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Messages - Nicke535

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16
Modding / Re: [Bug(?)/Unintended Code Behaviour] Reality breakage 101
« on: June 16, 2019, 11:11:17 PM »
Fair enough. Always thought it was a short-hand term rather than a performance saver. Just assumed it acted like "true" constants, somehow (being in all-caps and everything); guess there isn't really a way to create a true constant Java object, only a primitive constant.

17
Modding / [Bug(?)/Unintended Code Behaviour] Reality breakage 101
« on: June 16, 2019, 01:08:54 AM »
(While coming up with the title, I wished I managed to get some better footage of the actual results of this behaviour, but it seems it doesn't break much in vanilla. However, I felt it needed to be pointed out anyhow)

After some confusing tours in my code where things seemed to break seemingly at random in scripts I had no control over (including other mods!) I finally found what was causing these oddities: Misc.ZERO, the zero-vector constant defined in the Misc package, is not actually a true constant. It cannot be "set", and the object reference is indeed constant. However, there are ways to affect it:
Code: java
Misc.ZERO = new Vector2f(9000f, 0f); /* This, as intended, does not work and will throw an error */
Misc.ZERO.x += 9000f; /* This WORKS, and makes all vector math that happens to use Misc.ZERO completely break down */
While this behaviour causes no issues in vanilla, and doesn't happen unless someone happens to overwrite it, it feels like an oversight that might create some strange and hard-to-find buggy behaviour down the line should it be treated as a constant. I know it took me quite the while to figure out the bug, and I only had 7 lines of code to debug!

I'm not sure how possible it is but I think that, from a coding standpoint, Misc.ZERO should probably be set as some form of "true" constant, however this would be achieved in java (alternatively, turned into a function that always returns new Vector2f(0f, 0f)).

18
Mods / Re: Starship Legends - Personality for Your Ships and Crew
« on: May 03, 2019, 02:11:57 AM »
Amazing work so far, Sundog.

Minor feature suggestion: changed hullmod description/"trait-up" description for ships with zero crew capacity. Mechanically it still works, but an automated ship with reference to crew can be an odd inconsistency.

19
Modding / Re: Is it possible to add a built in mod trough dialogue?
« on: April 21, 2019, 11:27:05 PM »
"Suppressed" is a way to remove a mod without actually removing it from the variant. This is in particular useful for "removing" built-in mods from a ship; due to how things work if you actually removed a built-in mod iirc it would keep getting auto-added each time the variant synced itself up with the hull (and its built-in mods).
So that's what it's for. That makes perfect sense in retrospect.

...now to use it for something fancy...

20
YES
FINALLY

You cannot understand how glad I am this is finally becoming an option; I don't even mind how much work re-writing all render scripts to use this approach is gonna be, it's invaluable for rendering things in natural ways. Maybe most importantly, I can finally render non-additive effects without worrying about completely clipping off other effects.

MagicLib's trail plugin will be updated within a day or two max after the new patch, mark my words. If Tartiflette doesn't beat me to it, MagicRender will most likely get the same treatment

21
You've heard most of my points on the discord already regarding this, but I'll quickly summarize them anyhow:

A: This would be a major development sink, as it forces not only a rewrite of the core campaign's save/data storage structure, but also a very large amount of content in order to fill the other "chunks" with anything more than repeating content. Just "adding more area" only thins the content out over a longer playtime, risking to completely ruin pacing.

B: It would over-rely on modding to incorporate said content in large-enough bulk, which is detrimental to the main game. The game needs to be good in its own right, and major development efforts that actively detriment a non-modded experience feels unnecessary at best, wasteful at worst.

C: Your points of how the sector operates and the gates over-rely on information Alex has not yet incorporated in the game playing out in a very specific manner (gates activating in gameplay, for example).

D: The game has been designed with a fairly tight scope in mind, and trying to go too far outside said scope will only ruin the overall tone and/or pacing of the game.


As a final note, you should stop disregarding criticism simply because you already assume you are on to the "right answer" and everyone else is just too narrow-minded to see it. It's mildly insulting to those who actually try to consider your ideas.

22
The Selene is a PD-resistant/immune, homing torpedo, with EMP every ten seconds. My equivalent reaper is more expensive, non-homing, reloads slightly slower, takes twice as long to refire (but fires 2 shots) and has no EMP or PD resistance (it's a normal reaper). It seems pretty damn similar.
The reaper has:
>almost triple the damage per missile, and almost triple the sustained DPS
>a whopping 13 times the armor-breaking efficiency due to how armor prefers few, high-damage shots
>significantly higher HP for the missile
>better speed

This isn't even touching on the subject that the Selene is an LRM and not a torpedo, making the comparison fairly bad from the start.

