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Messages - Snrasha

Pages: 1 ... 44 45 [46] 47
676
General Discussion / Re: Who would enjoy a "rags to riches" start?
« on: December 09, 2015, 11:46:37 AM »
Me, also.
I go mining(In Nexerelin), but i lose too many credits for buy crews( dead with mining) or supplies (because accident with). So i loose. Yes, i am noob also and i need tutorial for win money easily. After, we are always in development game so trade, bounty are no really over.(For me, bounty in Nexerelin with pirate fleet who have 10ships+, it is very hard if i begin with 10 000credits)

677
Suggestions / Idea: Find a slave modder for update Wikisector!
« on: December 09, 2015, 11:38:40 AM »
Hey, why Wikisector have so many too old pages on the modding?

So, i have begin with one/two pages, but with my bad languages and obscures points.

Example: In ship_data.csv
8/6/5/4%

Old wiki say: Unused. But, now, i see always a value in. So what is this?

And, also, for finish, if a good modder can update modder section Wiki, i thank him!(Roh, so different in french, this sentence...)

Old page wiki need update:
Ship_data.csv ( Obscur points)
namefaction.faction( i can, i think)  >>> This tutorial is too old for 0.7.(Hum, just text in (code)(/code) )
Others.

And, wiki need :
Creating a custom planet
Create a weapon ( Yes, i have copy/paste and edit a weapon but, dysfonctionnal.... reason why i want a update)
Others.


Thank you for your help!
(Sorry if this subject is in bad section. For me , this is suggestion for wiki, but not for game.)


678
Modding / Re: What CSV editor to use on windows?
« on: December 09, 2015, 08:58:42 AM »
Me, i use note bloc( classic in windows, not use note bloc windows 10, ah ah!)

Also, when i use a ship editor, i do not save CSV, i edit in file. Because with note bloc, hum, destroy my file?
Exemple:
I save with notebloc:
Code
id,variant,fleet pts,quality,hyperdrive,formation,num,role,refit,base value,,,,,,,,,,,,,number

Lt_Exp_wing,Lt_Exp_variant,6,1,,BOX,2,INTERCEPTOR,10,14000,,,,,,,,,,,,,

Lt_Sin_wing,Lt_Sin_variant,6,1,,V,3,ASSAULT,10,10000,,,,,,,,,,,,,
I use notebloc and i save with editor:
Code
id,variant,fleet pts,quality,hyperdrive,formation,num,role,refit,base value,,,,,,,,,,,,,numberLt_Exp_wing,Lt_Exp_variant,6,1,,BOX,2,INTERCEPTOR,10,14000,,,,,,,,,,,,,Lt_Sin_wing,Lt_Sin_variant,6,1,,V,3,ASSAULT,10,10000,,,,,,,,,,,,,

So, yeah, use Excel (warning with "", excel love destroy this).

679
Mods / Re: [0.7.1a] Looters factions v0.42
« on: December 08, 2015, 09:34:23 PM »
I do not get a conclusive result correct. Sorry.

680
Mods / Re: [0.7.1a] Looters factions.
« on: December 08, 2015, 01:12:25 PM »
Yes, i have authorization. (And if you look credits, you can see author)

A question, Jay2jay, you prefer this color version, no? :x

EDIT: or not, i have say mod, but i have forgot author --'.
EDIT2: Fix.

681
Mods / Re: [0.7.1a] Looters factions.
« on: December 08, 2015, 12:54:22 PM »
Ah ah, you are not only complaining, i prefer this green, but i have decide more less "flash". My reason is :
I love ship of Nomad mods <3
Spoiler




[close]
This is better no? (Same with my wings)

Ok, real reason why i have not success with this green: I am very bad with photofiltre, now, it is very better.

682
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 08, 2015, 11:21:45 AM »
[...]
It is low techincally speaking, pirate ships are garbage variants that are easy to kill. I have just captured two planets belonging to pirates using only one Onslaught battleship. Took little damage.

I talk my mod is a pirate faction, more hard than pirate. (Looters faction)

But,yes, i have not battleship, bad idea attack. (And i have not EMP weapon when i have attack this faction, i have see...)


"The Independents have driven the Knights Templars from the sector!"

How do I avoid this?
What the hell? Is that some kind of a joke? (It does sound funny)
Ah ah, i want know how!

683
Mods / Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-06)
« on: December 08, 2015, 09:52:47 AM »
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)

When i have attack a station of my mod, i am dead, ok, but we have not options for low response against pirates when you attack a pirate's station? Because a too big fleet who attack you because you have attack a small factions, this is....


