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Messages - GGLucas

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Modding / Re: Debug/Error Catching?
« on: March 07, 2015, 08:23:18 AM »
The error log is dumped to My Games/Star Ruler 2/log.txt (or ~/.starruler2/log.txt).

Most of the logic as relates to a fleet's supports is in You'll want to look at anywhere where SupplyCapacity, SupplyUsed and SupplyGhost are used. These will usually be modified by some count multiplied by a design size. Sadly there's no unified way to change the mapping of size -> supply, it's always assumed to be 1:1 everywhere.

Modding / Re: Models using multiple diffuse textures - possible?
« on: March 06, 2015, 09:28:23 AM »
The game doesn't support multiple materials per model, but you can freely create shaders to work with as many textures as you want, it's just a question of knowing how to use everything and coding the shader.

Modding / Re: Quick prototyping - how to force script refresh?
« on: March 05, 2015, 09:11:38 AM »
There is no way, there would be too much complex state and no way to transfer it from old scripts to new scripts.

You can pass "--test-scripts --no-window" to the binary, which will do syntax/compile-time checks on all the scripts. That should root out any trivial errors, but you'll still have to find any potential runtime errors.

Planet rendering is done in scripts/client/nodes/, the maximum selection distance is set in scripts/gui/ as MAX_PLANET_PHYS_SEL_DIST (for the physical planet, the icon has a different value).

The MakePlanet hook just has these lines that determine the width and height of the grid based on radius:

Code: [Select]
double sizeFact = radius / 10.0;
int gridW = round(AVG_PLANET_GRID_WIDTH * sizeFact);
int gridH = round(AVG_PLANET_GRID_HEIGHT * sizeFact);

Bugs & Support / Re: Nylli questions and issues
« on: March 03, 2015, 09:01:00 AM »
1) I can't build wonders.

Wonders were removed and replaced by scalable resources a few patches ago. The wonders mechanic wasn't working well or complementing the game in a fun way in our opinion, so we got rid of it.

2) Cloaking. seems to work perfect vs AI enemies. Doesn't seem to work at all vs Remnant fleets.

Remnants don't care about your puny cloaks. Their glorious old imperial sensors can pierce anything!

3) a small thing, but I can't figure out why the mothership I start with has such a high FTL cost to open a slipstream (minimum 350 FTL).

Probably some quirk from a recent upsizing of the design. We'll take a look at some point.

4) I notice pretty often that my flagships over shoot their target position

This happens because you change the orders of your flagships mid-flight. The flagship won't have the thrust available to fully cancel out its inertia in time to stop and overshoots. I haven't seen this happen in situations where you don't change an order in progress, but if there is then you can report it as a bug.

5) As I've seen others comment, I'm also having issues loading games (while playing a game). This happens once every 5 times or so.

Loading games during an active game is still a little shakey. We'll try to run some more tests on it to see what could be going wrong. Any particular situations you've noticed cause it to not work?

7) unobtainium - How the hell does it work?

Select the unobtanium, right click another planet you've colonized and choose to morph it.

Increase energy cost based on the size of the ship that is cloaked.

This is already the case to quite a large effect.

2. Any thoughts on increasing ships interior space limits through research or construction projects?

That's what the Titan hull is for. Multi-stage construction can be done with dry docks, there's a button to create one next to the repeat button on the build queue.

How is the current population on the motherships determined? Is there a cap?

It regenerates over time up to 16 population.

I don't understand with population/pressure is the formula for the pressure cap

There's no particular formula, it's just based around set values for every planet level, spread out over the population for that level.

Bugs & Support / Re: Capturing Altar planets while playing as star child
« on: February 22, 2015, 07:41:55 PM »
Altars permanently alter the planet, this is intended.

The Nylli and Mono are much more micro intensive, yes. You're not supposed to be able to auto-colonize, and the option appearing when you right click a star is a bug. I don't know how you're getting the option on individual planets, it's not available to me.

