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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 - ShadowDragon8685

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Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: June 07, 2021, 02:55:45 AM »
I too, am just checking in to say that I'm not even gonna bother touching Starsector until this updates.

I just cannot live with myself if I'm not bombarding my enemies over the flight decks of a Jeanne d'Arc-class FCV while carrier operations tempo goes absolutely madhouse.

Modding / Re: [0.9.1a] Advanced Hullmods
« on: June 17, 2020, 11:58:38 PM »
You way overdid it. Just put a hash-tag/pound symbol (#) in the front of the very first cell in the very first row in the .csv, and if there's a .java overwriting a vanilla .java file, just rename it to .java.bak to disarm it.

Modding / Re: [0.9.1a] Boardable Unboardables.
« on: June 06, 2020, 07:31:12 PM »
Here you go, not actually sure if It's the latest version tho, I hadn't played Starsector in a while, hope that helps anyway

I added a link in the original post. I'd appreciate it if you took this mirror down.

Mods / Re: [0.9.1a] Sundiving 1.1
« on: June 06, 2020, 07:26:25 PM »
could you please upload that in an external link so unregistered users can download that without registering and being logged? thank you

I second this. Made an account just to get the mod. A little annoying, that's all.

Nvm, the attachment was deleted by admin, so it was all for nothing. I should read better.

Sundiving is a depricated mod!

Sundiving is Depricated. It does not work as-advertised, and it cannot work as advertised, on the current iteration of Starsector. Alex is aware of this issue and since it stems from something else he thinks is also an issue, he will be correcting the way Solar Shielding works in the next iteration, in such a manner that will enable Sundiving to work.

Having said that, some modifications made by the Sundiving mod still retain some utility. Sundiving is incorporated into my current-gen mod Advanced Hullmods, so get it there!

Modding / Re: [0.9.1a] Advanced Hullmods
« on: May 18, 2020, 10:35:02 AM »
Several new mods, most of which I made because I absolutely loathe paying twice for something. I'll pay in Ordnance Points or I'll pay in drawbacks, but not both!

That's something I can agree with. I feel too many Hullmods, both from vanilla and mods, tackle a downside just because the mod itself is an upgrade, but sometimes it feels unnecessary. For example, there is no downside to spending 20 OP in Flux Capacitors/Vents, why should there always be one for other things?

You are penalized already in that case by a less than optimal OP to Flux conversion rate. So you are paying a hefty OP price for giving the ship a bit of edge.

They said Capacitors/Vents, not the hullmod extensions thereof.

Modding / Re: [0.9.1a] Advanced Hullmods
« on: May 16, 2020, 05:56:17 PM »
Counterpoint: those allow for stronger effect without creating openings for exploits. The perfect example for that is SO that is ludicrously powerful, and would be a complete and utter no brainer without the drawbacks even if it was twice as expensive to make kitting monsters.


Then leave the drawbacks in place, reduce OP cost to 0.

"I'll pay in Ordnance Points or drawbacks."

I tried to add some fluff (and other things) to the Hybrasil system.

Maybe obvious, but to make sure: you're creating a new game to test these changes, right? This code only runs once when a new campaign is created, so changing it would have zero effect on an existing savefile.

Nothing jumps out as being obviously wrong.

It turns out I'm a dumdum, and forgot to check that other mods (in this case Nex) also edit, and I need to go back and have a bit of a rethink. Thank you though!

I tried to add some fluff (and other things) to the Hybrasil system.

Most of what I added worked, but all of the planets that didn't previously have a custom description don't have, even though I thought I had done it correctly;

For example, in the Java generating Elada, I added this line:


Just above the applySpecChanges(), the way it can be seen in the one for Culann:


I copied all the vanilla description strngs pertaining to Culann to a descriptions.csv, edited the ones I felt wee too short, and added the ones I thought I need to make; for instance, there's planet_elada,CUSTOM,blahblahblah...

