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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - speeder

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Mods / Re: [0.95.1a] Terraforming and Station Construction (v8.1.3)
« on: July 11, 2022, 08:54:18 PM »
2.  I don't want to spend too much development time on features only a small fraction of players will use. I'll have to check my data to see what percentage of players are using Unknown Skies.

I wonder what percentage is NOT using Unknown Skies... it feels like it is a kind of "default" mod, specially sicne so many mods use it too even if not officailly (a lot of mods copy parts of unknown skie sfor their own use, to the point Tartiflette made some optimized stuff so that Starsector doesn't have to load the same copy several times, one for each mod using it).

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: July 11, 2022, 10:37:12 AM »
Feature request:

Can you make MaybeGoogle faction friendly with faction ids:
"derelict" and "explorarium" ?

And have it sell drones with "explorarium" design, if the player has comission with "derelict" or "explorarium" ids?  :)

And I know this might be asking much but... I would love if you created new explorarium designs to show up either on my mod or this own if player is playing as explorarium or derelict.


When reading the description of several vanilla ships, one thing became clear in the game backstory:

"Explorarium" had as one of its main jobs, enforce the "law" on frontier where the main navy wasn't present yet, or being more obvious: They would use AI fleets (that were technically, illegal), to crush any rebellious colonies until they could build a gate that would gate-in the navy.

Also several ships descriptions mentions rebels loved fighters, with Legion being invented to counter rebels inventing their own carriers, and a bunch of other random ships descriptions mentions how they were intended to counter the fighters the rebels spammed.

And then there is the fact that Explorarium was a company that you could legally sell AI ships to (for example Mbaye-Gogol had contracts to sell AI ships to them).

The request is: can you make some drone mech fighters and strikecrafts that were intended as "rebel killers"? They probably would look different than normal explorarium drones (ie: normal explorarium drones are defensive self-replicating drones intended to defend probes, these would be offensive drones intended to kill fighters, then land on planets and attack cities until they capiulate), probably they used the official color scheme (explorarium color is cyan, not green, you can check the "mothership" sprite for reference, it is the only vanilla sprite that use that color as far as I know. The "nebula" freighter use a similar color but I am not sure why, also explorarium own flag has a dark cyan part), and looked not too low tech I guess, explorarium drones we see on vanilla game are intended to be self-replicating cheap stuff made en-masse, the "rebel hunter" mechs probably were still cheap, but not THAT cheap, they probably looked "scary", since their job would be intimidate rebels in allowing Domain to build a gate on their system and bring in the main navy.

They could even be crewed too in a sense... Maybe have more of those "strikecraft carriers", you have a main mech  with a pilot that controls a small army of smaller AI mechs, the pilot being there more to tell the AI what to do, than fight, although obviously he would be able to defend himself since if such tactic was common rebels would quickly realize they could win by killing the pilots or something.

I invited "MaybeGoogle" faction from eveyrone loves KoC to my alliance.

Right after I undocked I got this error:

12935019 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at exerelin.campaign.SectorManager.checkForVictory(
   at exerelin.campaign.SectorManager.checkForVictory(
   at exerelin.campaign.DiplomacyManager.adjustRelations(
   at exerelin.campaign.DiplomacyManager.adjustRelations(
   at exerelin.campaign.DiplomacyManager.adjustRelations(
   at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(
   at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(
   at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(
   at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(
   at exerelin.campaign.DiplomacyManager.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)

Mods / Re: [0.95.1a] Everybody Loves KoC
« on: July 10, 2022, 11:39:33 AM »
Feature request:

Can you make MaybeGoogle faction friendly with faction ids:
"derelict" and "explorarium" ?

And have it sell drones with "explorarium" design, if the player has comission with "derelict" or "explorarium" ids?  :)

And I know this might be asking much but... I would love if you created new explorarium designs to show up either on my mod or this own if player is playing as explorarium or derelict.

Testing "ruler" mode:

So far things I noticed:
1. when you found a colony you create your own faction automatically, you have to give the colony back to the comissioner to fix it.
2. colonies don't show on the colonies screen, so you can't administrate them remotely, and most interestingly, they don't count against administrator limits in any form, in fact it feels op, you can administrate infinite colonies and get +1 stability from management bonus, also you have no limits on administrators.
3. you can purchase governorship of colonies you already "own", feels silly, maybe this option shouldn't show up at all in ruler mode.
4. the colonies get a market even without commerce industry, this can be OP, but at same time might be useful. But you don't get access to "resources" screen. (since to me that screen is useless, I never found what it is actually useful for, I prefer it  this way, w ould want even if vanilla did this).

good things that I noticed:
1. you are default administrator of that faction colonies, as expected.
2. you can form factions :) this is biggest feature I wanted out of this actually, I believed it was impossible, found out with this feature it is possible, this is awesome. would use this even if just a workaround: enable feature, form faction, disable feature again.
3. IFF seemly works correctly.
4. faction diplomacy seemly works correctly too, other factions wanting peace for example show to you the peace screen correctly.

maybe governorship is necessary after all... got zero income from colonies.

I saw funny war states happening because hegemony inspection.

My alliance was at peace with hegemony alliance.

Hegemony declares inspection that gets resisted.

this triggers a sequence of war and peace between both alliances, and relations go all over the place.

Need some help with the mod.

