Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

Pages: 1 [2]

Author Topic: [0.95.1a] Crew Replacer  (Read 16616 times)

XeroNecross

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.95.1a] Crew Replacer
« Reply #15 on: March 19, 2022, 10:25:19 AM »

I can't wait to learn to mod like ya'll can. I am still learning basics before I get into Java or Python... but one of these days. Skyrim had peaked my interest in modding, but StarSector has actually made me go out of my way to start learning this stuff and the more you guys make the more excited I get to learn! I'm literally only learning coding because of this game and the mods ya'll make -_-
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #16 on: March 22, 2022, 02:53:09 PM »

based

finally i have a use for this

cant wait to see what 'this' is used for =)
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #17 on: March 22, 2022, 02:56:02 PM »

I can't wait to learn to mod like ya'll can. I am still learning basics before I get into Java or Python... but one of these days. Skyrim had peaked my interest in modding, but StarSector has actually made me go out of my way to start learning this stuff and the more you guys make the more excited I get to learn! I'm literally only learning coding because of this game and the mods ya'll make -_-

Well im glad your enjoying the mods the community makes and that it inspired you, and i do wish you luck on your future coding/moding projects =)
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #18 on: March 22, 2022, 02:56:30 PM »

Huh, cool extension of capabilities! Nice idea to make this a library for the community.

thanks =)
Logged

Sunnyko

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.95.1a] Crew Replacer
« Reply #19 on: April 02, 2022, 06:29:57 PM »

Is it possible to make like a generic crew replacement, that can.... say crew ships without being "crew" for if you wanted to give a faction its own unique crew?

If not can this be a possible option?
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #20 on: April 02, 2022, 10:08:35 PM »

Is it possible to make like a generic crew replacement, that can.... say crew ships without being "crew" for if you wanted to give a faction its own unique crew?

If not can this be a possible option?

unfortunately that's not possible right now, as i have not found were in the code the 'crew for ships' is calculated. same for things acting as ship supply.
if you, or anyone else knows were this code is located so I can get at it with crew replacer, I will add this future immediately, as I also want to be able to do this as well
Logged

Sunnyko

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.95.1a] Crew Replacer
« Reply #21 on: April 03, 2022, 03:29:24 AM »

Is it possible to make like a generic crew replacement, that can.... say crew ships without being "crew" for if you wanted to give a faction its own unique crew?

If not can this be a possible option?

unfortunately that's not possible right now, as i have not found were in the code the 'crew for ships' is calculated. same for things acting as ship supply.
if you, or anyone else knows were this code is located so I can get at it with crew replacer, I will add this future immediately, as I also want to be able to do this as well

Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #22 on: April 04, 2022, 04:02:04 PM »

Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.

I probably should have said somewhere, that the nex patch was only for raiding (nex overwrites the marketCMD, and that's something crew replacer has to overwrite to work with that job). I have yet to add all the other crazy jobs that nex adds into the game. mostly because I'm kind of sorta scared to try to do so. I also cant right now, but I should probably at least get the invasion job into the nex patch sometime. no idea when that will be though. life can be mean sometimes.

the base game dose not have invasions. that's something nex added itself.
Logged

Sunnyko

  • Ensign
  • *
  • Posts: 31
    • View Profile
Re: [0.95.1a] Crew Replacer
« Reply #23 on: April 04, 2022, 05:14:33 PM »

Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.

I probably should have said somewhere, that the nex patch was only for raiding (nex overwrites the marketCMD, and that's something crew replacer has to overwrite to work with that job). I have yet to add all the other crazy jobs that nex adds into the game. mostly because I'm kind of sorta scared to try to do so. I also cant right now, but I should probably at least get the invasion job into the nex patch sometime. no idea when that will be though. life can be mean sometimes.

the base game dose not have invasions. that's something nex added itself.

Thats totaly understandable, and no rush at all, take care of yourself first after all.

Invasions are TBH probaly the only real big thing that would be needed for nex with any priority, like I know there are other uses for marines in it.... but like invasions are the one where most of them are spent you know?
Logged

alaricdragon

  • Ensign
  • *
  • Posts: 41
    • View Profile
    • Email
Re: [0.95.1a] Crew Replacer
« Reply #24 on: April 04, 2022, 05:49:19 PM »

Sadly I do not.... but also as a note, you cant launch invasions in Nex with the marine replacments, even with the Nex patch... don't know if the same applies to vanilla, or even if vanilla has invasions if I am being honest, its been literal years since I have played without Nex.

I probably should have said somewhere, that the nex patch was only for raiding (nex overwrites the marketCMD, and that's something crew replacer has to overwrite to work with that job). I have yet to add all the other crazy jobs that nex adds into the game. mostly because I'm kind of sorta scared to try to do so. I also cant right now, but I should probably at least get the invasion job into the nex patch sometime. no idea when that will be though. life can be mean sometimes.

the base game dose not have invasions. that's something nex added itself.

Thats totaly understandable, and no rush at all, take care of yourself first after all.

Invasions are TBH probaly the only real big thing that would be needed for nex with any priority, like I know there are other uses for marines in it.... but like invasions are the one where most of them are spent you know?
it should be noted that most jobs in nex have nothing to do with crew. of course a 'job' as defined by crewReplacer is any time someone uses an item for something. so invasion is two jobs, marines and heavy armaments. the other things i think nex has is an 'outpost' build system, that would have 3 'jobs' in it i think, an 'boost stability' thing, that i think is 3 jobs, and probably more that I'm missing.
uh what im trying to say is that crew replacer is more like item replacer. it replaces more then crew, as crew are functionally the same as supplies or food as far as crew replacer is concerned. just a slightly rambling correction of assumptions.

i do agree that invasions is the top priority on that patch. its by far the most game changing thing crew replacer would edit in nex
Logged

Kobold

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Crew Replacer
« Reply #25 on: May 04, 2022, 07:12:54 PM »

I forgot dragons... someone mod in dragons. It's Necessary!
yea, the dragons from rick and morty, cause once their done soul bonding, we can go and massacre them all because of how inept they would be
Logged
Pages: 1 [2]