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Topics - Tartiflette

Pages: [1] 2 3 ... 7
1
Mods / Locked and Loaded - a Magic Bounty pack 0.12rc1 (2022/01/16)
« on: December 11, 2021, 10:18:18 AM »

This mod adds 20+ unique bounties to the Magic Bounty boards. Some offer interesting rewards, other simply a challenge, or a bit of story to get involved with.



Always DELETE the old version before extracting the new one
Requires MagicLib



This is a community-driven project that anyone can contribute to. If you are interested to participate and write your own bounties, you can join my Magic Lab discord, the Unofficial Starsector Discord or simply send me a message here on the forum. Documentation can be found on the Wiki.

I also wrote a detailed breakdown on how to write bounties on the wiki.



Why make this a separate mod instead of adding it to MagicLib directly? First because I want to separate content from function when it comes to MagicLib, and secondly to avoid the issues of constant updates making it more likely that an important one gets ignored by those not interested in the bounties.

Thanks to all the current contributors:
AlexAtheos
Avanitia
JRG
NuclearStudent
psiklaw
Swagumenium
Wisp

Bug Tracker and Feedback form
You have some feedback to share but no forum account? You can use this form to leave me a comment.

2
Suggestions / Story points get earned before recovery.
« on: November 23, 2021, 07:49:11 AM »
Another minor suggestion: currently story points get earned once returning to space, after they can be used to perform difficult recoveries or special maneuvers. It would be nice to gain those when they can be used.

3
Suggestions / Quickfire minor suggestions
« on: November 06, 2021, 01:13:26 AM »
Since the next patch is looming close:
- Add a "turn on transponder and join the fight" option to the encounter dialog from battling fleets instead of forcing the player to exit and re-enter.

- Deploy Frigates/Destroyers to the sides of Capital/Cruisers to avoid the constant bumping and shield ramming that occur when deploying large fleets. Alternatively, deploy the Capital ships in front since smaller ships will more efficiently avoid collisions when overtaking bigger ones.

4
Suggestions / Industry items vs AI cores
« on: July 16, 2021, 04:54:20 AM »
Industry items and AI cores should be mutually exclusive. That way AI cores would be a fallback solution if you are missing the proper item or the planet has conflicting conditions rather than another power-creep path. It would also solve the frustration that comes from finding a wasted perfect planet (for example the "bountiful farmlands + sparse rare ores" kind of planet).

5
I have noticed that ships that only have PD weapons besides their selected weapon group will almost never "target" an enemy (as in, press "R" to target) unless they come extremely close. That's not a massive issue since weapons are still operating without, unless you have a modded ship with a system that requires such target to operate.

It can be reproduced by giving a tactical laser and some pd weapons (or not) to an omen, then comparing its behavior if you add a missile weapon in a second weapon group.

6
Suggestions / Add some visual depth to nebulae
« on: April 29, 2021, 11:22:07 AM »
It's kind of a random 15min experiment, but I added some depth to the combat nebulae and I think the results are promising.

https://i.imgur.com/B7LcwZ0.mp4

It's light enough to not disrupt combat, but it adds a smidgen of depth so that the nebula do look on the same level as the ships instead of under them. I could potentially see the same effect to be applied to the campaign nebulae too, for the players that try to sneak around especially.

7
Suggestions / Academy missions should have more varied destinations
« on: April 17, 2021, 03:41:14 AM »
I'm not certain it is the case for everyone, but in both my play-through all the Academy missions sent me to the same region of the map all the time (and both time it was the top left corner). It would have been nicer to be able to visits other areas with systems I didn't already cleaned up on my first trip.

8
Modding / Interesting Mods Database: a mod review thread
« on: April 17, 2021, 02:14:22 AM »

   This thread is intended to be a faction and ship/weapon packs discovery database, both aimed at players looking for more substantial information before picking a mod, and at authors to give them another avenue to get more feedback about their work. The idea is to have anyone post reviews of whatever mods they play in this thread, those then get sorted and linked to in this post. Reviews made obsolete by a major update will be "archived" in a spoiler under the up-to-date ones at the request of the mod author.

   Please note that reviews MUST include which version of the mod is used. Additionally single issue reviews ("X ship/weapon is OP thus the whole mod is trash") or one liners will be ignored. While you can post any kind of review from narrated adventure to hard-number analysis, other players are usually interested in knowing if a mod fits the game visually, if it fits in lore, if it is balanced against vanilla or not, and how distinct it is in gameplay.

