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Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 989454 times)

Talkie Toaster

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Re: Neutrino Corp. (v. 1.6)
« Reply #360 on: April 22, 2013, 12:29:53 PM »

Fairly intuitive, but stock ship arcs are 30-35, extended gives a flat 60, so i'll have to delve into negative arcs... lol I'll try it out now to see if it works,

Edit: It sorta works, but there's a catch, if you take extended shields off, you won't have a shield, so basically means if you strip a ship / buy a new one you won't have any shields if you didn't level your character into tech.
You could only sell weapons-free variants with it fitted rather than raw hulls. Alternatively, perhaps it's possible to make a 0-skill hullmod that only shows up on Neutrino ships, like how Dedicated Targeting doesn't show up on anything smaller than a cruiser?
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FlashFrozen

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Re: Neutrino Corp. (v. 1.6)
« Reply #361 on: April 22, 2013, 12:53:29 PM »

I do have some hulls variants like that, but it'll only solve half the problem, if they accidently take it off / hit strip, they won't get it back. I'm not so sure if the hullmod idea is possible since it works by ship size, nots hip faction ( ie non-neutrino ships).
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Wyvern

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Re: Neutrino Corp. (v. 1.6)
« Reply #362 on: April 22, 2013, 02:13:55 PM »

Hullmod idea is quite possible, actually.  Very easy to implement.  Get hull type, check if it's on a certain list.

Might be better, though, to add such a check to the extended shields mod, and make it so it cannot be installed on Neutrino ships.  Since, well, you'd need to edit the extended shields mod anyway just to make sure it's not compatible with your custom shield-extending mod.
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Wyvern is 100% correct about the math.

FlashFrozen

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Re: Neutrino Corp. (v. 1.6)
« Reply #363 on: April 22, 2013, 03:31:11 PM »

Hullmod idea is quite possible, actually.  Very easy to implement.  Get hull type, check if it's on a certain list.

Might be better, though, to add such a check to the extended shields mod, and make it so it cannot be installed on Neutrino ships.  Since, well, you'd need to edit the extended shields mod anyway just to make sure it's not compatible with your custom shield-extending mod.

I'm too terrible at this xD

I've looked at the front shield emitter to see how it disallows installation on ship with front shields, and the dedicated targeting core that disallows with other mods,
but I've yet to figure out how to specify this list of inapplicable ships, is there an example of that somewhere/mod?

It'll prob be easier to modify the extended shields more than anything, though.



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Uomoz

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Re: Neutrino Corp. (v. 1.6)
« Reply #364 on: April 22, 2013, 04:19:16 PM »

Valks code for a hull-specific hullmod:

package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.util.*;

public class DissipateHardFluxWhileShielded extends BaseHullMod
{
    private static final List allowedIds = new ArrayList();

    static
    {
        allowedIds.add("excalibur_corv_wing");
        allowedIds.add("insert another ship id that can have this hullmod here");
        // etc
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
    {
        stats.getHardFluxDissipationFraction().modifyFlat(id, 1f);
    }

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        if (allowedIds.contains(ship.getHullSpec().getHullId()))
        {
            return true;
        }

        return false;
    }
}
« Last Edit: April 22, 2013, 04:53:14 PM by Uomoz »
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LazyWizard

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Re: Neutrino Corp. (v. 1.6)
« Reply #365 on: April 22, 2013, 05:45:15 PM »

All your ship IDs have the neutrino tag, right? You could just use:

Code
    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Block any ship with a neutrino hull id
        return !ship.getHullSpec().getHullId().startsWith("neutrino_");
    }
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FlashFrozen

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Re: Neutrino Corp. (v. 1.6)
« Reply #366 on: April 22, 2013, 08:08:33 PM »

Valks code for a hull-specific hullmod:

Spoiler
package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import java.util.*;

public class DissipateHardFluxWhileShielded extends BaseHullMod
{
    private static final List allowedIds = new ArrayList();

    static
    {
        allowedIds.add("excalibur_corv_wing");
        allowedIds.add("insert another ship id that can have this hullmod here");
        // etc
    }

    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
    {
        stats.getHardFluxDissipationFraction().modifyFlat(id, 1f);
    }

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        if (allowedIds.contains(ship.getHullSpec().getHullId()))
        {
            return true;
        }

        return false;
    }
}
[close]

All your ship IDs have the neutrino tag, right? You could just use:

Code
    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Block any ship with a neutrino hull id
        return !ship.getHullSpec().getHullId().startsWith("neutrino_");
    }


Thank you! :)
It's not pretty but atleast it works now
Code
package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class NeutrinoSigmaUpgrade extends BaseHullMod {

    //private static final List allowedIds = new ArrayList();

public static final float SHIELD_ARC_BONUS = 30f;

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getShieldArcBonus().modifyFlat(id, SHIELD_ARC_BONUS);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "" + (int) SHIELD_ARC_BONUS;
return null;
}

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        // Allows any ship with a neutrino hull id
        return ( ship.getHullSpec().getHullId().startsWith("neutrino_") &&
!ship.getVariant().getHullMods().contains("extendedshieldemitter"));
    }
}

Also had to modify the extended shields with the code by LazyWizard :)

Since imo while op, having extended shields was an upgrade, but now never ever having that option again, I've decided to add a little something to neutrino specific hullmod in addition to the standard arc,

Either;

1. Armor regen ( I've no idea in any way how to do this, as the player skill only does hull )
2. Improved ship aiming ai in the lines of gunnery implants but 30-40%

No idea how to make that work either :D
But For sure prob related to this,
Code
	public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getAutofireAimAccuracy().modifyFlat(id, SkillData.GUNNERY_IMPLANTS_AIM_BONUS * level);

*shrug* lol
« Last Edit: April 22, 2013, 08:11:06 PM by FlashFrozen »
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Silver Silence

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Re: Neutrino Corp. (v. 1.6)
« Reply #367 on: April 23, 2013, 09:13:53 PM »

Perhaps a hullmod standard amongst the Neutrino ships that gives them their signature super shield and confers a few extra bonuses on the side like more durable weaponry so that a flanked ship isn't immediately stripped of their weaponry?