Should be fixed now.

Modding / Re: A bunch of modding questions
« on: February 05, 2015, 08:02:08 PM »
a) the tech was unlocked through an anomaly or b) an identical hex had been researched

Those are the "SkipOn...()" hooks, the "AutoUnlock..()" hook unlocks the hex immediately even if you weren't otherwise adjacent to it, so you can implement multiple starting points easily with it.

And if it's really possible to do that mid-game... OH THE POSSIBILITIES!

Oh it's possible all right. You can even do silly stuff like adding it to a research node so researching a particular thing just replaces the entire grid. You'll have to manually copy base_grid.txt to something else and change the "Base" identifier at the top to refer to it though, the research grid editor doesn't understand more than just the base grid.

Star Ruler 2 Discussion / Re: museums and stellar engines
« on: February 05, 2015, 11:04:56 AM »
It depends on what Zeitgeist is currently active, they govern various effects.

Modding / Re: A bunch of modding questions
« on: February 03, 2015, 12:19:11 PM »
Sorry for taking so long to answer, been a little busy the past few days.

1. How exactly does directional damage work

As Dalo said, it works by tracing straightish lines through the ship's hex grid. There are however damage functions available on the ship's blueprint member to deal damage to particular hexes, so you could write your own script to deal splash damage, but it would require some extra work.

2. Waaay back when I asked about it, it wasn't possible to simply swap the railgun effector graphics

We still haven't gotten to that, sorry. We intend to make the Line/Sprite thing work again, but other things have taken priority at the moment.

3. Is the suppression gameplay mechanic still in place?

It's still there if you set the value on ProjDamage to something other than 0.

4. When editing the appearance of beams (i.e. replacing the beam texture)

No idea what would cause that. Do note that the Laser material by default uses a special shader and the "Add" blending mode, so maybe you're causing a conflict with that? You should also take a look at the other parameters on that material.

Suggestions / Re: Support Ship Weapons - Missiles need balancing
« on: February 03, 2015, 12:07:59 PM »
Sandbox tests only go so far. Our balance is based on real games played between actual players, and missiles are fairly weak in those situations to the point that few people have succesfully used them.

The main thing you're overlooking is that fights tend to last longer than what you're testing, and supply is more important and harder to get by in real games.

If you're confident in your analysis, feel free to come over to one of our Dev-astation Friday games and beat the shit out of us with missiles :D

Star Ruler 2 Discussion / Re: Development
« on: January 27, 2015, 10:00:09 AM »
We've mainly relocated our posts about development to the steam forums and the steam update announcements page, since more people will see them there.

Modding / Re: Is it possible to detect the system type of a Region?
« on: January 26, 2015, 11:49:41 AM »
The system type is not remembered after map generation, so this is not possible.

Bugs & Support / Re: Crash on Startup
« on: January 26, 2015, 11:47:12 AM »
Older AMD graphics drivers cause this issue. Update to the most recent graphics drivers to fix the problem. You can find the most recent drivers on the AMD website, here.

Localizations / Re: [HOWTO] Translating the game into Japanese
« on: January 21, 2015, 11:31:55 AM »
I found a problem in Japanese translation. An italic font is not displayed. I submit an image.

Thanks for the report. Will be fixed in the next update.

Glad you like the game, we put a lot of thought into all our game mechanics :)

Suggestions / Re: A bucket full of feedback and suggestions
« on: January 21, 2015, 11:17:26 AM »
And I'm still on the fence about one thing: Is there really any good reason to use less than the maximum number of hexes available for flagships?

There isn't. We specifically set it up so you want to always use the full amount of hexes, because if you could use fewer hexes than that, then you would be able to create the same result size of a design but with differently sized hexes again, and we would be encountering the same problems we were before. (ie, a size 64 with 128 hexes used would then be equal to a size 128 with 64 hexes used). The ship has a base overhead cost proportional to its size to make sure they are not the same.

