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Messages - ShadowDragon8685

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31
Modding / [0.9.1a] Relaxed Logistics.
« on: June 25, 2019, 06:33:52 AM »
Do you ever find it annoying and unfun that the AI does not have to worry about logistic concerns?

I did. Frankly, I got tired of it when I noticed that the AI never, ever, spends so much as one OP on a Logistic mod like Expanded Fuel Tanks, or Augmented Drive Field. They certainly don't bother to strap Surveying Gear onto their ships. They don't actually have fuel concerns; you will never actually escape a determined AI fleet by outspending them in fuel. Ever wondered how a bounty hunter ever chased you into the outer rim with two Paragons and an entire fleet of cruisers and destroyers with one Dram tanker?

It's because they have literally no logistical concerns. They spawn, and make a beeline for you like some kind of implacable ghost fleet. Well, that bugs the hell out of me, because it means I either have to handicap my non-combat game, or handicap my combat game.

At least, I thought, I could relax things a little, so I made this handy-dandy little mod. Well, actually it's two mods:

Relaxed Logistics halves the OP cost of all Logistics modifications; Eased Logistics reduces them by 20%. In both of them, Frigates and Destroyers round uneven numbers down, while Cruisers and up round up.

This mod incorporates Sundiving 1.1, meaning that it recategorizes Solar Shielding as not-a-logistics mod, which reduces CR damage from being in a Coronal environment to nothing. As it is not-a-logistics-mod, it no longer occupies one of two precious Logistics Mods hullmod slots, but also receives no price break.

This mod also recategorizes Militarized Subsystems as not-a-logistics-mod; as with Solar Shielding, this means it no longer occupies one of two precious Logistics Mods hullmod slots, but also receives no price break.

I checked some of the more popular mods (well, the ones I use, anyway,) and this should not be incompatible with any of them. It's also unlikely to matter for AI fleet comp, since as I said, they do not actually fit any of these mods that I have ever seen. If some mod causes that to happen, what most likely will happen is that the AI will receive the same OP cost break the player does, and will autofit themselves to suit.

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32
That's fine, it's just not what I had heard - I had heard that it only merged cells with data.

33
Having experimented further with this, I can say that Starsector does *not* like it if you have only the ID and the changes you want to "lock in" in a line in a csv.

IE, if you only want to make a ship which is unboardable boardable, you need that ship's entire stat-line in your CSV, otherwise Starsector throws an error and won't launch.

34
Sounds like we need a mod to mod the mod loading code so that mods can better mod mods.  :o

Did anyone else just hear the Inception Sound?

But yeah, a mod-load-order define might not be a bad idea.

35
... Maan, that is so high level I barely understood two-thirds of it. Is there something specific I'm doing wrong with my method here, some better, more prescribed, way of doing what I want to do?

36
This has thoroughly broiled my noodle; having made some discoveries, I figured they might be useful to others.



Just the observance:

My observance is that Starsector loads mods strictly in descending alphabetical order, A to Z, by the mod's displayed name in the mod list. IE, the "name":"foo", field. It locks in mods, meaning that, for example, if you have a weapon_data.csv with a name of Silverjohn and an ID of mp_silverjohn in two mods; say, one which is named Mighty Pirates and one which is named Overpowered Mighty Pirates, it will lock in the data from the first-loaded weapon_data.csv and discard the later one; in this case, it will ignore your extension-mod Overpowered Mighty Pirates because Overpowered comes later in the alphabet than Mighty.

The general fix for this would be to make the mod name begin with something that comes before M; 0verpowered Mighty Pirates (note that I have used the numeral zero instead of the letter O) would work, or you could also name it 11 Mighty Pirates: Overpowered or any such thing.



The full explanation:

I'm trying to make some very, very tiny (for personal use) mod-mods that modify the behavior of other content-extension mods to make those mods' ordnance weapons behave like the vanilla weapons modified by Missiles & Sundries.

I was getting outright inconsistent results. The method I've used, in each case, has been:

Make a mod folder, with a mod_info.json. Into that goes a data/weapons folder. Into that folder, I copy the original mod's weapon_data.csv, and open it up with LibreOffice Calc.

