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Author Topic: [0.97a] Symbiotic Void Creatures 0.5.0-alpha  (Read 26836 times)

Tecrys

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[0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: September 13, 2023, 09:35:54 AM »



Symbiotic Void Creatures

(click the banner to download)


SVC adds wild creatures you can encounter and interact with during your travels.
Requires LazyLib, GraphicsLib and MagicLib.
Advanced Gunnery Control and JRE8 are highly recommended but not a dependency.


Features

Can be added (but not removed) to an existing save if Nexerilin is activated.
a variety of creatures with lots of animations
quirky organic weapons
exploration focused gameplay
make friends among the stars or exploit them for their [REDACTED]

Fully supported mods:
Nexerelin,
Starship Legends,
Substance Abuse,
Take No Prisoners,
Combat Chatter,
Experimental Hullmods,
Progressive S-Mods,
Automated Commands,
More Military Missions

Graphics, animation, sound and some writing: Tecrys
Co-Author, Coder and Writer: Jannes aka DesperatePeter
Read the Readme inside mod folder for additional credits.

in case you want to spoil the surprise, here are some gifs
[close]
Changelog
0.5.0-alpha
- basic 0.97a compatibility
0.4.4-alpha
- increased Scoliac flux capacity by 50%
- fixed some decorative weapons showing up as loot
- Stjarwhals now count as "civilian" to reduce the risk of deploying them by accident
- fixed rare crash when trying to spawn whale fleet when player fleet is stationary
- fixed a crash caused by a missing zero length vector check
0.4.3-alpha
- fixed a typo that resulted in certain variants not spawning
- Parasumbilical Cord can now only deflect a maximum of 5% of target hull per second, resulting in a maximum of 20% hull damage over its duration
- Whale Event has been further improved by spawning fleets further apart
0.4.2-alpha
- fixed a crash caused by shipsystem AIs
- drastically nerved Parasumbilical Cord and Parry shipsystems
- adjusted fleet points for better combat auto-resolve
- Whale event should now last long enough for player to intervene
0.4.1-alpha
- fixed a crash due to pseudo dependency for Substance Abuse (hopefully)
0.4.0-alpha
- players no longer need the automated ships skill to recover Voidlings. There's now a different way to attain that ability
- added a new weapon
- a colony structure blueprint can now be earned
- implemented a custom Nexerilin start
- new bar events
- updated all Voidling variants
- full Exotica Technologies support including a special upgrade
- juggled many stats around
- fixed some edge case crashes
0.3.0-alpha
- Voidlings use some new tactics
- 3 new weapons (maybe 1 more)
- Voidling weapons are now obtainable
- Exotica Technologies mod integration
- Parasumbilical Cord: slight rework in the way the ability reflects damage
- 1 Miniboss: Scoliac
- Description fixes
0.2.0-alpha
- cross-mod support for Starship Legends [Big Thanks to Sundog!], Substance Abuse [Thank you PureTilt], Take No Prisoners, Combat Chatter, Experimental Hullmods, Progressive S-Mods, Automated Commands and More Military Missions [Stjarwhals are no longer a possible target]
- integration of DecoLib reducing vram footprint by almost half
- Voidlings are more dangerous now (improved manoeuvrability, removed EMP vulnerability, custom right click defensive system, erratic behaviour)
- more Voidling variants
- customized loot pool
- slightly increased spawn rates
- slightly reduced creature sound volume
- fixed whales not having fins in refit screen
0.1.2-alpha
-Fixed Voidlings not using grapplers which massively nerfed them
-fixed Nexerilin faction relations which should in turn fix the event dialog screens
[close]
« Last Edit: March 08, 2024, 09:55:30 AM by Tecrys »
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Tecrys

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Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« Reply #1 on: September 13, 2023, 09:36:07 AM »

Reserved
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HokiroBroomstick

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Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« Reply #2 on: September 13, 2023, 11:05:34 AM »

ohno
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PreConceptor

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Re: [0.96a] Symbiotic Void Creatures 0.1.1-alpha
« Reply #3 on: September 13, 2023, 12:35:34 PM »

You just had to do it. You just HAD to make hyperspace demons real.

Wasn't the Collapse enough?
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Wyvern

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Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« Reply #4 on: September 13, 2023, 04:12:11 PM »

Interesting. Definitely going to add this in to my game.

