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Messages - Innominandum

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151
Varya
Do you maybe know how to make factions spawn fleets similar to Salvager fleets for independents?
I mean faction fleets disguised as indie exploring far reach sectors with separate ship composition?

CampaignFleetAPI fleet = FleetFactoryV3.createFleet(params);
      
      if (fleet == null || fleet.isEmpty()) return null;
      
      fleet.setFaction(Factions.INDEPENDENT, true); <--- Zhis looks like it could be the faction setter for scavengers
      
      fleet.getMemoryWithoutUpdate().set(MemFlags.MEMORY_KEY_SCAVENGER, true);
CampaignFleetAPI fleet = createScavenger(type, system.getLocation(), route, route.getMarket(), pirate, random);

if (pirate) {
         Misc.makeLowRepImpact(fleet, "scav");
      }

--> in procgen/themes/RuinsFleetRouteManager.java L 120 to 209

   public static CampaignFleetAPI createFleet(FleetParamsV3 params) {
      Global.getSettings().profilerBegin("FleetFactoryV3.createFleet()");
      try {
         
      boolean fakeMarket = false;
      MarketAPI market = pickMarket(params);
      if (market == null) {
         market = Global.getFactory().createMarket("fake", "fake", 5);
         market.getStability().modifyFlat("fake", 10000);
         market.setFactionId(params.factionId); <--+

 in /impl/campaign/fleets/FleetFactoryV3.java L139 - 148

As for the load-out i really hope the faction setting determines it as well i could take a look at nexes brawl spawning to make sure how it works as nex has a chance for invasion fleets to use random faction ships but lets wait for varya

152
General Discussion / Re: Colony defense fleets without Heavy Industry
« on: August 31, 2019, 01:00:56 PM »
Yeah the Colony management, the Fleet creation, the industrial sector and Economics in general need some serious additions and adjustments for the game to keep being interesting after the initial getting to know phase.

For those who haven't shot their gaming ring and still have the cpu power to handle massive cpu cycles i advise you to give x3 ap + Litcubes universe + Jourabes Mayhem overhaul for litcube a chance for the time being. It pretty much has all a lot of those features one would want to see in starsector (there is no colonization per se but you can claim sectors, build military bases, defense Platforms, Factories and supply chains, it even has a solid skill and research implementation not to mention a cool boarding and expedition system ... sigh) already.   


153
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 31, 2019, 12:02:46 PM »


You can't override vanilla classes directly. In this case, your mod should have a settings.json with something like the following table:


Muchas gracias senior,
I found that out just an hour ago while making unreasonable changes to core settings.json and nex configs.   
This boards char set supp is depressing but anyways, here for your troubles [$(5)$] don't spend it all at once ;)

154
Blog Posts / Re: Skills and Story Points
« on: August 31, 2019, 11:51:26 AM »
This whole fleetwide skills on officers discussion feels like a broken record, so let me add my 2 cents to it.

Yes Absolutely YES! Fleetwide skills that are all demerits and are forced on your officers, taking up skills points that you otherwise, if you hadn't asked for this feature, would have been able to invest in something meaningful.

To Alex:
Dear Board Admin,
Any chance this simple machines board could embrace the glory of UTF-8 in the near future ? 
Your sincerely,
Random Person on the net


155
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 31, 2019, 10:45:06 AM »
Is there some setting in the files to change how much rep I lose when I defeat expeditions or a mod that does that?
Not in the base game as far as i know, but I'm new too.

But the mod Nexerelin has this line in its config  "enablePunitiveExpeditions=true", me thinks setting it to false would stop those expeditions.

156
But... the hmi are a pirate based mining faction....

and the chances they get a capital is slim and even then would probably be a massive drone carrier of sorts. The planetcracker would likely be an industry the hmi can produce and not a ship.
I applaud your commitment while engaging in a jest of mine ... those up above were all dead space references. Dead space is a game series, there are 2 not so bad book adaptations like Dead Space martyr out there, there is even a badly narrated audiobook version of that one on youtube.

And a Planetcracker ain't a Capital ship https://deadspace.fandom.com/wiki/USG_Ishimura its a Mining Vessel and i think it would really fit well into HMI ... lel

I like those 2 new Planet styles, the resources and trade goods that HMI adds, haven't come around to make those resources appear in nex random sectors yet, imagine its a hassle to bind them to those planets. The Faction is cool first one i dled actually cause it reminded me of dead space, event horizon, ship of fools ...

157
Mods / Re: [0.9.1a] Grand Sector
« on: August 30, 2019, 03:01:02 PM »
@Amorphis: It increases the number of stars by increasing the number of constellations.