The old HexSize was Hexes * ShipSize

No, the old HexSize was ShipSize / ShipTotalHexes.

ShipTotalHexes - Ship.ExternalHexes

Yes, but be aware that stuff like armor adds their external counts to ExternalHexes after the hull subsystem is computed (EvaluationOrder), so Ship.ExternalHexes is always 0 in the hull subsystem. This is why a recent commit added AddPostModifier:, to fix a bug with Ship.ExternalHexes use in hull subsystems.

So yeah, I definitely see that this limitation added something to the game. But at the same, time after having all that freedom before, it feels as though the player's wings have been clipped.

Yeah :( Unfortunately in this instance there was no other way.

Suggestions / Re: A bucket full of feedback and suggestions
« on: January 20, 2015, 04:40:02 PM »
Dalo's pretty wrong. Just changing the way HexSize is calculated from the hull subsystem is enough to change it.

In either case, the limit was added after long deliberation for a number of reasons relating to balance, understandability of the stat values, and variety of viable designs (yes. limits can improve variety, as weird as that may seem).

Modding / Re: Modding Examples
« on: January 15, 2015, 10:37:10 AM »
I fail to see the relevance of this when you can (to my knowledge) only have one instance of an ability, no matter how many subsystems grant it?

I don't know where you got that knowledge, but it's not true in the slightest :P

About that, Alar said that he couldn't get more than one "Ability:ID" tag to work.

Yes, that's unfortunately true. I'll see if I can fix that for the future.

EDIT: Should be fixed in the next update. Turned out easier than I thought it would be.

Je l'ai sélectionné dans le menu du jeu puis j'ai redémmarer mais le jeu reste en anglais.

There's a bug in the current version that makes locale selection not work. It will be fixed in the next update. If you want to you can update to the experimental build to get the fix now.

Modding / Re: Modding Examples
« on: January 14, 2015, 07:28:35 PM »
For the latest experimental build:

You can create an argument of type AT_SysVar. This is used for the graviton condensor. The hook says:

Code: [Select]
DealStellarDamageOverTime(targ, Sys.StellarDamage:7000000)
The :7000000 part specifies the default value if this ability is not added by a subsystem.

In the hook, it is used like this:

Code: [Select]
double amt = dmg_per_second.fromSys(abl.subsystem, efficiencyObj=abl.obj) * time;

The fromSys() call on the argument takes the subsystem stored in the ability (this can be null, but fromSys() deals with that), and determines the value to return based on the subsystem variable or the default passed in the AT_SysVar argument. The efficiencyObj argument is optional, and if specified the fromSys() function will also calculate the efficiciency due to damage and modify the value by that.

This is better than getEfficiencySum because it's cleaner, and because it only takes the value from the subsystem being used, not from all subsystems that have that variable (so two separate subsystems won't use the sum value of their variables, but each gets calculated separately).

Note that this only works if the ability is added through an "Ability:ID" tag in the subsystem, not if it's added through any hook. If it is added in another way than with a tag, it will just use the default value specified in the argument.

Modding / Re: Modding Examples
« on: January 13, 2015, 10:38:02 AM »
You're not using getEfficiencySum correctly there :P

You would need to do something like:

Code: [Select]

Since it's a call on the ship's blueprint, and it takes a subsystem variable id, not string, so you need to look that up first.

There's a better way to do this with subsystem variables, but I noticed it doesn't take into account efficiency from damage, so I'm adding that. Once the next update hits I'll post an example here about how to more easily take a subsystem variable as an argument in an ability hook.

Code: [Select]
// I have no idea what this is. Possibly a check to see if you're not targeting yourself?
if(index != uint(objTarget.integer))
return true;

Abilities can ~technically~ have multiple targets. The UI doesn't deal with that because we haven't needed it, but this makes sure that the target that is being checked for validity is the target specified in the objTarget argument.