As a technical aside, though, I see you've got a lot of seemingly-identical left-and-right versions of weapon graphics, which might benefit from using the weapon mirroring code from my DecoLib mod.
(My current in-dev version of DecoLib has additional features that might also be of use, like allowing weapon centerpoints to be specified so you don't have to have enormous amounts of empty space in sprites just to get the centerpoint where you want it. But, well. In-dev. Still, if you think that'd be useful to you, I can certainly fast-track actually getting it released and available.)

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
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Wyvern is 100% correct about the math.

Tecrys

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Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« Reply #5 on: September 14, 2023, 04:32:47 AM »

I'd love to hear your thoughts on balance/difficulty of the mod. I think it's hard to hit the right spot and I tend to make my content way too weak.

I will also note that, if you want to use my mirroring code, but don't want to add yet another dependency, the actual code is very simple and I'm not going to complain if you just incorporate it directly. (Especially not given that the original mirroring code I based mine off of was, in fact, your work to start with.)
Thanks for your offer, much appreciated!
I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)
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Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
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Wyvern

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Re: [Hotfix] [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« Reply #6 on: September 14, 2023, 08:52:27 AM »

I had that code implemented when the mod was still called Biomancy Genetic Engineering years ago but I could never fix the ship selection view on the left hand side of refit screen not being mirrored. Sadly it also didn't work for fleet preview on campaign layer.
I don't know if your modifications fixed that or not. If yes, I'd love to include the mirroring code since it would save me a ton of vram used.
Yes, that's all been fixed! Took some work from Alex, actually - the key was a new init method that gets called even in contexts that don't have a CombatEngine.

Also, I never actually wrote that code myself, I found it in radioactive code dump and modified it back in the day. I just want to add this to make sure I don't take credit for something I didn't actually make ^^ (Coding isn't exactly my strong suit)
...Looks like I owe Xenoargh an apology, then. Thanks for the information; I've updated the credits listing on my mod's thread to actually trace all the way back to the original code. (I'm leaving your name on the listing too, of course; if you hadn't been playing around with this stuff, I wouldn't have found it and kept poking until Alex eventually implemented things that let it work properly.)
« Last Edit: September 14, 2023, 09:09:43 AM by Wyvern »
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Erhes

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Re: [0.96a] Symbiotic Void Creatures 0.1.2-alpha
« Reply #7 on: September 22, 2023, 04:08:00 AM »

Love this mode, great work!
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Erhes

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #8 on: September 24, 2023, 10:06:45 AM »

Cant launch Starsector with the newest version of this mod.
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Tecrys

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #9 on: September 24, 2023, 11:55:34 AM »

Cant launch Starsector with the newest version of this mod.
This version is not save compatible with the last one in case you tried to continue a previous save where an earlier version of the mod was installed.

Does the game crash or what happens? If you can, pls send me your starsector.log right after the crash happens so I can investigate
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Erhes

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #10 on: September 24, 2023, 12:15:08 PM »

Cant launch Starsector with the newest version of this mod.
This version is not save compatible with the last one in case you tried to continue a previous save where an earlier version of the mod was installed.

Does the game crash or what happens? If you can, pls send me your starsector.log right after the crash happens so I can investigate

Crash happend when try to launch Starsector, right after loading bar to menu of the game reach end.

Attached image is notify I get after crash.
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Hatter

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #11 on: September 24, 2023, 01:52:59 PM »

Hmm. Maybe an unmarked dependency on Substance Abuse?
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DesperatePeter

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #12 on: September 24, 2023, 10:50:44 PM »

Crash happend when try to launch Starsector, right after loading bar to menu of the game reach end.

Attached image is notify I get after crash.

I just tested it, the game launches fine without Substance Abuse enabled.
Did you do a clean install (i.e. delete the folder with the old version before unpacking the new version)?
If not, please try a clean install and let us know if that solves the issue =)

Erhes

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #13 on: September 25, 2023, 02:24:18 AM »

I tried to launch game without Starpocalypse 3.0.2 and it works. For some reason game crash when both Starpocalypse and Symbiotic Void Creatures are enabled.

Clean install didnt help, tried it before.
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Oni

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Re: UPDATE [0.96a] Symbiotic Void Creatures 0.2.0-alpha
« Reply #14 on: September 25, 2023, 10:09:29 AM »

I tried to launch game without Starpocalypse 3.0.2 and it works. For some reason game crash when both Starpocalypse and Symbiotic Void Creatures are enabled.

Clean install didnt help, tried it before.

Odd, I've got Starpocalypse 3_0_2 and this active, everything seems to work fine.  ???
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