Two things are needed:

1. Need a boss ship or station for players to defeat (if they came to the system in normal gameplay using traverse jumping) or convince to stand down (if they are doing exploratorium start). Idea is defeating it with bullets or words, will make it reopen the jump points. I don't mind using existing content, in my placeholder local testing I am using swp_sporeship for this, but didn't got official permission for this yet so...

2. Need spriter to help me make a cool reward flagship. Idea is make a flagship that is built around a giant railgun, and giant I mean giant, I am thinking of making the rails to be apart from each other with the size of a frigate, make electricity and whatnot shoot between the rails as it charges, and be effectively a real superweapon with some drawbacks, like being unable to move while using it (can still turn to aim it). And it also should be a carrier, so the ship is still useful when not using the gun and also because it would make sense for Exploratorium to use carriers, the in-game description of the biggest carriers suggest they were invented to fight fringe worlds, and that is the primary enemy of Exploratorium in first place.

How I change a faction color programatically? Specially the player, so a menu can be made for those that prefer it orange or something instead of blue.

So, there is this mod floating on discord called "Bingus", made by AlexAtheos, it is a overpowered star system with cryosleeper, shunt, and all 4 IndEvo ruins. I decided to create a derivative mod from it (with his permission, thanks AlexAtheos!), but I enjoy being vanilla-friendly regarding lore and backstory, so I decided to add some features for that, and those features needed other  features... 1 month and a lot of scope creep later, it became a mini-faction mod.

I mean, it still is a single StarSystem mod, with a lot of cool features... all other things are there to make the Starsystem cooler.

Details: System is called "Paradisus", is trinary, has a lot of cool stuff to find, including custom admins and commanders that break vanilla limits.

Also it has a custom nexerelin start, so you don't have to find it. The start has a backstory, and because of this if you actually start on this start, you get a whole faction too, including faction ships (nothing major, mostly faction version of vanilla ships).

Still not done: quests, including one to actually unlock the system (it starts unlocked in my current build). And I am looking for help to make a cool unique ship for the player to use as flagship, and tied to the quests.

Lore of custom start: You are an employee of Exploratorium right after the collapse, the Exploratorium is the black ops arm of the domain, using normally-illegal technology (like AI warships) to defeat rebellious frontier worlds, exploration, dealing with potential first contact, dealing with non-sentient aliens (for example building a station to observe xenofauna that exists on a Gas Giant) and so on. Right after the collapse, before the Luddic Church even formed officially, you noticed one of the Exploratorium black ops project was now cut-off from space basically, "Paradisus", a perfect system that has all that the Domain would want.

The system already had a gate installed, colonization had started although not self-sufficient, and a lot of "interesting" projects, like the creation of AI-based administrators was going on inside laboratories over there. Because of the amount of controversial things there, and the fact the Domain didn't want to share the system with any corporation, the system jump points were made unstable on purpose, and the gate was the only way in, or out. Without the gates working, you expect for everyone there to die, since self-sufficiency wasn't expected of them yet. You plan then a mission, grab the last of the Exploratorium crewed ships on Persean Sector available, make a colonization fleet, and travel slowly, some 200 years or so, through normal space toward Paradisus star. When you get there the tasks are simple:

1. Restore connection to hyperspace.
2. Get rid of interloopers if there are any.
3. Secure all the Exploratorium technology lying around.
4. If Domain is back, proceed with original plans, colonize the  system and hand it over.
5. If the Domain is not back... colonize the system, and start the Domain from it, crushing any pretenders and fake Domains out there.

I wish the allowed ship list also had some other ships in it. I get why Doritos are unplayable, but i don't really see why Guardian is. Hell, some ships you recover already get nerfed, why can't the infinite missile boat?
And it would be extremely funny to carry around a flying brick that is the mothership even if it won't do anything.

I just tested while making my own mod, giving  the infinite missile thing to a starliner, and making its 6 slots accept missiles (Still small). It became able to kill some capital ships just by spamming atropos torpedos. Infinite missile is more op than you think!

I am sure I saw some 3 weeks ago some mod mentioning Beholder station, claiming it was the source of the Luddic Church tech, with the church "approving" tech that comes from it, and in that mod if the church can't reach it, something happens to them.

Anyone know what mod that was? At the time I saw it I didn't knew Beholder Station was real and in-game and thought it was just some fan-lore, but now I am interested.

Thing is, what if  you DON'T want pahse ships?

For example I tend to focus on industry and leadership skills because I like colonies and fighters.

I don't want the high-tech ships with phase coils or complicated shields.

The derelict drones don't have phasing, don't have shields, yet I can't get them unless I get more tech skills.

Get what I am saying?

If you read my other post I found a bug.

That bug affects not only logistics mods but other mods too , for example it prevents you from smodding stuff from "Modern Carriers" since all "Carrier Core" conflicts with any other, they conflict with themselves too, so when you open the smod screen it doesn't let you smod the carrier core you already have installed on your ship, because the way it is coded make the game think you are trying to install it again.

Found the bug in your code.

On you are using getUnapplicableReason and isApplicableToShip vanilla functions to check if the hullmod can be turned into smod. But those functions are NOT for that purpose, their purpose is to check if you can add a new hullmod to the ship as normal mod.

Because of this bug, you can't make your logistics mods become smods, since they are already on the ship, you are obviously already at the limit, thus they are not applicable according to these functions.

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