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Author Topic: [0.97a] More Combat Terrain Effects 1.3.2  (Read 49470 times)

NikoTheGuyDude

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[0.97a] More Combat Terrain Effects 1.3.2
« on: October 31, 2022, 07:28:19 PM »

More Combat Terrain Effects

REQUIRES LAZYLIB, LUNALIB

Adds custom combat effects to all terrain that did not have an effect previously, and spruces up the rest.
Currently implemented:
Magnetic field - Reduces weapon range, fighter range, missile maneuverability/guidance, vision range, and adds a small chance for missiles to have guidance scrambled.
Slipstream - Force SO on all ships, fighters, and MISSILES, (venting allowed but with reduced effectiveness, for things like excelsior), slowly passively generate hardflux.
Nebula (DISABLED BY DEFAULT): Nebula clouds reduce weapon range, vision, speed, and disable zero-flux boost while inside of them.
Deep hyperspace: Spawn nebula clouds. Hyperstorms will cause these clouds to zap anyone who draws near them, periodically, with a very powerful EMP bolt.
Black Holes: Drags all entities in combat towards the black hole, and increases time dilation of all ships.
Pulsars: Pushes all entities in combat away from the pulsar, reduces shield stats (efficiency, more upkeep, emp arc pierce chance), slowly generates hardflux, randomly EMPs ships, and charges all projectiles with a flat bonus to EMP damage.
Planned to implement:
Debris fields: Spawn junk. TODO: get a better damn effect

All effects follow the same rules (for the most part) as their campaign counterparts! Ex. hyperstorms strike you more often if you have a lot of mass or if you're moving fast. Conversely, moving slowly enough will prevent you from being struck at all.

Possible effects I may do at some point:
Giving system-wide buffs for campaign-layer objectives, ex. comm relay increasing DP limit by 10
Sensor ghost interaction with combat

Safe to add and remove from saves.

Download: https://github.com/nikothedude/MoreCombatTerrainEffects/releases
Repo: https://github.com/nikothedude/MoreCombatTerrainEffects/tree/master

Changelog
1.3.2:
Hotfix for nexerelin crash

1.3.1 (Again):
Finally using the correct version num in changelog

Now using reflection to call obfuscated functions which allows this to work on Mac and Linux

1.3.1:
Update to starsector 0.97

Disabled nebula effects by default
    Too annoying
    Restore settings to default in lunasettings to see this change

Added a new MCTE_settings.json preset: "Release"
    More forgiving
    Magnetic fields nerfed in it
    Default

    Old "standard" preset no longer the "standard"

1.3:

Migrated most lunalib settings to json
    Allows me to change settings between versions
        If you had any custom settings, migrate them, please
    Some settings may have been erronously changed in this migration
    You can now use MCTE_reloadSettings config in-combat and some things may change to config

New settings
    Hyperstorm
        MCTE_hyperstormTimesToArc: 5
            The amount of arcs the final damaging arc will be split into
                Higher = more spread out damage
                High EMP damage values spread out across many points = devastating
    Slipstream
        Add SO range debuffs
            If range threshold isnt modified, SO range is mimicked
            Not guaranteed to always work, especially if you have psuedo-SO like forced overdrive from tahlan!

Pulsar
    EMP damage of projectiles -> 70 base
        You REALLY feel the damage, now
Hyperstorm
    Range of arcs -> 1200 from 1000
    Min/Max strike timers -> 2/5 from 5/7
    Grace period -> 3 from 5
    Arc emp damage -> 12000
        For such a rare effect, you'd better bet the effects are gonna be pretty significant

1.2.3:

New settings:

Solar Shielding Effect Mult: Control the multipler applied to solar shielding for effects that use them
    E.g. Black holes

Updated tips.json to reflect the fact we use lunalib

Default lunalib settings changed
    Nebula no longer removes zero flux boost

1.2.2:
Fixes a long-standing bug with pulsars making weapons do infinite EMP damage (finally)
Adjusts hyperstorm targetting math again

