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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - speeder

Pages: 1 2 [3] 4
31
General Discussion / Anyone else saw super-speed ships?
« on: December 12, 2015, 07:06:09 AM »
I was going to post this on the bug report, but I decided to not to, maybe I am just seeing things...

But here I was testing my mod, and I forgot to enable "hide" console command.

Then I see a pirate trying to get me, he enables burn drive and... start to zip around the screen like a bee on crack, he wasn't just moving at burn drive speed, he was moving at about burn 30 I think, and making some very sharp corners...

when it managed to engage me, it was a group with only destroyers (no frigates).

I wonder what was that.

32
I noticed while making my mod, that the biggest contribution to supplies costing 200 (on my mod at least) was the refining complex.

I did my thing, and it was mostly fixed...

Still, later I was re-reading the code, and found a part I copied and pasted from Vanilla had a bug, I checked on Vanilla, and it indeed has a bug.

com.fs.starfarer.api.impl.campaign.econ.OreRefiningComplex.java

line 34 and 35:

Code
market.getCommodityData(Commodities.ORE).getSupply().unmodify(id);
market.getCommodityData(Commodities.RARE_ORE).getSupply().unmodify(id);

the correct should be METAL and RARE_METAL

33
Suggestions / I wanna fight a station!
« on: December 11, 2015, 09:18:27 AM »
Well... it is what the topic says...

Of course stations are much bigger than ships, so I don't expect the game allowing you to see or destroy the full station...

Yet would be cool to fight at least part of a station, just that massive structure, bigger than any capital ship, with lots of gun, that you have to think how you will breach it. (maybe inspired by nexerelin, where you don't want to kill stations, only capture them: station fights would be you trying to clear the area where you will dock your boarding party, thus it would be a fight to kill turrets, shields and fighters defending the docking area, maybe you need to explode the door too).

34
Modding / Modding API small suggestion
« on: December 11, 2015, 05:50:24 AM »
When making my economic mod, I noticed that I can't calculate if the economy is working or not when something has "nonConsumingDemand"

Basically, as I try to make the economy react not only in prices, but also in supply/demand automatically, to know if it is working or not, I am using commodityStatTracker to ask "total supplies/total demand"

For most commodities it work, for example after I made the ore total supply/total demand stabilize a bit beyond 1.0, the economy overall became smoother...

But Volatiles and Crew (and maybe other stuff I don't checked yet) break this data, Volatiles has volatile depots, and seemly the true number is off by 0.2 but I am not sure.

Crew the number is just screwed up, the game says that total supply/total demand is 0.00006, yet all stations have surplus crew (with some stations reaching 700% surplus! I am even thinking of as a bonus to the mod, add a condition called "unemployment" that happens when a station has too much crew available).

So, can you add to commodityStatTracker some methods that take in account the "nonConsumingDemand" ?

35
I noticed that when I mouseover conditions that are supposed to be a business (example: factories, mines, farms) sometimes you see something in the tooltip like: "Light Industry (14)" or "Volatiles Mine (5)"

What are those numbers?

36
Modding / What CSV editor to use on windows?
« on: December 09, 2015, 08:31:34 AM »
I noticed that the game has LOTS of CSV files...

And editing them is a nightmare, they have line breaks without special character on it, and also use line breaks to separate rows (I don't even know how Alex coded a CSV reader that understand that).

I noticed that some applications can read the CSV files correctly, some almost correctly, and some get it completely wrong (usually barfing at the line breaks).

But had no such luck with applications that can save them back, excepting applications that don't know what a CSV file is in first place and don't try to format or edit anything except the raw text I changed.

So, what CSV editor you people are using?

37
I know a guy that worked in real battleships.

Although he never got in real combat, he described to me how real combat worked, because beside drills, sometimes something suspicious happened, and the ship entered combat mode.

In combat mode people were to move to their combat stations, and when they had to shower they needed to run to the shower, and get back in 15 minutes, also even shifting people could sleep less.

I think this in the game is already represented by CR and Peak Performance.


Then I thought of this ability:

When it is active (it would be a toggle ability) it starts draining the ship peak performance and/or CR, in exchange for more sensor range without losing speed or making yourself more visible, also maybe it could give a slighly speed boost (1 burn point bonus, thus this is more relevant to slow ships than fast ships).

The idea is that you can thus join a combat easier (better sense + more speed, means catching up someone easier), but also means you start combat at disvantage (ie: you already lost peak performance/CR)

38
General Discussion / Coolest lore friendly faction mods?
« on: December 05, 2015, 10:19:43 PM »
What are the coolest faction mods that don't mess up the lore too much? (ie: don't introduce aliens, zombies, animal pilots, anime characters and whatnot).

