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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Commissioned Crews 1.999999gg  (Read 134853 times)

Techpriest

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Re: [0.95a] Commissioned Crews 1.999999gg
« Reply #105 on: June 04, 2021, 11:48:35 PM »

ok apparently the "last resort" option ended up working, but i wonder what happened
Unsolvable bug from how the player faction is generated at the start of the game. The automatic option should work usually when you buy new ships.

Yunru

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Re: [0.95a] Commissioned Crews 1.999999gg
« Reply #106 on: June 20, 2021, 05:03:38 AM »

Support is very easy to support for modders. You can download this example code to see how Hegemony gets its hullmod.. You just need to remember to put something in the TechpriestCommission.csv to align with the corresponding faction string and hullmod string while making sure your hull mod has code (in the example) to remove itself when the player is no longer commissioned to the faction. The hullmod should somewhat encourage players for receiving a commission with them (straight debuffs are ? but buffs for a debuff is fine). Support is extremely stable at the moment.

Once you have support, there should little need to maintain support aside from balancing out the commissioned hull mods. If you want some ideas, you may check a look into what the supported modded faction have as their bonuses. For mine, all of the vanilla factions are open-sourced, so you may take a peek to see how I made the code work.

1. In `data/hullmods/hull_mods.csv`,
    - [ ] Under `id`, change `CHM_hegemony` to whatever hull mod id you want.
    - [ ] Under `script`, change `data.scripts.hullmods.CHM_hegemony` to use your hull mod id instead.
    - [ ] If desired, change any other values, like the `desc`.

2. In `data/scripts/hullmods`,
    - [ ] Rename `CHM_hegemony.java` to `<your hull mod id>.java`.
    - [ ] Inside that file, replace `class CHM_hegemony` with `class <your hull mod id>`.
    - [ ] Inside that file, replace `hegemony` with your faction id.

3. In `data/config/CommissionBonus/TechpriestCommission.csv`,
    - [ ] Change `hegemony` to your faction id.
    - [ ] Change `CHM_hegemony` to your hull mod id.
4. Optionally you may want to add a tip, hullmod font colors, but that's only if users have this mod so they may get confused if they take a commission and they don't get anything.
I'm not seeing anything in the example file's script that limits it to the Hegemony, is that handled elsewhere (now?)?

Techpriest

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Re: [0.95a] Commissioned Crews 1.999999gg
« Reply #107 on: June 20, 2021, 09:51:03 PM »

I'm not seeing anything in the example file's script that limits it to the Hegemony, is that handled elsewhere (now?)?

3. In `data/config/CommissionBonus/TechpriestCommission.csv`,
    - [ ] Change `hegemony` to your faction id.
    - [ ] Change `CHM_hegemony` to your hull mod id.
The limitation is handled in the TechpriestCommission.csv. If you want your commissioned hullmods to affect pirates, you can do that which means taking a pirate commission grants you two commissioned hullmods (one from mine and one from yours)

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« Last Edit: June 20, 2021, 09:58:02 PM by Techpriest »
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