684
51 supplies per day for just CR recovery is not just too big? Use 52 supplies just for recovery 3% CR, when i have 0% CR, i need 51 * 20 supplies for regen my capital_ship, is not very too?

EDIT: What is "doctrine" in file.faction , i have never understand '.'.

EDIT2: I have test with my frigate, i have three times more egals with a same frigate in other mod.
I have not CR/deployment, so i have hight cost for compensate.(Yes, fail.)

685
Modding / Re: Speeders's Common Sense Economy Mod (in dev)
« on: December 07, 2015, 09:50:06 PM »
Quote
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?)

Reason why i wait this mod. Thank, if you finish!

686
Hey, i have question: Why i need so many supplies with my faction?
Spoiler

[close]

51 supplies per day for just a capital_ship? (It is correct value?)


I need less supply per day, if i give less hull and more armor, no?

687
Mods / Re: [0.7.1a] Scy V0.98 HOTFIX! (06/12/2015)
« on: December 06, 2015, 01:54:27 PM »
Haste to try. Play with 10 factions and more in Nexerelin is so funny.  Thank you!

688
Mods / Re: [0.7.1a] Looters faction mod.
« on: December 06, 2015, 10:15:10 AM »
Thank.


EDIT: Version 0.35 is out! Finally! Now, just fix the power of my ships.( Hum, we need lose against all "good" ennemi .) with new adress!

689
Ok TJJ. Not a error of LT/Lt (I have copy a old error).

Not a error a case DEFAULT, i have test.
After, i can always create juste X hullmod for all, ah ah.

Thank.

EDIT: Fine now '.' .

690
I have this, no problem, functionnal hullmod who give 3 food per day(  Eh, Supplies is not only food.)
Code
package data.hullmods;  
 
import com.fs.starfarer.api.Global; 
import com.fs.starfarer.api.combat.BaseHullMod; 
import com.fs.starfarer.api.fleet.FleetMemberAPI; 
import com.fs.starfarer.api.impl.campaign.ids.Commodities; 
import com.fs.starfarer.api.util.IntervalUtil;
public class Lt_PortableFarm extends BaseHullMod { 


   protected IntervalUtil interval = new IntervalUtil(1,1); 
     
   @Override 
   public void advanceInCampaign(FleetMemberAPI member, float amount) { 
      float days = Global.getSector().getClock().convertToDays(amount); 
      interval.advance(days); 
      if (interval.intervalElapsed()) 
      { 
        float food = 3;
        member.getFleetData().getFleet().getCargo().addCommodity(Commodities.FOOD, food);     
      }
   } 

But: I want a hullmod as this who give depending on the size of the vessel for just do not create a hullmod for each hullsize.
Code
package data.hullmods;  
 
import com.fs.starfarer.api.Global; 
import com.fs.starfarer.api.combat.BaseHullMod; 
import com.fs.starfarer.api.fleet.FleetMemberAPI; 
import com.fs.starfarer.api.impl.campaign.ids.Commodities; 
import com.fs.starfarer.api.util.IntervalUtil; 
 
public class Lt_PortableFarm extends BaseHullMod { 
     
   public static final float FOOD_FRIGATE = 1; 
   public static final float FOOD_DESTROYER = 2; 
   public static final float FOOD_CRUISER = 4; 
   public static final float FOOD_CAPITAL = 8; 
     
   protected IntervalUtil interval = new IntervalUtil(1,1); 
     
   @Override 
   public void advanceInCampaign(FleetMemberAPI member, float amount) { 
      float days = Global.getSector().getClock().convertToDays(amount); 
      interval.advance(days); 
      if (interval.intervalElapsed()) 
      { 
         float food = 0; 
         switch (member.getHullSpec().getHullSize()) { 
            case FRIGATE:
               food = FOOD_FRIGATE; 
               break; 
            case FIGHTER: 
               food = FOOD_FRIGATE; 
               break; 
            case DESTROYER: 
               food = FOOD_DESTROYER; 
               break; 
            case CRUISER: 
               food = FOOD_CRUISER; 
               break; 
            case CAPITAL_SHIP: 
               food = FOOD_CAPITAL; 
               break; 
         } 
         member.getFleetData().getFleet().getCargo().addCommodity(Commodities.FOOD, food); 
      } 
   } 

But, i have this error: Caused by: java.lang.ClassNotFoundException: File 'data/hullmods/LT_PortableFarm.java', Line 25, Column 16: Assignment conversion not possible from type "com.fs.starfarer.api.combat.ShipAPI$HullSize" to type "int"


PS: this hullmod was created by Histidine and I asked him too.

Why i have this error, so? Thank '.'

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