FACTIONS AND SHIP PACKS:

            Arma Armatura:

Helmut
(link to full review)

   version 1.4.8rc3
   "It was still very fun to play, although i couldn't shake off that feeling of jankiness when using the mod. Strange AI behavior and some other oddity happening here and there. Nothing game breaking, aside perhaps from a recurring issue where the battle wouldn't finish without using the EndCombat command."
   
            Coherent Watermelon's Ship Pack:

MrFluffster
(link to full review)

   version 1.1
   "It might be a bit rough around the edges but it's hard not to like it for trying to strongly themed and specialized ships that aren't seen much in the rest of the modiverse. All I can hope for that it'll be further updated and expanded upon."
   
            Idoneus Citadel Exiles:

Helmut
(link to full review)

   version 0.41
   "Well, a [mod] originally made by Sundog is bound to be memorable. It's fun, it's pretty, it's original, it just works, i like it. However there are a few things that i think really needs adjustments. Some ships, some hullmods and the maintenance drones, especially the maintenance drones."
   
            Interstellar Imperium:

Helmut
(link to full review)

   version 2.2.2
   "The Interstellar Imperium mod is a huge mod, i would need to replay it at least thrice to get a good feel of the faction in its entirety. From what i got with only one campaign, it's a really good mod."
   
            Legacy of Arkgneisis:

Helmut
(link to full review)

   version 1.7.0
   "In the end, that was a pretty fun campaign. [...] Unlike vanilla or other mod factions, upgrading to destroyers as quickly as possible is a mistake here, as the bigger ships only begin to show their qualities when part of a large fleet. It's pretty counter-intuitive, and further add to the difficulty of playing the faction."
   
            Roider Union:

Helldiver
(link to full review)

   version 1.2.2
   "If you want to play a space miner, this vanilla-friendly faction is just about perfect."
   
            Scy Nation:

LeStinke
(link to full review)

   version 1.64
   "I came here looking for some aesthetically pleasing ships to blow up, stayed for the beautiful top tier cruisers and innovative design choices. "
   
            Seeker - Unidentified contact:

Helmut
(link to full review)

   version 0.407
   "The Adze destroyer was my starter ship, and i have to admit it didn't took long to fall in love with it. Not only it makes for a pretty good destroyer, It is also very satisfying to fly. "
   
            Shadowyard Reconstruction Authority:

Tartiflette
(link to full review)

   version 0.9.1
   "Overall Shadowyards offers an enjoyable experience and is a well deserved staple of the modiverse."
   
            The Star Federation:

Helmut
(link to full review)

   version 0.7.2a
   "From what i experienced, Star Federation ships have a tendency to be overtuned, or at least those three. Despite this, i quite enjoyed having the faction in my game, and i think i'll keep the mod on for futures campaigns."
   
            Volkov Industrial Conglomerate:

Helmut
(link to full review)

   version 1.3.2
   "Overall, i enjoyed this campaign, i played it longer than i usually do. It's a good mod, although one that still requires refining in some aspects. You can totally tell how its evolving by comparing the old from the new content, and it's going in a good direction i think."


OTHER MODS


            Ruthless Sector

Helmut
(link to full review)

   version 1.2.7
   "Among the "Sundog modding compilation" mods, i think Ruthless Sector is probably the one i care about the most.  The mod does adds quite a few things, all pretty good. But one thing stands out from the rest : the addition of Remnants patrols in hyperspace."
   
            Secrets of the Frontier:

Helmut
(link to full review)

   Pre-release 7
   "To summarise, it was fun, i enjoyed myself. I think SOTF is very important to Starsector in the same way that Combat Chatter, Nexerelin or Console command adds to the game."

9
Bug Reports & Support / Issue with Omni shield priorities
« on: April 15, 2021, 03:06:35 AM »
The game is modded but the issue at play only concerns vanilla weapons and ship AI: It seems that the AI is still turning its shield to "intercept" far-away missiles and bombs that can't hit it, instead of defending against a HIL.


10
Suggestions / Broadsword-wing is in a weird place stats-wise?
« on: April 10, 2021, 06:45:56 AM »
Of all the vanilla fighter wings, I think the Broadsword is a bit of an outlier in its thoughness relative to its speed.
200 speed, 100 armor, 750 hull, 3 per wing

Compared to the (visually larger) Gladius
300 speed, 75 armor, 500 hull, 2 per wing
Thunder
450 speed, 75 armor, 500 hull, 2 per wing
Khopesh
180 speed, 75 armor, 500 hull, 2 per wing
Warthog
130 speed, 200 armor, 750 hull, 3 per wing

Given their relative sizes and roles, I'd say the Gladius and the Broadswod should have their hull+speed stats inverted, possibly alongwith their OP cost, making the more heavily armed and visually larger Gladius the heavy fighter and the broadsword a regular one.

