Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Blurple Berry

Pages: 1 2 [3] 4
31
General Discussion / Re: why do i get a rep hit?
« on: September 10, 2019, 02:52:18 AM »
the point of using mercenaries is that nobody knows that it was you
you know, so that the guy who sells you tons of weapons, fuel and food (that you desperately need) keeps doing that

32
General Discussion / Re: why do i get a rep hit?
« on: September 10, 2019, 02:26:49 AM »
all i'm saying is that this is a major immersion killer

you'd think they'd be at least smart enough to send mercenaries

33
General Discussion / Re: why do i get a rep hit?
« on: September 10, 2019, 02:06:32 AM »
Illegal according to who? Them? Major factions don't play fair, since they have no reason to treat some literally who upstart as an equal. It's okay when they do it.
Or, at least, that's the concept, which isn't fleshed out yet. From gameplay side, you get free money and free problems from colonies.

so you're telling me that sending a sizable military task force to bombard major industry to a faction you have good relations (cooperative) with, diplomatically insulting them because the task force failed miserably and afterwards asking them to help you out with comodities and pirates is not problematic?

34
General Discussion / Re: why do i get a rep hit?
« on: September 10, 2019, 01:31:22 AM »
so i get a reputation hit for not losing?
feels a bit odd to be honest

"our illegal aggressions did not succeed, how dare you to defend yourself! oh, and by the way - if you could deliver 400 tons of heavy armaments to our capital colony within 60 days that'd be great!"

35
General Discussion / why do i get a rep hit?
« on: September 10, 2019, 01:01:14 AM »
it says it directly in the game - "not an open war, fighting this expedition force does not decrease your relations"

and then it decreases your reputation?!

36
General Discussion / Re: level up administrators
« on: September 09, 2019, 10:59:48 AM »
good to know, thanks

would be kinda nice to have them level up each or at least every other cycle or something
maybe with random abilities
... maybe let them have personalities aswell - like shrewd or diligent - that affect stability, accessibility, civil/military production etc

... or maybe its fine how it is idk

37
General Discussion / level up administrators
« on: September 09, 2019, 08:49:55 AM »
simple question - do administrators level up and if they do, how?


38
Modding / pirate activity impact on colonies
« on: September 08, 2019, 04:16:45 AM »
how do i mod the negative modifiers (stab,accessibility,etc) that the tag "pirate activities" has on my (or anybody elses) colony?
like, what is the name of the file(s) with those values?

i really hate how the game forces you into conflict with the pirates #notmysandbox
severe impact on colonies is okay but a reasonable "live and let live" approach should be viable

--- edit

for anybody who is interested

i found the PirateActivity.java under starfarer.api/*/impl/campaign/intel/bases
from my limited understanding of code i derive that there is no floor to the stab and access penalties
the game will just increase the penalty value until the colony is at 0 stab and access

@Override
   public void setParam(Object param) {
      intel = (PirateBaseIntel) param;
   }


   public void apply(String id) {
      float accessibility = intel.getAccessibilityPenalty();
      float stability = intel.getStabilityPenalty();
      String name = "Pirate activity";
      if (accessibility != 0) {
         market.getAccessibilityMod().modifyFlat(id, -accessibility, name);
      }
      if (stability != 0) {
         market.getStability().modifyFlat(id, -stability, name);
      }
   }

   public void unapply(String id) {
      market.getAccessibilityMod().unmodifyFlat(id);
      market.getStability().unmodifyFlat(id);
   }

is there a way to implement a floor for the penalty value?
i mean not dynamic/based on the current colony status - a hard limit so to speak, like max stab penalty is 5 for example

sadly i have no idea how to do that - i can only "fix" the colony values ... if that is even how that works

--- edit 2

seems like i can't even do that
not smart enough, damn  ;D

39
Bug Reports & Support / Re: Fleet log not cleared properly
« on: September 06, 2019, 08:55:54 AM »
The next release has a button to delete log entries.

excellent :D

40
Bug Reports & Support / Fleet log not cleared properly
« on: September 06, 2019, 08:12:42 AM »
every now and then the log entry just doesnt get removed

"i have a huge colony on that habitable planet thank you very much"

its not a major thing but it gets worse and worse over time making the log unpleasant to use (flying across half the sector for nothing is not fun)
pretty sure thats a bug but besides that, is there anything i can do to guarantee it gets cleared out?
... or is there a way to remove an entry manually?

41
General Discussion / Re: safety procedures lvl 2 against hyperstorms
« on: September 04, 2019, 03:55:25 AM »
alright, thank you!

the skill description being so vague and the mod description so precise is kinda irritating

42
General Discussion / safety procedures lvl 2 against hyperstorms
« on: September 04, 2019, 02:43:05 AM »
does the level 2 skill itself, not the solar shielding mod, protect my fleet against hyperstorms aswell?

43
Modding / Re: white dwarf in deep hyperspace
« on: September 02, 2019, 08:30:09 AM »
well it's not quite so severe but i know what you mean - hyperspace travel got a tad more ... uhm, convenient ;D

44
Modding / Re: white dwarf in deep hyperspace
« on: September 02, 2019, 07:54:14 AM »
i believe to have found a "solution"

but to be honest, i really have no idea what i did there and no clue how i even got to that point

anyway

i edited the SectorGen.java file

original code

// ensure area round stars is clear
      HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
      NebulaEditor editor = new NebulaEditor(plugin);
      float minRadius = plugin.getTileSize() * 2f;
      for (StarSystemAPI curr : sector.getStarSystems()) {
         float radius = curr.getMaxRadiusInHyperspace() * 0.5f;
         editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
         editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
      }

edited code

// ensure area round stars is clear
      HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();
      NebulaEditor editor = new NebulaEditor(plugin);
      float minRadius = plugin.getTileSize() * 2f;
      for (StarSystemAPI curr : sector.getStarSystems()) {
         float radius = curr.getMaxRadiusInHyperspace() * 1.5f;
         editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius * 0.5f, 0, 360f);
         editor.clearArc(curr.getLocation().x, curr.getLocation().y, 0, radius + minRadius, 0, 360f, 0.25f);
      }

then i used "devmode vision", ctrl-teleporting and a godamn ruler to see if anything improved

out of 11 newly generated systems none had this "star in deep hyperspace" problem

with the original code 3 out of 3 newly generated system had at least 1 "problematic" star system

admittedly, it's not a very elegant solution - "cleared space" can be very obvious at times but it ain't too bad either
maybe i even just got lucky with the seeds or simply missed stuff and for most people it's probably a pretty minor problem (if at all), but i thought i share my "fix" anyway

45
Modding / Re: white dwarf in deep hyperspace
« on: September 01, 2019, 01:29:08 PM »
alright, no problem

... actually, thank YOU for looking into it (and replying so fast)

Pages: 1 2 [3] 4