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Messages - MeinGott

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16
Hello,
What parameter do I add/remove/change in xml save file if I want Legio Infernalis market destroyed (alternatively susceptible to saturation bombardment and abandonment)?
I updated Tahlan mod so I could disables sieges, but there are plenty leftover Legio stations in hyperspace that cant be defeated (cant invade, saturate, destroy, nothing).
thank you

EDIT
actually better place for this question would be Nia Tahl's thread, sorry

17
Hello, sorry but an answer probably escaped my attention: is update from "corporate warfare" save breaking? thank you

18
Hello, two things:

Is there a way to change when enemy retreats? I fly with big fleet and when I meet small enemy, I deploy matching force of my ships, so that I dont overpower them but keep it fair. Of course enemy retreats because calculations take into account my whole fleet. Same thing when I join a friend in a fight, I deploy only one ship, but enemies turn tails. And so, how do I make AI braver? Its ok if only in battle - fleeing on campaign screen is permitted :) 

Second thing - I suspect Alex actually enjoys helping modders, seeing how often he replies here, what a guy!

Thanks

19
Hello
What parameter in weapon files decides whether beam is interrupted by passing missiles or goes through?
thank you

See: hil.wpn for how that's defined, in particlar you're looking for "pierceSet".

There doesnt appear to be any difference in action between wpn file with full pierceSet defined and the one without it alltogether. I assumed pierceSet contains flags for objects that are supposed to be pierced through, was I wrong?

20
Hello
What parameter in weapon files decides whether beam is interrupted by passing missiles or goes through?
thank you

21
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.8 RC3
« on: January 13, 2020, 08:42:38 AM »
Hi; can I update from 8.2.7 to 8.2.7 RC3 without breaking save?

EDIT
oh, its not on github, guess I cant download legacys even if I wanted

22
Modding / Re: [0.9.1a] Hullmod Specialization
« on: December 25, 2019, 11:09:27 AM »
I would propose something like this:

Code
(...)

if (data.interval.intervalElapsed()) {
for (WeaponAPI w : ship.getAllWeapons()) {
if (w.getType() != WeaponType.MISSILE) continue;

if (w.usesAmmo() && w.getAmmo() <= w.getMaxAmmo() - w.getBurstSize()) {
w.setAmmo(w.getAmmo() + w.getBurstSize());
}
}
}

but getBurstSize() is part of WeaponSpecAPI, not WeaponAPI, and I am too unknowledgeable in object-oriented programming to solve this  :-X

Also, if you shoot missile just a moment before the script checks for ammo, it will replenish it instantenously.

Sorry for regarding only this module, but this is the one im most interested in :)

23
When in combat near a planet, in background there is the planet visible, but its always small/distant. Is there a config somewhere I can edit to make it 2-3 times bigger?
thank you

24
Modding / Re: [0.9.1a] Hullmod Specialization
« on: December 24, 2019, 01:40:46 PM »
I like it!

I have an issue with missile reloader. It gives huge buff to powerfull, single missiles like reaper torpedo but is not so usefull anymore with missile systems that house - lets say - 200 ammo and fire volleys of 20. Perhaps reload batch could be based on salvo size?

25
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: November 15, 2019, 04:13:43 AM »
Using NoFood's version, I acquired blueprints for the 2 pirate ships (black swan and... the carrier one, I forget the name). When I try to build them from my colonies it consumes all available production but fails to create the ship, just gives the supplies/fuel/crew that you'd get normally.

I've seen this bug before, is this common and is it something I can tweak in a config file to fix in my game without waiting for an update?

no entry for this vessel in default_ship_roles.json perhaps

26
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: September 30, 2019, 10:06:25 AM »
That or make it like the 14th Legion-class ships that you can find by searching the sector. Just like in the homeworld series where they find Sajuuk out in the middle of nowhere.

You could even make it a quest to find if you are up to it. Although I don't know the effort required to code that personally.

Yeah, imagine having to somehow reach center of densely clustered gigantic black holes in order to find this one ship. That would be awesome  ;D

27
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.3
« on: September 27, 2019, 06:54:27 AM »
To celebrate this I painted my flagship hiigaran ^^

Spoiler
[close]

28
Is it possible to make a script that reads through all loaded entities, namely weapons, checks for a certain parameter (if its a missile weapon), then for those weapons adds/edits calculated values (reload time and amount based on burst size). I like the idea of very slowly replenishing missiles, and editing individual mods after each update doesnt seem plausible.
I didnt make any mods for starsector yet, this question is my feasibility study.
thanks

29
Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.1
« on: September 20, 2019, 02:21:22 PM »
What a suprise, I remember playing with those ships in Distant Worlds :D I love the 3d feel, from the perspective the sprites are drawn with. I wonder if they were made as 3d models originally.
Its wonderful this is getting an update.

30
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: September 19, 2019, 02:04:10 PM »
I want to compliment this mod and its ships - they remind me of Rob Cunningham's Homeworld artworks, especially Maelstrom, Storm and some cruisers too.
In my current playthrough poor Diables were destroyed by League before I could ally with them; now only part of my fleet is tribute to those marvelous, furiously red bastards :D

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