39
Modding / null pointer crash on stability tooltip
« on: December 05, 2015, 11:19:11 AM »
I am testing my own mod (and also have enabled here lazylib, common radar, and simulator overhaul)

when I mouseover the stability, I get this crash

65961 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.impl.oOOo$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.P.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.T.int.super(Unknown Source)
   at com.fs.starfarer.ui.T.processInput(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.oo0o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.D.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.oO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.newsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.ui.ifnew.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.ifnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.P.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I have no idea what I did that causes the crash, the only thing I remember that I did recetly that has to do with stability is that I set the price effect of stability to zero (because stability lowered ALL prices, I disliked the end result in the economy).

40
I noticed in the interface that Lobsters not only had different flavour text (that I assumed it was ***, since the price never varied with distance), but it also has extra data about the market of origin and whatnot.

My question is: how are exotic commodities handled differently from the normal commodities? distance REALLY affect them? is the variable "maxExoticUtilityAtRange" in economy.json related to that? What it does?

41
I want to change the vanilla market disruption events (food shortage and market disruption due to combat, both).

I also want to create my own similar events (I want to make one based on actual supply and demand available, a event for oversupply and another for excessive demand, or something like that).

How I do that? I found that the food shortage has an Event and an Condition, but I didn't found where the Event is fired, neither where the Condition is applied (and unapplied).

42
Modding / Speeders's Common Sense Economy Mod (in dev)
« on: December 05, 2015, 07:39:47 AM »
Well, I am making an economic mod...

I love player games as trader, and I traded stuff in real life too, and Starsector Economy is very boring and makes playing as a trader almost impossible. (instead you must play as Fedex person, doing missions and events only).

I wanted to change lots of things, but some of them aren't changeable now, for example the game has a Economy API, but there is no option to change the Economy engine, unless you change the entire campaign engine (this is allowed!), of course I won't do that, I like the rest of the campaign engine, and don't have time to switch out everything.

So, the features and ideas so far:

Feature done: Taxes varies with various market conditions.
Bigger places, and that has more stability enchancing permanent modifiers has higher taxes (Example: capitals... jangala for example has a military base, is a regional capital, and has a good amount of population, currently in the mod Jangala start with a tax of 34%)

stability by itself lower taxes (ie: places with more trading, and more security caused by the player and other fleets) with very low stability bump up taxes.

fringe places has less taxes (low population get less taxes, and some conditions, like "frontier" and "uncivilised" also get low taxes).

trade centers have lower taxes (free market, trade centers, etc...)

and relationship affect the taxes up to a certain amount, at 100 relationship you get up to a 50% discount in taxes... but at -100 relationship, your taxes are 3 times higher (so even if you managed to figure a way to enter the normal market at -100 relationship, trading on the normal market would be terribly expensive, thus you would be better smuggling anyway).

nexerelin feature I plan to implement today: Markets in the player faction have permanently 0 taxes (I mean, why you would pay taxes to yourself?)



Next feature I want to do: Implement a hidden warehouse value to markets, based on their conditions and population, and create a condition for "oversupply", that makes prices get lower if the warehouses are full, and if warehouses are full and the local market is grossly oversupplied (Example: I saw during my taxes test Jangala accumulate 600% of the local demand for food, and still charge outrageous prices) the price will take a dive (via event condition too).

Unfortunately part of the game that actually generate and consume the goods, and the "NPC" trading, is not moddable, thus why I would need to use a event condition.


Another idea: do something about markets not supplied with goods that are essential to them (example: markets with ore refineries without ore).

Further in the future idea: custom missions (of those you see in the comm channel), maybe other economic features (investing, building, something like that...)

Also I am trying to make the mod stay compatible with Nexerelin and Starsector+, so far so good... (in fact the mod don't even change your savefile for now, you can disable it and load that save and keep playing like if them mod never existed).

43
Modding / Potential bug with multiple switch(market.getSize())
« on: December 04, 2015, 10:42:42 PM »
I noticed that market.getSize() can go up to 10, in the current vanilla game no planet uses it (I think the biggest planet on vanilla is size 8)

but the graphics, and the description for size 10 exist.

But I noticed that every time there is a "switch" in the source code, that uses the variable market.getSize() (including sometimes casting it to int... and it is already an int) it goes up to 9.

tl;dr: market.getSize() can return the value 10, but all switches that read it go up to 9.

44
Modding / Modified numbers stay modified after save?
« on: December 04, 2015, 08:11:58 PM »
I am trying to mod the station tariffs...

I noticed that after I save a game after applying a modifyMult(), and load it again, the base value is changed, permanently.

Is this a bug, or actually intended behaviour?

45
Modding / How I make my mod override settings?
« on: December 04, 2015, 05:04:12 PM »
I noticed there are in the settings file a list of settings you can mod, and their defaults, alongside some settings you can't mod.

How I make my mod override the moddable ones?

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