Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
Kinda wondering why the Altagrave G's grenade don't detonate on impact ?
One od the new skills is called "cybernetic augmentation"I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game
There are vanilla carriers that do that just fine. I don't see a need to add one for no reason
so this is gonna sound silly, but how do you actually pilot the strikecraft?ive looked through the forum posts but none of them actively mention how to pilot the strikecraft.for instance i have the einhander on an astral and no matter what i do i cant seem to pilot it.
1753967 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionjava.lang.NullPointerException at data.hullmods.cataphract.advanceInCampaign(cataphract.java:99) at com.fs.starfarer.campaign.fleet.FleetData.syncIfNeeded(Unknown Source) at com.fs.starfarer.campaign.fleet.FleetData.getMembers(Unknown Source) at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source) at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.pruneShips(BaseSubmarketPlugin.java:561) at data.scripts.campaign.submarkets.armaa_subMarketPlugin.updateCargoPrePlayerInte raction(armaa_subMarketPlugin.java:86) at com.fs.starfarer.coreui.V.<init>(Unknown Source) at com.fs.starfarer.ui.newui.K$3.actionPerformed(Unknown Source) at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source) at com.fs.starfarer.ui.newui.K.setCurrentTab(Unknown Source) at com.fs.starfarer.ui.newui.Stringsuper.showCoreInternal(Unknown Source) at com.fs.starfarer.ui.newui.Stringsuper.showCore(Unknown Source) at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40) at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source) at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source) at com.fs.starfarer.ui.I.Ò00000(Unknown Source) at com.fs.starfarer.ui.I.processInput(Unknown Source) at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source) at com.fs.starfarer.ui.o00O.processInput(Unknown Source) at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source) at com.fs.starfarer.ui.v.processInputImpl(Unknown Source) at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source) at com.fs.starfarer.ui.o00O.processInput(Unknown Source) at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source) at com.fs.starfarer.ui.v.processInputImpl(Unknown Source) at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source) at com.fs.starfarer.ui.newui.Stringsuper.processInputImpl(Unknown Source) at com.fs.starfarer.ui.o00O.processInput(Unknown Source) at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source) at com.fs.starfarer.ui.v.processInputImpl(Unknown Source) at com.fs.starfarer.ui.o00O.processInput(Unknown Source) at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) at com.fs.starfarer.BaseGameState.traverse(Unknown Source) at com.fs.state.AppDriver.begin(Unknown Source) at com.fs.starfarer.combat.CombatMain.main(Unknown Source) at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) at java.lang.Thread.run(Unknown Source)
Well, a not very good reason is just to clarify flavor of "faction," although this doesn't matter so much since the market added counts as independent. However, it could present an good opportunity to play around with carrier ai as it relates to custom modded special abilities. The lazy carrier special ability that could be added is something like a launch catapult (like launches one at a time, but very quickly and ships get huge temp speed/maneuverability boost coming out. Or just the reverse of the Astral carrier and teleport mechs halfway to target, although I guess this version would require basically some sort of resupply mechanism to make it worthwhile, which might end up taking up an LRM slot and too much mucking around with fighter AI). Or just that a better version of legion carrier that launches mechs/fighters with extra temporary shields or maybe a version the new damper fields UNDER shields for a legit combat carrier (although damper fields would have to be permanent until blocked X number of shots, then discarded, I guess). Perhaps this would be the end result of the damaged mech sprite experiment, if that ever gets off the ground.However, since all of this would essentially cut into the time necessary for just regular development and carriers are already available... maybe after 1.0 drops! Not anytime soon...
Quote from: Pep on July 20, 2021, 08:09:45 AMOne od the new skills is called "cybernetic augmentation"I saaw you talking about granting some kind of NEXT-esque bonus to characters but didnt know the best way to make it work, and i think a buff for officers with that skill would be a great way to increase their viability as a flagship late game One way I could see this being happen would be some sort of built in hullmod whose effects increase with the levels the pilot puts into the various skill treesTo exemplify this+1 level in Combat (red) tree gives more Range+1 level in Command (green) tree gives more Top Speed+1 level in Technology (blue) reduces Flux per damage on shields+1 level in Industry (yellow) improves armor/hulland each level further boosts that assuming its even possiblemaybe call it "Human Plus"
HmmmIf the game dev adds in the ability to make one's own questline, will you be interrested in giving this mod its own storyline or not ?
but i might add like some ruins or something referencing the missions in the main menu to discover