11
Similarly to the modding question thread, this could be used for making suggestions and requests to Alex that could make modding easier.

And I'll open up by requesting, if possible, a ship_data.csv hint to force a ship to be always recoverable: when the ship isn't recoverable by standard means, it is automatically added to the difficult recovery pool.

Such ALWAYS_RECOVERABLE hint would make it vastly easier to ensure unique elite ships can be recovered.

12
Ships with modules used to spawn without their modules on the title screen in 0.9.1a, now they apparently outright crash the game:

Code: java
35156 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.super.Ò00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Õ00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher35156 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
at com.fs.starfarer.title.super.Ò00000(Unknown Source)
at com.fs.starfarer.title.super.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.Õ00000(Unknown Source)
at com.fs.starfarer.title.super.o00000(Unknown Source)
at com.fs.starfarer.combat.super.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source).run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Of course there's an obvious workaround, but maybe it is an easy fix?

13
Bug Reports & Support / Bar encounter with navarch not removing money
« on: March 26, 2021, 11:55:44 AM »
So I just got a brand new Apogee from a navarch basically for free instead of 70k since the money has never been deducted from my account.

14
Suggestions / A solution to the ship explosion whiteout
« on: March 24, 2021, 12:55:33 PM »
The ship explosion whiteout is an infamous topic, on the one hand they sure make every ship explosion impactful, on the other it is hard to keep playing while your eyes start bleeding. Also by Alex' own admission they are partially a crutch to hide the sausage fabrication when the ship hull is replaced by the destroyed hulk.

I've come to suspect that Alex, surely being mindful of his health a little bit, codes in a well lit office on a dim monitor. Obviously no true GAMER respecting themselves can play any other way than in a dark room only lit by their RGB cooler and their screen, a very different setup indeed. Thus I'm proposing to gather some funds, buy a good 1000nits HDR monitor, lock it at full brightness, and get it delivered to him. I bet the whiteouts would get turned off by default under a week after that!

15
Modding / A proposal to simplify cross-mod compatibility and integration
« on: February 11, 2021, 01:20:46 AM »
   With the rise of so many mods requiring "whitelists" and "blacklists" that are often scattered around with random names, I've been mulling about using the opportunity of the 0.95 update to promote the use of a single shared data/config/modSettings.json file to manage most simple mod parameters, those required to make mods integrated with each-other in particular, plus a shared data/config/modFiles folder to keep all dedicated files such as CSVs and other long config files in a single convenient place.

This would allow two things:

   Making mod inter-compatibility easier to manage since you wouldn't have to look around what needs to be done and how. You would only have to open someone else's setting file and would immediately know all the required parameters. MagicLib can also include a blank file too as a starting point reference. Furthermore the modding wiki now has a dedicated page for modders to document the integration requirements of their mod. Given the amount of "whitelists" that are the same for many mods, having a single file would prevent mistakes or missing a list somewhere.

   It would also allow people to easily make a "setting mod" that would keep their adjustments unaltered through mod updates. While it is possible to do now, it is quite a chore to setup.

Examples of files that could be merged:
Code
mining_weapons (Nexerelin)
corvus_capitals (Nexerelin)
corvus_spawnpoints (Nexerelin)
Prism_faction_whitelist (Nexerelin/Scy)
Prism_ship_blacklist (Nexerelin/Scy)
Prism_weapons_blacklist (Nexerelin/Scy)
faction_rep_change_blacklist (ruthless sector)
faction_rep_change_whitelist (ruthless sector)
MagicInterference
Allowed_factions (newBegining)
Plague files (Seeker)
printing_whitelist (indevo)
reverse_engineering_whitelist (indevo)
no_self_destruct (graphicLib)
version_files (the one from config, not the version file at the root)

Example of files that could be moved to a shared folder:
Code
factionConfigurations (starship_legend)
rare_flagships (vayra's sector)
Graphiclib maps and lights files (already possible using custom paths when called)
MagicTrails
customStarts (Nexerelin)

And since I'm not one to ask for more work from other modders, the latest MagicLib update now includes all the tools required to allow even the less code savvy among us to use that shared file without any hassle. MagicSettings functions can fetch the following data from modSettings.json:

Code: java
boolean getBoolean(String modId, String id)
String getString(String modId, String id)
float getFloat(String modId, String id)
Integer getInteger(String modId, String id)
Color getColorRGB(String modId, String id)
Color getColorRGBA(String modId, String id)
List<String> getList(String modId, String id)
Map<String,Float> getFloatMap(String modId, String id)
Map<String,String> getStringMap(String modId, String id)
Map<String,Color> getColorMap(String modId, String id)

Together this allows to have an easily manageable setting file, for example this one that will be present in the next Diable Avionics update would previously had been scattered into 7(!) different files:
Code: json
{   
    #DIABLE AVIONICS SETTINGS FILE
    "diableavionics":{

        "missile_resist_derecho": [
               # Lists missiles id that should loose guidance but not get flamed out by the Derecho ECM system
            "diableavionics_srab_shot",
        ],

        "missile_immune_derecho": [
               # Lists missiles id that should not get affected at all by the Derecho ECM system
               # please be mindful to not break player expectations, only very special projectiles should be immune
               # Such as phased missiles or "smart" bullets
            "ora_echoesS",
            "ora_invocationS",
            "ora_callingS",
            "SCY_phasedS",
            "SKR_can",
            "SKR_drill_shot",
        ],

        "gantry_refitMult" : 0.5,
           # Refit time bonus for wanzer installed on a ship with the Wanzer Gantry hullmod. Default 0.5
        "gantry_depletionPercent" : 20,
           # Fighter replacement rate depletion malus per wanzer wing installed on a ship with the Wanzer Gantry hullmod. Default 20

        "wanzers": [
               # Lists "wanzer" wings that are affected by the "Wanzer gantry" hullmod
            "diableavionics_frost_wing",
            "diableavionics_strife_wing",
            "diableavionics_hoar_wing",
            "diableavionics_warlust_wing",
            "diableavionics_avalanche_wing",
            "diableavionics_valiant_wing",
            "diableavionics_raven_wing",
            "diableavionics_blizzaia_wing",
            "diableavionics_zephyr_wing",
            "diableavionics_vortex_wing",
        ],
    },

    #MODS INTEGRATION
    "SCY":{
        "amity_factionWhitelist":[
               # Lists factions that should have their known ships and weapons sold in Amity's Freeport discount trader.
            "diableavionics",
        ],
        "amity_blacklist":[
               # Lists ships, weapons and wings ids that should be culled from Amity's Freeport discount trader.
               # Consider that tier 3 weapons/wings and ships above 5/10/14/23 FP are already culled from that store automatically.
        ],
    },
    "MagicLib":{
        "interferences_weapons":{
            # List weapons that can "interfere" with each-other reducing the ship's dissipation when several are mounted on the same hull.
        },
    },
}

And very simple code to fetch and merge that data across all mods:
Code: java
public class DAModPlugin extends BaseModPlugin {
    public static List<String> DERECHO_RESIST = new ArrayList<>();
    public static List<String> DERECHO_IMMUNE = new ArrayList<>();
    public static List<String> WANZERS = new ArrayList<>();
    public static float GANTRY_TIME_MULT = 1, GANTRY_DEPLETION_PERCENT = 0;
   
    @Override
    public void onApplicationLoad() throws ClassNotFoundException { 
        //modSettings loading:
        DERECHO_RESIST = MagicSettings.getList("diableavionics", "missile_resist_derecho");       
        DERECHO_IMMUNE = MagicSettings.getList("diableavionics", "missile_immune_derecho");               
        WANZERS = MagicSettings.getList("diableavionics", "wanzers");
        GANTRY_TIME_MULT = MagicSettings.getFloat("diableavionics", "gantry_refitMult");
        GANTRY_DEPLETION_PERCENT = MagicSettings.getFloat("diableavionics", "gantry_depletionPercent");     
    }
}

You can find more detailed documentation about using MagicLib to simplify cross-mods integrations in the dedicated wiki page.

Of course this is just a suggestion, but if a few big modders decide to follow me with that idea, I hope it would make everyone's life a bit easier. If anything, I am migrating all of my own mods to use this setup and it is both easy and cleaner than before.




TLDR:
 - The magicSettings functions in MagicLib allow modders to easily access a shared data/config/modSettings.json file that can be used as a unified solution to integrate mods with each-others.

 - MagicLib will try to provide a thorough blank modSettings.json sample file with each update.

 - Modders that will use the shared modSettings.json file and want their mod's settings to be added to MagicLib's sample file can post them in MagicLib's thread.

 - Modders can document their inter-mod compatibility requirements, regardless of their usage of modSettings or not, on this wiki page.

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