Yet, it is not working.

Also in the process of doing this, the pirates of Donn picked up an Orbital Works and a corrupted nanoforge, yet they do not seem to be counting as a military planet, nor is their orbital battlestation showing up the way that an orbital I added over Cethlenn does. But they have it, I can see that in the colony info.

What might be going wrong here? I'm stumped.

Modding / Re: The Names of the Mods (and All the Other Things Too)
« on: May 08, 2020, 08:49:28 AM »
Might I suggest a page that's just for mod names and authors? As it is, there's nowhere to put your name or the name of your mod unless you've made a faction.

Modding / Re: [0.9.1a] Autoloaders
« on: May 08, 2020, 05:32:25 AM »
nice idea

I can't claim credit for the idea, that belongs to DaltonKallendor.

Modding / [0.9.1a] Autoloaders
« on: May 07, 2020, 08:59:28 PM »

Get it here.

My Autoloaders mod;

Inspired by the excellent Missiles and Sundries by DaltonKallandor, I felt the need to re-implement the whole "missiles auto-load during combat" thing. In some cases, I disagreed with DK's loading rate, in others I wanted only ordnance weapons, and in the end I realized I was basically rebuilding the mod, so I just went whole-hog and did exactly that.

In general:

No ordnance weapon should reload slower than once every minute, except for the beastly Reaper torpedoes and similar enormo-huge booms.
The antimatter blaster likewise reloads shots, albeit slowly.
No weapon reloads less than one salvo at a time.

Strike craft do not use reloading ordnance, since then bombers would just loiter around the target doing nothing for two minutes waiting for another shot to generate. That would be undesirable.

Stretch Goals (IE, not implemented now): Retuning all the weapons that fire the same missile (just more or less of them) to have the same refire time, so that if, say, you mount both an Annihlator launcher and an Annihilator pod, they fire in sync.

Modding / [0.9.1a] Advanced Hullmods
« on: May 07, 2020, 08:47:32 PM »
So, since I've been working on hullmod-related mods lately, and I decided to just roll all of my previous hullmod-related mods into one mod.

So here it is;

Advanced Hullmods

Get it here.

What's in it?

Several new mods, most of which I made because I absolutely loathe paying twice for something. I'll pay in Ordnance Points or I'll pay in drawbacks, but not both!Seriously that's why I tossed Shadowrun 5 in the bin.
Armored Weapon Mounts (Advanced)
Like the idea of armored weapons but find yourself not installing the armored weapons hullmod because you don't like the downside? This Advanced form of Armored Weapons has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Armored Weapon Mounts.

Augmented Drive Field (Tweaked)
Do you ever find yourself with a ship that only needs +1 Burn, and begrudging the extra Ordnance Points spent on Burn you can't actually make use of? Then Tweaked Augmented Drive Fields are for you! Half the Ordnance Points cost, half the Burn! Not compatible with Augmented Drive Field or the (Detuned) version from this mod.

Augmented Drive Field (Detuned)
Conversely, do you ever find yourself with ships that go faster than the slowest ship you plan to keep around, and wish you could shed that excess Burn capacity for something "nice" (not thrilling, but... "nice"), like, say, fuel economy? For the princely sum of zero (0) Ordnance Points, even on a capital ship, you can voluntarily shed one (1) Burn rating in exchange for a thirty percent (30%) fuel economy boost! Not compatible with Augmented Drive Field or the (Tweaked) version from this mod.

Heavy Armor (Advanced)
Like the idea of extra armor, but find yourself never installing it because you don't like the downside? This Advanced form of Heavy Armor has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Heavy Armor, or Dassault-Mikoyan Engineering monobloc construction.

Logistic Capacity Increase
If you're like me, you gotta have more Logistic mods. All the Logistic mods! For a price in Ordnance Points, you can have one (1) more Logistic hullmod on your ship.

