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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Blaze

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package data.hullmods;

import java.util.HashMap;
import java.util.Map;
import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class BaseHullMod implements HullModEffect {

    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getMaxSpeed().modifyFlat(id, 500000000000f);


Throwing that onto basehullmod should change it so every ship with a hullmod has their speed boosted to impossible levels.

Then adding it to every ship as a built-in should only take a few minutes.

A new system for the Glime is kinda tricky. I mean, the easier options would be to add an Ammo Feeder, but that would make it too much like a brawler (which its previous design also resembles, though it now has a damper field.) or a movement system (which would essentially make it into a more shield-dependent decurion).

IIRC, the old system was a ramming field which strengthened shields and made your faster; similar to a monitor. I rather like the idea of a ramming frigate (blame Homeworld Cataclysm), so how about making the ship stop to charge up and then charge forward a short distance? You'd be vulnerable while preparing to ram, although the AI might not make as good a use of it.

Alternatively, some kind of frontal ordnance dump? Say, 15 unguided frag bombs from the front in an arc triggered by ship system. Can be used offensively by dumping it onto an exposed hull or defensively by soaking up enemy ordnance. Lore could be that it's used to clear away smaller asteroids in a field.

Now, the MASA was easily one of the best frigate-sized cargo haulers I've seen. 210(?) cargo, decent shields (mostly due to no flux-using weapons), and a M-Missile slot. Of course, this came at a premium, costing about as much as a high-tech destroyer. This presented a conundrum as if I wanted cargo, I could buy two buffalos, and if I wanted missile slots, I could buy 1.5 vigilances for the same price.

So if I could make a suggestion, it would be to lower the fuel/cargo capacity to around 50 and add a group of ship-exclusive hullmods, of which you can pick one to decide its function.

Some examples:

1. Cargo Module - Increases cargo capacity.
2. Fuel Module - See above, but for fuel; also increases armor slightly to protect the volatile compounds.
3. Tow Module - The addition of a secondary set of thrusters increases speed and adds the ability to tow larger ships. This comes at the cost of fuel usage and maneuverability.
4. Sensor Module - The addition of high-powered sensors increases sensor range both in and out of combat. Furthermore, it increases the tracking efficiency of fired missiles. However, this comes at a cost of the ship's flux usage, and the sensors themselves increase the cost of maintenance.
5. Repair Module - The compact set of construction tools housed in this module allow it to repair and maintain frigate-sized ships. It can also construct fighters, though not during heated battle, increasing the recovery rate of fighter wings.
6. Weapon Module - This module sacrifices other aspects in order to attain maximum efficiency of its missile weapon, increasing firing speed and ammunition capacity. However, the flexibility of the MASA is also its weakness; in order to maintain the effect across the many missile types, sacrifices had to be made. The module is rather vulnerable due to its explosive cargo, and the lack of fixed inertial dampeners means that limits has to be imposed on the ships thrusters and maneuvering engines.

Nice mod! btw i would like to see a space japan faction. maybe even a space yamato
Interstellar Imperium has a ship based on the Yamato, complete with WMC; though it's a mod-hull so you'll also need the SBB mod and capture or debug it in. Other than that, the only faction that comes to mind is the Bushi, but that hasn't been updated AFAIK.

What the hell is that purple thing and why isn't it in my fleet?

Planet surveying doesn't seem to work; I took 5 probers and turned up nothing after 15 planets.

Are those four medium slots on the new Varingur?

Heck yes it's still going.

If you're asking what I'd like to see:
I'd like to see a conversion of the Brawler, it definitely needs some love.
A bit more presence really; in Corvus mode they tend to never leave their system. But that's more of a limitation of the game; so dunno what can be done there.
Mining weaponry, the mining lance is a really nice alternative to the pulse laser.

the modfaction.csv file is case sensitive, maybe you added/left out a capital letter somewhere?

Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.

Did you remember to add starting ship options in your faction.json file?
    "startShipsCombatSmall":["exo_jukai_a", "exo_kaiten_a", "exo_shinyo_a"],
    "startShipsTradeSmall":["exo_ubasute_a", "exo_dozaemon_a", "exo_dozaemon_a"],
    "startShipsCombatLarge":["exo_aokigahara_a", "exo_fukuryu_s", "exo_kairyu_s"],
    "startShipsTradeLarge":["exo_yamikin_m", "exo_ubasute_a", "exo_ubasute_a"],

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.

There IS a rather hack-y way to do it.

Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.

Their loadout will still be randomized; in order to change that, you'll have to edit entry within ssp_fleetinjector and ssp_submarketutils (which means you'll have to recompile the jar).

Alternatively, you can make each variant you've created as a separate hull with built-in weapons. Whether that's worth the effort is up to you.

Modding / Re: Creating a custom "followers" faction
« on: April 05, 2016, 09:54:56 AM »
You can make all those changes by editing the player_npc.faction file in Nexerelin.

Mods / Re: [0.7.2a] Diable Avionics 1.62 (01/04/2016)
« on: April 04, 2016, 09:00:18 PM »
A bit nit-picky here, but DA patrols will occasionally pull you over for smuggling checks, despite having no illegal commodities to search for.

Looks like a conflict with Citadel, try disabling that mod.

The music issues are caused by the Mayorate, but it doesn't affect gameplay aside from occasionally CTD'ing at the main menu..

Am I the only one having downloading issues? It makes it to 10% and drops the download. SS+ is nearly twice the size and went through with no issues.

Mods / Re: [0.7.2a] Extra System v0.2.0a -JUST FOR TEST-
« on: April 03, 2016, 03:06:32 PM »
Getting an error:
1426041 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
at data.scripts.campaign.Es_ShipLevelFleetData.<init>(
at data.scripts.campaign.Es_ExtraSystemController.advance(
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.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$ Source)
at Source)

General Discussion / Re: A Question about Faction Suggestion
« on: March 30, 2016, 12:57:44 PM »
There's no real rule against *suggesting* a faction; but whether it's made or not is completely up to the developer/modder; and they usually have their own creative vision.

If you want to go that way, I suggest coming up with things like lore and mechanics on your own. The more in-depth and entertaining it is; the higher the possibility of someone taking it up.

Maybe make a thread, where people can share their wished-for-factions, I have a rather dark-humoured idea for a faction myself; but I cannot art.

Must be a setting somewhere as it doesn't work for me.

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