I then highlight and delete the whole lines of anything that is not an ordnance weapon receiving a modification, make such number changes as seem appropriate to retarget limited-use-per-deployment ordnance weapons to the Missiles & Sundries regenerating missiles numbers, and save the mod. Then activate both mods.

This method worked to modify the Ship and Weapon Pack and Sylphon R&D weapons, but it faied to modify Mayasuran Navy and Arsenal Expansion weapons.

This is an example of the mod_info.json:

Code
{
"id":"zz_sd_Reload_Missiles_Mayasura",
"name":"Reloadable Missiles: Mayasuran Navy",
    "utility": "true",
"author":"ShadowDragon8685",
"version":"1",
"description":"Revamps the missiles from Mayasuran Navy to auto-reload in-combat, in the same manner as those from Missiles & Sundries. NOT WORKING AT PRESENT; modified Mayasuran Navy mod directly",
    "gameVersion":"0.9.1a",
}

I had thought that mods were loaded in the order of "id":"foo", with later mods by id name overwriting newer ones, but this is demonstrably not the case. I then thought that it was a matter of alphabetical order in the file structure with the first mods' lines "locking-in" and later ones being ignored; I've been naming my folders "sd_foo" to keep all mine together. That comes previous to Ship and Weapon Pack and Sylphon R&D, but after Arsenal Expansion and Mayasuran Navy, so I tried renaming the folder and ID for my override for Aresenal Expansion to "AA_SD_foo" and even "11_SD_foo" didn't work.

Aaaaand just now, I have tried changing the mod name.

Code
{
"id":"1_sd_Reload_Missiles_Arsenal_Expansion",
"name":"1 Reloadable Missiles: Arsenal Expansion",
    "utility": "true",
"author":"ShadowDragon8685",
"version":"1",
"description":"Revamps the missiles from Arsenal Expansion to auto-reload in-combat, in the same manner as those from Missiles & Sundries. NOT WORKING AT PRESENT; modified Arsenal Expansion directly.",
    "gameVersion":"0.9.1a",
}

This appears earlier in the mod-list than

Code
"name": "Arsenal Expansion",

My current working hypothesis is thus that Starsector is loading mods strictly in descending alphabetical order, A->Z, with earlier entrants which feature a line "locking in" their entry and ignoring later lines with the same ID.

37
Mods / Re: [0.9.1a] Sundiving 1.1
« on: June 19, 2019, 06:16:50 AM »
It's attached to the first post.

38
Mods / Re: [0.9.1a] Luddic Enhancement Mod 0.1.0a
« on: June 18, 2019, 09:32:25 AM »
The .rar file refuses to open for me. Is there any chance of a .zip version or something else?

The error I get says "The archive is either in unknown format or damaged."

39
Modding / [0.9.1a] Boardable Unboardables.
« on: June 16, 2019, 12:03:15 AM »
Boardable Unboardables

Boardable Unboardables may now be downloaded externally, here.



Hello! Back again with another utility mod.

This one is called Boardable Unboardables. This bonehead simple utility mod simply overrides the UNBOARDABLE tag on the vanilla ships that have it by removing it. This means that, pending your ability to beat them down in combat and your luck with RNGesus, you too may wind up flying with various [REDACTED] in your fleet.

How are you actually commanding these ships? How does your character have the expertise to salvage them? That's up to you! For my money, I just say that either their stock flight controller was rewritten by an Alpha Core friendly to me that I'm carrying with me, or, if I assign an officer, we vacuum-seal them into a skintight spacesuit full of nanites and liquid breathing medium which we seal into a pod on the [REDACTED] somewhere and they operate the ship Shadowrun Rigger-style.

Anyway, this mod is surely to slightly abrade a lore purist's sense of purism since I have implemented absolutely nothing in the way of required extra skills or resources to salvage and repurpose these ships, and it'll probably not do great things for a balance purist's sense of balance. If you're fine with that and just want to plug yourself into a [REDACTED] flight-deck cruiser and go blow ships up... This mod may be for you.