Unstable Injector (Advanced)
Like the idea of SPEEED, but find yourself not installing an Unstable Injector because you don't like the downside? This Advanced form of Unstable Injector has 75% of the efficacy of the vanilla hullmod, and 0% of the drawbacks. Not compatible with conventional Unstable Injectors, nor with Safety Overrides.

Some vanilla hullmods have been modified
Solar Shielding has been revamped in-line with my original Sundiving mod, as much as Starsector will actually let me. Due to the way a Starsector class is coded, making it prevent starts from hellaciously gobbling up your CR is not possible, but this still reduces the rate at which the coronal environments degrade your Combat Readiness by 90%. So you may be out of supplies, but you won't be out of CR when you jump those guys lurking on the other side of your star. Solar Shielding was also recategorized as not-a-logistics hullmod.

Militarized Subsystems is no longer a Logistics hullmod.

Lastly, Relaxed and Eased Logistics have been incorporated in the form of extra hull_mods.csv files. Change the filenames to hull_mods.csv to change the Logistics hullmods' costs:

Relaxed Logistics are 50% cheaper.

If that's too much cheaper for you,

Eased Logistics are 20% cheaper.

Will not be fully compatible with any mods that change of the above-mentioned vanilla mods. Very strange things may occur if you try. Or you may not even notice if something has been changed out-of-spec with this mod by another.

Stretch goals: non-crappy recolor/pathetic modified hullmod icons, if I can sweet-talk an artist into making me something.

Okay, yeah, having tested it further, with values of 0.1, 0.05 (same as BladeBreaker Engineering) and my own 0, supplies still just absolutely evaporate... The weird thing is, with it at 0, supplies/day doesn't actually visually change, but with a 0.1 and 0.05 my fleet jumps from 7.8/day to 100+.

Why are supplies evaporating so fast, I'm trying to work out. And I'm also trying to work out if it's possible to do anything with a mod that won't break when and if you update StarCoronaTerrainPlugin.

Well, heck. I dunno. But thank you anyway, and thank you for actively engaging with us.

Yeah basically what CORONA_EFFECT_MULT == 0 does is prevent the ship from losing CR while in corona, but not because it's not losing it - rather, because the repair rate matches the loss rate. I've got a TODO item to look at it at some point, since, yeah, the way this works right now makes Solar Shielding rather less good than what it looks like at first glance.

Oooof. So setting CORONA_EFFECT_MULT to 0 actually makes supplies evaporate worse because instead of taking more damage than can be repaired at once, it's losing and fully repairing at every tick, and every tick consumes 1u of supply? At least, that's my current hypothesis?

I'm trying to figure out a way to fix that in the hullmod as-is, but... That looks as if it may not be possible without replacing StarCoronaTerrainPlugin?

Alex, you're amazing. I have another fiddly problem, though:

How does


really work?

Because I changed it as such in my Sundiving mod, yonks and yonks ago;

public static final float CORONA_EFFECT_REDUCTION = 0.0f;
stats.getDynamic().getStat(Stats.CORONA_EFFECT_MULT).modifyMult(id, CORONA_EFFECT_REDUCTION);

Then there's this, in

float resistance = member.getStats().getDynamic().getValue(Stats.CORONA_EFFECT_MULT);

With a 0 in CORONA_EFFECT_MULT from the Solar Shielding mod when installed, that means that

float adjustedLossMult = (0f + params.crLossMult * intensity * resistance * lossMult * CR_LOSS_MULT_GLOBAL);

should have a 0 for resistance, thus yielding an adjustedLossMult of 0.

And yet, as observed by myself and others, when venturing into a sun even with every ship possessing Solar Shielding, supplies evaporate.

I'm trying to figure out why this is happening and how to fix it.

I think it has to do with this, from StarCoronaTerrainPlugin:
float loss = (-1f * recoveryRate + -1f * lossRate * adjustedLossMult) * days * 0.01f;
Is that correct?

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