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Messages - MeinGott

Pages: 1 [2]
16
Hello
What parameter in weapon files decides whether beam is interrupted by passing missiles or goes through?
thank you

17
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

18
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 :)

19
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

20
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?

21
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

22
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

23
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]

24
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

25
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.

26
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

27
Mods / Re: [0.9.1a] Mayasuran Navy 8.2.1 RC2
« on: September 19, 2019, 01:56:07 PM »
I wish there was still the old Arjuna, perhaps under diffrent name. I like asymmetrical ships better :)

28
IIRC this can happen if it doesn't have an entry in default_ship_roles.json. (...)

Yes, that I skipped, thinking its not necessary if the ship is for my use only for now. Thank you.

29
Hello
I made a ship, it works in sim battle, it shows up in codex variants, it is part of midline blueprints, it shows up in fleet doctrine and custom production BUT when I order its construction, the month its due to be completed report says its delivered to chosen market, but it doesnt spawn there. additionally, entire month of production capabilities is deducted from my funds, even though it should take only a couple of thousands to finish the job. the ship doesnt disappear from production list, and money is further withdrawn every consecutive month, each one reporting production complete.
I have no clue where to look for a solution? I used esteemed Vayra's tutorial, files seem ok, hull, variants, IDs too... 
thanks 

30
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: September 04, 2019, 11:28:13 AM »
This mod is very well-thought and I cant wait for updates :)

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