40
Mods / Re: [0.9.1a] Sundiving 1.1
« on: June 15, 2019, 11:50:52 PM »
Solar shielding is also something you either avoid, or go all-in on your whole fleet on. So it's not the OP cost of adding it to one ship, but to *all* your ships if you want to make full use of it. And probably the complementary Industry skill too.

I like the option of going for a no-tanker deep space fleet. It's fluffy!

Well, while Solar Shielding has additional uses (it straight-up discards one-fifth of energy damage to your armor,) you're right. Besides using it as a cheap and cheerful damage resistance buff, you either go all-in or forget it.

My approach to things like that is "I'm already paying for it this way, and this way. That's enough cost," WRT things like the stupidly-increased overhead of flying into a corona and watching my supplies evaporate even before I turned on the Siphon.

That's also kind of why I tossed Shadowrun 5e. The showrunner decreed that "everything has a price." Well, yeah. I paid the price. In Nuyen. And Essence. So you can take your "cyberware steals your soul" thing and airlock it - and you can then grab hold of your "oh, and you have to expose your cyber to bricking if you want to actually get use out of it" crap and airlock yourself, too.

41
Mods / Re: [0.9a] SpeedUp 0.5.1
« on: June 15, 2019, 07:59:40 AM »
forgive me, i am old and for the life of me i cannot figure out how to get one of the keys to toggle rather than holding it down...can someone please give me a simple step by step on how it works...please and thank you...

Press the capslock key. Press it again to turn off acceleration.

42
Mods / Re: [0.9.1a] Sundiving 1.1
« on: June 14, 2019, 12:40:38 AM »
I'm flattered that you made a companion mod for fuel siphoning! I'll add a link to this in the fuel siphoning forum post so like-minded people can find it more easily.

Oh wow, thank you!

I know some folk don't like the idea of making things "easier," but I don't mind making things easier. To my way of mind, you're already paying the price in OP, you might as well get your OP's worth, especially since even without paying the CR cost for being in a Corona, you're still paying the Supplies cost in going out of your way to a red giant (which is, weirdly, the only star you can do this at - why is that?) for the privilege of turning supplies into more fuel, which you burn through at a prodigious rate anyway. So it's not really much easier.

This mod also has the other knock-on effect of making dabbling in solar coronal environments for tactical advantage viable, so I still like to hang onto it, personally.

43
Mods / Re: [0.9.1a] Sundiving 1.0
« on: June 13, 2019, 01:57:57 AM »
Version 1.1 update: 1.1 recategorizes the Solar Shielding mod to not be treated as a Logistics hullmod, allowing you to still use it if you want to, say, put Solar shielding, Augmented Drive Field, and Surveying Equipment on a Colossus freighter.

44
Mods / [0.9.1a] Sundiving 1.1
« on: June 10, 2019, 12:45:06 AM »
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!





This very simple, very small and kind of blunt-force mod originated when I was attempting to use the rather swanky Fuel Siphoning mod by Sundog, and found it to be absolutely useless, since my supplies evaporated before my eyes the moment I dipped into the corona of a red giant, even before I switched on the fuel siphon.

The problem was the Coronal environment's CR damage. Even though every ship in my fleet had Solar Shielding, my Supplies usage jumped an order of magnitude, from 2.5/day to ~35 a day. That being with the Solar Shielding hullmod that reduced coronal damage by 75%, I shuddered to think of what hell would have awaited me if I'd dipped a toe in without it! It also, in my estimation, makes lurking within a coronal environment (say, to escape a foe/ambush same,) a losing proposition. I learned after asking if this was intended behavior that it was, and that the Solar Shielding mod was mostly used for 20% energy damage reduction in combat and storm-surfing in hyperspace. No more!

I made this Sundiving mod. This simple and brute-force mod simply causes the Solar Shielding mod to negate Combat Readiness damage from being in a solar coronal environment, so as to allow a fleet fully-equipped with such to lurk where other ships dare not travel. As a side effect it also negates the damage from being caught in a storm in hyperspace, but that damage was minuscule with the mod anyways, and I can't separate the effects.

I made this mod for me, but I hope others find it useful too.

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