23
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 16, 2019, 11:39:33 AM »
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.


The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.

Odd. My Dread Eagle got fry by Equilibirium often. Grant, it wasn't that strong hit because Null Conduit reduce its damage. It love to null skip in place then raise shield which bolts me in the rear. Doesn't seem so severe with Seresvalla. I need to actually test it because there is nothing behind me except other Sylphon ship.

Ah, no, that's me being too general; the Seresvallas lightning bolts do not hit targets with Nullspace Conduits. The Equi makes no distinction (though the damage is reduced as you say).

24
Mods / Re: [0.9a] Sylphon RnD 0.9.3
« on: January 16, 2019, 06:15:01 AM »
Oh right, one thing that was implemented last patch, but is slightly glossed-over in the patch notes...


25
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 16, 2019, 01:35:29 AM »
Random bug, the top right small energy mount on the Omega Aeterna (both versions) is a medium mount.

Will fix that for now, but keep in mind that Omega Aeterna is not intended to be available in-game; it is not even remotely balanced or fair.


Minor bug: the new "Embrace S" is learnable from the Sylphon basic blueprint pack, rather than being only a built-in for the Ravana wing.  ...Also, it looks like the Ravana wings are still using the regular "Embrace" weapon.
...yep, that seems to be the case. Fixing for next patch.

26
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 16, 2019, 01:24:53 AM »
Just beware that the null lightning bolt will fry everything in front of it, friend or foe. Sylphon ships take reduce damage from it but their fighter wings are likely to be fry on the spot. It still a great tool to smite fighter swarm.


The lightning bolts do not hit targets with Nullspace Conduits, be they friend or foe. While Sylphon fighter wings do often get fried because of this, their ships are completely safe from harm; friendly fire is mostly an issue when running combined fleets or as previously mentioned having fighters in the way.

27
Modding / Re: Getting custom commodities to export questions
« on: January 06, 2019, 05:10:08 AM »
Not sure if this is the cause, but this:
Code: java
float income = Global.getSettings().getIndustrySpec(MS_industries.MEDICALCENTER).getIncome();  
         
if (CREDS != 0) { 
   income += CREDS; 
   Global.getSettings().getIndustrySpec(MS_industries.MEDICALCENTER).setIncome(income); 
}
Looks like it would cause issues; first you're getting the income of the industry spec (the global one, so not even the income of the local industry) and then you're modifying that number and sending it back. Each time the script runs, this change would "cascade": if CREDS is, say, 5, each time the script runs all medical centers should get 5 higher income, indefinitely.

You'd probably want to operate on the MutableStat gotten from BaseIndustry.getIncome() instead; for example, something along the lines of this:
Code: java
         
if (CREDS != 0) { 
   this.getIncome().modifyFlat("MyEffectID", CREDS); 
} else {
   this.getIncome().unmodify("MyEffectID");
}
should increase the income of the industry by CREDS, unless I'm missing something.

28
Are we going to see a 0.9 update?

If so, I can't wait! :D
I'll stick to a "maybe" on that one. On one hand: I quite like parts of the mod, and would like to get it up to 0.9. I can also think of a lot of cool things to implement for them with 0.9's new campaign mechanics, so I could make them more of a proper "special stuff faction" that they were original intended to be.

On the other hand, it would eat time I don't really have, and would require new sprites I lack the ability to create (though I do have a plan for those in the works). There's a lot of stuff that would simply end up better being re-made from scratch (though luckily most of the scripts should still work), both conceptually and balance-wise.

Depending on how my schedule looks in the next months, I might make a proof-of-concept 0.9 version with 1 or 2 fairly polished ships (the Schiavona would definitely be one of them), and see how hard/easy/fun that is to create and play.

29
Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 28, 2018, 10:45:21 AM »
Equipping the prototype nullpoint shields and ship & weapon pack's shield bypass cause a crash in the refit screen, not exactly a priority, but I thought you might want to know.

So the code triggers in that order... gotta take a look at how to fix that, since it'll happen for some other stuff too in that case. I added a failsafe but that one was for 0.8, so it most likely failed when updating to 0.9. Will probably get that fixed for next version.

30
Mods / Re: [0.9a] Sylphon RnD 0.9.2
« on: December 26, 2018, 01:59:14 AM »
Love the mod, just one question. Is it intended that the Enochian can't be mounted by any Sylphon ships or have I missed something? None of the capitals at least seem able to accomodate large ballistics.

This is more or less intended. The Enochian isn't a "normal" gun, and has only been added in its current state to allow people to use it and give some feedback on it (but it isn't intended to work on most Sylphon ships); it will be acquired differently once I get to properly implementing it.

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