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Messages - stormbringer951

Pages: 1 ... 7 8 [9]
121
Mods / Re: [0.7.2a] Nexerelin v0.7.6d (fixes 2016-11-20)
« on: December 11, 2016, 01:57:36 AM »
Is it possible to remove the built-in vanilla factions from the faction list if you have disabled them in the Nexerelin config?

122
Mods / Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« on: December 10, 2015, 06:30:31 AM »
Also, some more bug fixes:

Standalone Download here -  http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip

Another case-sensitivity fix for Linux: mod_info.json line 12,

Code
	"jars": ["jars/NeutrinoJAR.jar"]

should be changed to NeutrinoJar.jar now that you've changed the .jar filename.

123
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.6.1
« on: February 19, 2015, 06:12:46 AM »
Running latest Starsector (RC2), SS+ 2.6.1, BRDY, Radar, Console, Exigency, Imperium, LazyLib, Save Transfer, ShaderLib, Simulator Overhaul and Version Checker. Checked that everything is up to date.

I seem to be getting Pirate fleets spawning out of other people's stations. I noticed this while waiting around outside New Maxios, and seeing pirate fleets periodically spawn out of it, spend a short while orbiting it as if preparing for a mission, before suddenly noticing and attacking the smaller Independent shipping orbiting alongside.

These seem to be the relevant lines of the log:

1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Checking whether to spawn pirate or merc fleet for market [New Maxios]
1144895 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - 0 out of a maximum 3 pirate/merc fleets in play for market [New Maxios]
1144900 [Thread-5] INFO  data.scripts.world.fleets.SSP_MercAndPirateFleetManager  - Spawned pirate fleet [pirate Armada] from market New Maxios

Ctrl+F'd through the log using "Checking whether to spawn pirate or merc fleet for market [" to check, pirates seem to be spawning out of pretty much every station.

124
One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_2.png under Citadel/graphics/defenders/portraits/

Whoops, thanks for letting me know!

For clarity's sake: just noticed I typo'd cit_port_2.png as cit_port_1.png again in my previous post, hope I didn't accidentally send you off looking for a further typo somewhere.

125
Just installed 0.7.3. No problems so far.

One minor point: two portrait files are inconsistently cased and should be renamed for Linux compatibility. The game looks for cit_port_1.png and cit_port_1.png under Citadel/graphics/defenders/portraits/, the files are actually named cit_port_1.PNG and cit_port_2.PNG.

126
Mods / Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.11.1
« on: November 07, 2014, 08:58:23 AM »
Is there any convenient way to get mods needed for older (or even for current) version of Starsector+?

I've tried to play 1.10.1 (thankfully, I've kept vanilla 0.62 installed), but all Libs mentioned in the OP are only downloadable in versions higher than listed in OP, same with mods, not to mention few mods are only downloadable as versions for 0.65 at all. I tried it anyway just to make sure it won't work, and, well, it didn't. :) So, any advice on playing 1.10.1 or at least 1.11.1 now provided I haven't stashed libs and mods required to do so months ago, better than going to a dozen of different topics asking for mod authors to send me old versions of their mods? :)

Previous versions of LazyLib are available on Bitbucket. For other mods, you could try using the Wayback Machine, check if it has the mod page cached in the right timeframe (before or shortly after the release date of 0.65) and hope that the download link in that page hasn't expired. Other than that, you're down to asking the mod maintainer or other forum-goers for a download link. Downloads for old versions of Starsector itself are still available through the original download links on the blog.

127
Hi, I posted a topic about this in the subforum earlier but it doesn't seem to have gotten any traction :( .

Does anyone know if it's possible to modify the chase/ignore/flee logic of fleets? For example, would it be possible to have a situation where large enemy fleets with equal fleet points would avoid each other but small fleets would fight each other? My guess is no, but maybe I'm looking in the wrong part of the javadocs.

Thanks :)

128
Modding / Scripting new AI Fleet Behaviours?
« on: October 03, 2014, 07:44:59 AM »
Is it possible to extend the behaviour of AI fleets? For example, something I want to try coding is, at a certain relation level between factions, to have small patrols below a certain size to be able to fight each other as per current default fleet behaviours but large fleets to mutually avoid each other - as a sort of AI version of border skirmishing/cold war before either side decides to commit to total war.

I'm fairly confident with Java but I've only just started digging through Starsector's code to try and understand it.

Bonus question: would something like this be possible under the provisional upcoming 0.65a API?

Posted an updated version of the javadoc here. It includes most of the API requests, with a few notable exceptions (SettingsAPI changes, EngineSlotAPI, MuzzleFlashAPI, some other stuff). Doesn't mean it won't get added, I'll most likely take another look at it - was just doing a "quick" pass over it today, and it's in good enough shape where I'd like to publish the new API now.

Standard disclaimer: any part of the API could change prior to the actual release.

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