you meant under "equivalent location", erased "Starsector Plus\data\characters\skills\scripts" folder, and put SS+'s SkillData.java into "starsector-core\data\characters\skills\scripts", overwriting vanilla file. Didn't worked as well :(
I'm trying to describe my actions in as much detail as I can in hopes you might see what I did wrong. Any ideas?
[close]

36
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 27, 2015, 02:50:26 PM »
So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory.
No you're absolutely correct. However, the SkillData.java file for SS+ is stored in the SSP.jar file in the jar folder.
Blaze, thank you a lot for your prompt reply!

It is surely a step in right direction, but even though I was able to locate SkillData.java within SSP.jar, modify it and package jar back (making sure afterwards that changes I made were still there), in SS+ game I still get vanilla bonuses. Any idea on what could went wrong?

37
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 27, 2015, 12:25:13 PM »
Ok, time to ask a serious question: something in SS+ overrides vanilla settings, and I would be grateful for the hint what is doing it and how could I avoid it.

Namely, in my pursuit of giving my ships a better increase in ordnance points I tracked the math behind ordnance points percentage increase down to SkillData.java file. I have modified therein TECHNOLOGY_APTITUDE_OP_BONUS_PERCENTAGE, COMPUTER_SYSTEMS_SHIP_OP_BONUS_PERCENTAGE and MECHANICAL_ENGINEERING_SHIP_OP_BONUS_PERCENTAGE lines to better suit my liking, and tested in vanilla - all fine, working as promised! However, when I run vanilla with SS+ activated (no other mods, just SS+, lazylib & shaderlib), this stops working, reverting my OP percentage bonus for levelling up respective skills to vanilla unmodified numbers.

Far as my general knowledge of modding tells me, mods usually work in this way by overriding vanilla files. So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory. Next thought I checked if OP bonus awards is rerouted by SS+ from standard path of (for example for computer_systems skill) looking at computer_systems.skill, where used data from ComputerSystemsEffect1.java, where in turn used data from SkillData.java. However, SS+ version of computer_systems.skill, even if differs a bit from vanilla one, still refers to the same ComputerSystemsEffect1.java which is absent in SS+ files and therefore must be used from SS core files. This theory failed as well. At this point, having all my theories on what in SS+ could have override vanilla SkillData.java settings failed, I'm asking for an advise, in what direction I should dig further.

Thanks in advance :)

38
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: October 27, 2015, 10:41:49 AM »
Feels like a lot of wasted effort until 0.7 drops; when it does I'll probably download it, play it for a few days, and see what direction I want to take the Nomads. When I have a clear goal, I'll do the work, and in the process be motivated to fix the editor.
Great news, everyone! :)

39
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: October 27, 2015, 06:16:11 AM »
Since you cannot space excess crew
Really you can't? :( I must admit I never needed to push some extra mouths from airlock, but frankly I should be able to if that is my whim. This game design is as bad and 4th wall breaking as unkillable children in Fallout, Skyrim and so on.
Spoiler
We should be able to order to execute (here be slider bar from 0 to 100%) of crew and if there will be enough people unhappy with this decision, they could riot and possibly stole one of your ships and escape.
[close]

40
General Discussion / Re: Civilian Liner
« on: October 26, 2015, 01:09:02 PM »
I wonder what its in-game function will be. At the moment there's no use in shipping large quantities of people. Maybe missions will introduce some? Evacuation or refugee transport maybe.
I believe not every ship should be useful for a player. Even is totally bad from player's point of view, this ship could add immersion by adding NPC civilian cruise fleets, "liner with an escort" type fleets, evacuation fleets, or something else.

41
Mods / Re: [0.6.2a] The Nomads (v1.0 RC4)
« on: October 25, 2015, 03:06:59 AM »
Could anyone take Nomads and update them? For example, ICE returned to Starsector thanks to Histidine.
Nomads are wonderful faction with a uneque style. We should not loose them ;)
Just wanted to second this; I love the faction and would be happy to see it in action again! :)

42
Blog Posts / Re: Expanded Battles
« on: October 02, 2015, 02:58:36 PM »
So. Much. Like!

I adored the option to have some NPCs fighting for me in Age of Wonders, and I'm just happy to see it in Starsector!

43
General Discussion / Re: latest versions made game worse
« on: October 02, 2015, 02:52:12 PM »
@Creepin: I think you're confusing "the game is being developed in a direction I don't like" with "the game is being made worse".
Hey, I never claimed I judge things from POW of omniscient and omnipresent being, so any of my judgements comes with an invisible tag of "IMHO", much like any of other peoples judgements. With that being said, for me, as a person, "the game is being developed in a direction I don't like" is perfectly, precisely equals "the game is being made worse". Fair enough?

Quote
but that's not what the game is intended to be and you're not going to convince the author that he should abandon his vision and turn development around because you like it some other way.
That much is obvious and never was my goal. I just wanted to a) rant and let off my frustration and b) support likeminded folks.

44
General Discussion / Re: latest versions made game worse
« on: October 02, 2015, 02:13:25 PM »
You now have (more like "ought") to take 5-15 seconds to think about what ships you want to use, to commit just the right amount of force you need, instead of just hitting "deploy all" and steamrolling everything. SO USELESS. MUCH ADMINISTRATION. VERY BUREAUCRATIC.
Yes, that is the problem. What I bought, and what I loved, was quite another game. Newer releases removed my pure spinal fan of growing big, fielding 4 Onslaughts eventually and bloody shred them buggers to pieces by the sheer awesomeness of the iron fist. Without ability to eventually steamroll everything that moves into the dirt there's left pretty much nothing to aspire for in unmodded game.

Laziness by what metric? Perhaps you should present the game(s) you've made, so we know you have a proper benchmark for such things.
Really, has it comes down to such a lame argument? Truly, pathetic.

45
General Discussion / Re: latest versions made game worse
« on: September 30, 2015, 08:52:57 AM »
Sounds like most of your issues come from the game being an Alpha. A lot of those features you named doesn't really work by themselves
While this statement is true by itself, it seems like you folks are missing the main point of OP, which is not about the game not being fun because it's unfinished, but about recent releases of the game being less fun then those from 2 years ago. Actually, I agree with the OP somewhat.

I remember playing Starsector when it contained only 1 system, with 2 factions, pirates and may be neutrals (if memory serves). Yes it was too little space, too few factions, too few ships and so on, but game mechanic itself promoted pure lighthearted, relaxed joy: you started at the bottom, you killed stuff, you grew bigger, you killed bigger stuff. Not much, I admit, but it was easy, fun and enjoyable.
Right now we have more space (cool), more factions (cool) and more ships (yay, best thing evar!), but along these definite improvements gameplay got ridden with *questionable* things. I hate it when I had to prepare to a hyperspace travel as if it was a trip to the north pole, I hate that not only I am unable to replenish 100% of my supplies by looting my enemies, but that I further could dry the whole system of supplies, and what is next? But most of all, I hate customs fleets which sole excuse for existence seemed to be to ruin my hard earned standings with a faction. Now this all might be, indeed, parts of greater plan we just not see yet as a whole, but I do agree that right now, as in today, the game became less funny, less lighthearted, and less satisfying than 2 years ago.

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