Adjusts default lunalib settings, please reset your configs to default

1.2.2:
Fixes a long-standing bug with pulsars making weapons do infinite EMP damage (finally)
Adjusts hyperstorm targetting math again

Adjusts default lunalib settings, please reset your configs to default

1.2.1:
Update to newest version, again

Hyperstorm nebula creation now works better and can even arc across clouds
Hyperstorm targetting now lowers your speed-to-not-get-hit threshold if your mass is above the given threshold

New lunalib settings:
Untargetability mass threshold
Targetting coefficient: Mass
Maximum multiplier: Mass
Targetting coefficient: Speed
Maximum multiplier: Speed

1.2.0:
Update to Starsector 0.96a
Updated LunaLib config, sliders now work woo

Hyperstorm targetting is now far more random and less predictable
Hyperstorm targetting now favors fighters and missiles far less
Hyperstorm targetting now favors mass more
Hyperstorm radius doubled (Will cause a few visual errors)

Default settings to lunalib changed

New lunalib settings:
Randomness threshold for hyperstorms - Decide how "random" the targetting is
Toggle for sidebar info - No more spam in the side of your screen

Fixed a bug where slipstreams would infinitely stack speed onto SO-d ships
Fixed a bug where slipstreams would consider tangible objects intangible and vice versa

Hyperstorms are now much less likely to strike low-mass targets

1.1.4:
Once again, changed how the OS detection works to maybe fix the *** classnotfound crash

1.1.3:
Internal:
Replaces most timers with intervalutils

Features:
All effects now constantly re-apply their stat changes, to allow for dynamic changes, such as the slipstream change
Slipstreams no longer affect intangible ships
If solar shielding/ECCM/whatever changes during combat, terrain effects will now change their values to account for it

Config:
New config option: Determine if slipstreams affect intangible entities or not

Bugfixes:
Fixed a bug where pulsars kept their EMP damage increase applied even after the battle ends, and applied it to all weapons
Please watch pulsar battles for excessive EMP damage as I realized a flaw in my implementation that may still be broke

1.1.2:
Adds lunalib headers
Fixes hyperspace crashes for non-windows
Some nebula adjustments

1.1.1a:
Removes magiclib dependency

1.1.1:
SAVE COMPATABLE
Removes redundant feature that doesnt work
Adjusts some values in settings, notably hyperstorm lightning delay
Makes things like hardflux gen and gravity respect time dilation better

1.1.0:
MAYBE SAVE COMPATIBLE I DUNNO
Migrated settings to data/config/LunaSettings.csv (Press F2 to configure your settings in-game)
Added lunasettings dependency
Made the code safer and less likely to break the game
Made pulsars and black holes more intense
Deep hyperspace now spawns a ton of clouds
More changes that I do not remember! Woo!

1.0.1b:
SAVE COMPATABLE
Brute forces a fix to the NaN crashes. Give me your log if you see an error.

1.0.1a:
SAVE COMPATABLE
Fixes a rare crash with nebulae's cellsize being 0, causing division by zero

1.0.1:
SAVE COMPATABLE
Fixed a pulsar bug
Nebulae now slow you down less if you have insulated engine assembly
Misc polish
New config settings, adjusted config settings

1.0.0: RELEASE
SAVE COMPATABLE
Hyperstorm lightning now launches it's target super fast
Hyperstorms now respect mass and speed of any ship that it wants to strike
Some adjustments to hyperstorms to make the AI less likely to vent while in danger of lightning
Adjusted lightning values to do far less energy damage, as it's really annoying to watch my carriers keep blowing up to lightning because they don't know how to react
Hyperstorms now properly function when their target is no longer available to be struck
Adjusted some magfield values to make it more functional

Slipstreams now double your 0 flux boost if you already have the 0 flux boost permanently active
A few adjustments to slipstreams

The next 2 effects replace or mitigate the vanilla CR penalties, this is configurable in the config
NEW EFFECT: BLACK HOLE
Drags all entities in combat towards itself with a rather powerful pull, missiles and projectiles will drift, and slow ships will struggle. Not affected by solar shielding
Increases timeflow on all ships. This effect is reduced by solar shielding, making solar shielding affect your combat performance negatively