PS:
Achievement unlocked: First post!
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Vinya

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Re: Neutrino Corp. (v. 1.6)
« Reply #368 on: April 23, 2013, 09:22:57 PM »

Welc to the forums, Silver.

First post in the modding forums too. Classy.

:D

Now for something actually related..

Playing with a fleet based around TheEND class cruisers, I've noticed some lulzy tactics with fighters. If you have fighters on-board and then phase, they can't escape until you de-phase. (Might be me glitching though, haven't seen anyone else post this)

>Load a bunch of Schwarzgeist wings
>Fly behind Onslaught
>Unphase, fighters fly off
>Onslaught is pwnt.
>???
>PROFIT! (A lot)
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FlashFrozen

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Re: Neutrino Corp. (v. 1.6)
« Reply #369 on: April 23, 2013, 10:44:08 PM »

I migght have got the hullmod weapon auto aim working

Perhaps a hullmod standard amongst the Neutrino ships that gives them their signature super shield and confers a few extra bonuses on the side like more durable weaponry so that a flanked ship isn't immediately stripped of their weaponry?



PS:
Achievement unlocked: First post!

Just as question, would it seem interesting if the hullmod decreases shield arc ( to the current 30 degress and 0.2 ) if you equip the neutrino hullmod

But stock would be a larger arced but say, 0.4 - 0.5 or so shield ( or not since you may as well use extended shields + hardened shield again )

Edit:
Welc to the forums, Silver.

First post in the modding forums too. Classy.

:D

Now for something actually related..

Playing with a fleet based around TheEND class cruisers, I've noticed some lulzy tactics with fighters. If you have fighters on-board and then phase, they can't escape until you de-phase. (Might be me glitching though, haven't seen anyone else post this)

>Load a bunch of Schwarzgeist wings
>Fly behind Onslaught
>Unphase, fighters fly off
>Onslaught is pwnt.
>???
>PROFIT! (A lot)

I've noticed fighters can land while the cruiser is phased, ( magical phase fighters :P ) never tried using it to launch an attack though lol.

« Last Edit: April 23, 2013, 11:03:57 PM by FlashFrozen »
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Silver Silence

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Re: Neutrino Corp. (v. 1.6)
« Reply #370 on: April 23, 2013, 11:37:42 PM »

I migght have got the hullmod weapon auto aim working

Just as question, would it seem interesting if the hullmod decreases shield arc ( to the current 30 degress and 0.2 ) if you equip the neutrino hullmod

But stock would be a larger arced but say, 0.4 - 0.5 or so shield ( or not since you may as well use extended shields + hardened shield again )

Perhaps make the Neutrino hullmod fix the shields to a certain arc? Is that possible? So that all the shield extensions in the world won't change anything. Make it so the Neutrino shieldtech hullmod fixes the shield to 30, gives them the added rotation speed of accelerated shields, the obvious hardening, and then make all other shield mods incompatible. So, you could either roll the super Neutrino shield, or a less super Neutrino shield that can be modified with more typical hullmods. In my head, that seems like it'd work. But I've zero coding expertise and I've no idea if such is possible.

"Neutrino Shield Technology:
Heavy modifications to the shield make for a very durable and responsive shield, at the cost of notably decreased shield arc. These modifications make it difficult, if not impossible to further modify the shield."
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Silver Silence

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Re: Neutrino Corp. (v. 1.6)
« Reply #371 on: June 08, 2013, 08:25:02 PM »

Wow, that must've been, what, my 2nd or 3rd post?  ::)
Anyways...


Out of curiousity, what does CNC stand for? You know, like TTS / TriTachyon Ship or ISS / Independant Star Ship
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FlashFrozen

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Re: Neutrino Corp. (v. 1.6)
« Reply #372 on: June 08, 2013, 08:35:24 PM »



Wow, that must've been, what, my 2nd or 3rd post?  ::)
Anyways...


Out of curiousity, what does CNC stand for? You know, like TTS / TriTachyon Ship or ISS / Independant Star Ship

Hehe, I was thinking more along the lines of Corporate Naval Command , but Corporate Naval Ship might be a bit more fitting? something like that :D
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Silver Silence

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Re: Neutrino Corp. (v. 1.6)
« Reply #373 on: June 08, 2013, 11:08:26 PM »

Just put an S on the end~
Corporate Naval Command Ship, CNCS. Or CNCV for Corporate Naval Command Vessel.
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Plasmatic

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Re: Neutrino Corp. (v. 1.6)
« Reply #374 on: June 15, 2013, 07:30:49 AM »

Just put an S on the end~
Corporate Naval Command Ship, CNCS. Or CNCV for Corporate Naval Command Vessel.

I think Vessel would be more fitting for space faring ships..

On a related note.. the Unsung gets completely OP when you invest into tech tree and get more OP.. it gets like 800 OP... and enough rear PD to cover the engines even with the 2 speed hullmods..

Shield is nearly impenetrable unless you flank the ship, but since it is OMNI the only way to flank is the outnumber the thing.

6 Large slots completely kick ass.. Put some autopulse lasers and they rip EVERYTHING to shreds..

6 Missiles.. Dear god.. Harpoon pods, Pilums, Salamander pods..

6 Medium slots perfectly set for rear defense and supplementary frontal defense

Countless small slots provide ample PD and extra broadside damage..

The thing is damn unstoppable..

Keep up the good work :D
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