Also I would try increasing the variable to something like 300 instead of 180 to test it. Pic-related is 500.
Besides that, classic "it works on my machine" with Nex. Granted that I haven't made a new Sector with the latest iterations of Nex(last was 0.9.3).
Umo m8 i might have been a bit presumptuous there, should have taken a look at that jar in your mod file, my bad would have saved me an hour or two as well.
Na 180 + the size increase is more than fine esp on a amd gfx laptop when you have to rely on the intel graphics and its shared memory.

As for the ppl who suffer under the same ailment as my env, there is an easy fix by just replacing Starfarer.api.jars StarGenProc.class with that one your jar provides.
Keep up the good work and have a nice one m8.


   



 

158
I'm petitioning the creation of Planet Cracker-class Starships, the renaming of Hazard Mining Incorporated to Concordance Extraction Corporation and Ruins Tech mining or exploration which lead to Marker excavations which result in ... "Twinkle Twinkle Little Star ..."   

Altman Be Praised!

159
Mods / Re: [0.9.1a] Unknown Skies v0.42 (2019/05/11)
« on: August 30, 2019, 11:41:32 AM »
I don't think it's any of the other mods, since I played with all hose mods for a few days, getting MUCH further in. It's only when I added US that it started. (I did make some tweaks to my own mod, but these were all ship/weapon value tweaks, no scripts)

IF you want tot know, active mods are attached

Whats that terraforming mod ?

160
Thank you good Sir!

161
Blog Posts / Re: Skills and Story Points
« on: August 30, 2019, 09:52:11 AM »
Privyet Alex,
I hope we will be able to mod those skills to add downsides to them, also having certain skills as a requirement for certain game aspects like specific industries, general diplomatic actions, financial interaction, Research (x3 litcube stock exchanges & jourabes mayhem overhaul ) wouldn't be bad albeit probably scope breaking ¯\(°_o)/¯. 

Off Topic
Stumbled upon this gem a week ago, best purchase since gnomoria, gj guys.
Someone should write epic store ...

162
Mods / Re: [0.9.1a] Grand Sector
« on: August 30, 2019, 07:26:59 AM »
"sectorWidth":264000, "sectorHeight":224000, same Seed

Original Stargen maxed at 100 Constas


No fancy graphics Original


Modified 180 Constas max


No fancy graphics modified


Ah, sweet sweet 10 fps while looking at the Sector map ... marvelous

I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?

Umo Alec i think i understand whats going on grand sector doesn't increase the number of constellations for me i had to manually edit starfarer.api.jar to get that this could be related to nex or be general problem of overriding classes in starfarer.api.jar   

163
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 30, 2019, 06:46:53 AM »
Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!

Don't fret my friend ... and behold the creation of an abomination
"sectorWidth":264000, "sectorHeight":224000, same Seed

Original Stargen maxed at 100 Constas


No fancy graphics Original


Modified 180 Constas max


No fancy graphics modified


Ah, sweet sweet 10 fps while looking at the Sector map ... marvelous

I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?

164
Mods / Re: [0.9.1a] Grand Sector
« on: August 30, 2019, 03:04:42 AM »
I've been using this mod for a while with my heavily modded Nex stuff, since I throw in so many factions the vanilla Sector is pretty crowded, surprisingly. However, something I've been curious to as I play more and more with this Grand Sector mod...

Does it seem to mess with the system generation somewhat? I've always heard that, in general, to encourage the exploration and use of further away systems, the game tends to generate more valuable/higher class planets and salvage in the further away systems. But I don't think I've seen this reflected when using this mod so far, I don't think I've even seen a Cyrosleeper still, and I do find a lot of pretty trashy systems even in the far reaches of the sector (or some without any planets at all).

This might just be confirmation bias, of course, or that system generation/spawning doesn't actually work that way.
I never played vanilla so i can't say anything regarding your observation, but i have an inkling that you might be right there.
You can take a look at starsector-core\starfarer.api\com\fs\starfarer\api\impl\campaign\procgen\StarSystemGenerator.java and esp \fs\starfarer\api\impl\campaign\procgen\themes\BaseThemeGenerator.java
To figure out how entities are spawned, there is something like a weighting function that does smthing regarding spawn chances. 

Yo Alec
Sector width and height are used by \fs\starfarer\api\impl\campaign\procgen\SectorProcGen.java where the constellation array is set up as well and incidentally its also limited to only 100 as the var count = 100.

 

165
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 30, 2019, 01:18:52 AM »
Yo Histidine,

What is the limiting factor to the number of constellations (not taking sector canvas size into account) ? I've been browsing through the javs in star api and Nex and can't pinpoint what exactly keeps my 200k x 200k sector from not feeling desolate (tumbleweed_tumbling.jpg).

... sob... sob... halp

edit:
I think i found the origin of my misery.
int count = 100;


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