NEW EFFECT: PULSAR
Pushes all entities in combat away from itself with a modest push, the only things that will struggle are things like MIRV warheads. Affected by solar shielding
Decreases shield efficiency and EMP arc penetration resist, increases shield upkeep
Randomly EMPs ships that don't have a 360 degree shield
Slowly increases hardflux on all ships that arent fighters
Charges all projectiles with a flat bonus to EMP damage (vulkan spam is now VERY viable), NOT affected by solar shielding

Some more tips

0.3.3: Last update before fully release probably
I hoenstly forgot most of the changes I made
Hyperstorms now have a bit of variation in the area they do the telegraph strieks in

0.3.2:
GraphicsLib enhancements for lightning
Telegraph arcs now progressively get louder to audibly warn you of your imminent demise
Some balance tweaks
A few fixes
Interstellar Imperium hypercloud integration

0.3.1:
Significant hyperstorm backend rework
Nebulae center is now approximated using a config option
Soem hyperstorm balance changes
Possibly fixed a crash with nebulae and hyperstorms?

0.3.0:
Deep hyperspace beta

0.2.0:
Tips
A bit of backend work
Full settings integration-everything is now fully configurable, check the settings
Nebulae

0.1.0:
Slipstreams

0.0.0:
InDev release
[close]
« Last Edit: February 07, 2024, 05:36:00 AM by NikoTheGuyDude »
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NikoTheGuyDude

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NikoTheGuyDude

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A_Random_Dude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« Reply #4 on: November 02, 2022, 08:48:16 AM »

Might be just me, but clicking on the links to your videos makes my computer insta download them. I'm thinking that maybe just uploading them on youtube and setting the videos to private or something like that could do the trick.
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« Reply #5 on: November 02, 2022, 08:57:22 AM »

Might be just me, but clicking on the links to your videos makes my computer insta download them. I'm thinking that maybe just uploading them on youtube and setting the videos to private or something like that could do the trick.

My youtube is linked to my personal account, I'd rather not.
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A_Random_Dude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.0 - Indev
« Reply #6 on: November 02, 2022, 09:17:39 AM »

Heh, nevermind then. Having to download each videos instead of just watching them on my browser is kind of annoying though, I just wanted to share my opinion.
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MrNage

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.1 - Indev
« Reply #7 on: November 03, 2022, 11:36:02 AM »

Would it be possible to add tooltip info for the various terrain, just as a reminder of what happens in them during combat?
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.1 - Indev
« Reply #8 on: November 03, 2022, 06:01:11 PM »

Would it be possible to add tooltip info for the various terrain, just as a reminder of what happens in them during combat?

Nope. Like. This is one of the things that are just physically impossible.
Though I guess I could add a dummy terrain. But that's honestly kinda too much work.
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MrNage

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.3 - Indev
« Reply #9 on: November 10, 2022, 10:46:57 AM »

Hyperspace effects failed to appear.

« Last Edit: November 10, 2022, 10:49:55 AM by MrNage »
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 0.3.3 - Indev
« Reply #10 on: November 11, 2022, 05:08:12 AM »

Hyperspace effects failed to appear.



This error was removed in the latest patch.
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NikoTheGuyDude

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RELEASE
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Bangle

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This mod is a nice addition, keep it up :)
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nukularpower

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This is a cool idea, though the slipstream one seems kind of weird to me.   Giving it a shot though!  Nice work :D
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NikoTheGuyDude

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This is a cool idea, though the slipstream one seems kind of weird to me.   Giving it a shot though!  Nice work :D

I can see how it's "weird", but I don't exactly see it's weirdness as a bad thing. Honestly, the only non-weird idea I can think of for the slipstream is just applying force to all ships in combat, but that doesn't really sound fun to me.

I decided it's way more interesting to instead apply SO to all ships and missiles, because at least then the actual gameplay changes.
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