Code: [Select]
Target@ storeTarg = objTarg.fromTarget(abl.targets); // Not quite sure how this works, but it works, I guess.

abl.targets is the list of currently stored targets in the ability (separate from the targets used for activation, IsToggleTarget stores the target it's activated on into its matching stored target).

The fromTarget call on the argument returns the particular stored target from the list in the ability that the argument refers to.

Modding / Re: How to create a Weapon Unlock
« on: January 08, 2015, 07:48:26 PM »
Subsystems are always locked by default unless they are given the 'DefaultUnlock' tag. To unlock a subsystem just use the 'UnlockSubsystem' hook in the technology, specifying which subsystem to unlock.

Modding / Re: How to cause a design to spawn
« on: January 05, 2015, 04:20:08 PM »
You probably want to spawn the ship based on a design loaded into the creeps/remnants empire, because it's fairly bad to rely on the player having a design with a particular name (and to not have changed that design so it's size 100000 for a free ultra ship).

You'll have to copy the .design file to your mod's data/designs/creeps/ folder (you can find your exported designs in My Games/Star Ruler 2/base/designs), then use the SpawnShip hook in an anomaly or ability or anything that triggers, like this:

Code: [Select]
SpawnShip(My Design Name, Design From = Creeps)

Bugs & Support / Re: r4036: automatic hull selection not working?
« on: December 23, 2014, 12:23:50 PM »
Yup. I screwed something up again after fixing it. Must be tuesday.

Fix is incoming soon. I've also added a paragraph to the wiki page to help with making shapemaps (the SHOW_HULL_WEIGHTS variable will be available once that fix hits):

Shapemaps can be tricky to create, since they also need to account for the empty space on the grid that the design is not on. To help debug your shapemap, you can go into scripts/gui/tabs/, and set SHOW_HULL_WEIGHTS to the value 'true' instead of false. If you start the game then, the design editor will show a number on top of every hex, indicating the "cost" of a hex for that shape - this is based on the shape map. Hexes inside the design should say 0, indicating no cost, whereas hexes further away from the actual hull should say progressively higher numbers. (Note that the base game's shape maps were made simply by making a screenshot of an empty design with that hull, cropping out the section that displays the hex grid and re-drawing the shape of the blue hull in the background as a white overlay. Silly, but effective.)

WIP Mods / Re: WIP shipset
« on: December 14, 2014, 10:19:31 AM »
It has to do with the fact that in the sandbox the shipset is set for the player's empire after the default designs are loaded, so it always gets the designs for the default shipset, which is volkur.

You can set the shipset earlier by setting in in the modSettings() phase rather than the init() phase, with a line after setting the name to "Player" that goes something like:

Code: [Select]
settings.empires[0].shipset = SHIPSET;

WIP Mods / Re: WIP shipset
« on: December 13, 2014, 11:18:15 AM »
Unfortunately you'll have to edit the script to change the sandbox's shipset. maps/Sandbox/ has a line near the top that says SHIPSET, changing the value of that will change what shipset you load in with.

Bugs & Support / Re: hull model outline not showing in design window
« on: December 12, 2014, 10:05:59 AM »
I can replicate the issue. We'll check it out, thanks for reporting it.

Modding / Re: Modding Questions and Catch the Sun!
« on: December 05, 2014, 07:55:16 AM »
when loaded in game it creates a sub menu called sc_test_objects.

That's a locale entry, you'll need to define a new entry with that name. Check the top of locales/english/subsystems.txt.

Can I use a repeat function in the government profile?

You cannot. Different types of data files have access to different (but overlapping) sets of hooks. Specifically, only files in data/systems/ support that "Block syntax", where you can indent hooks to add them to a particular block, because they work differently from other files (they're more complicated due to needing more complicated logic for system generation).

Your best bet here is to just repeat the actual line 5 times :P

Is there a way to get them to completely cover the surface?

It's based on their population. You'd have to mod the script code that takes care of that if you wanted to change the ratio of population to developed tiles.

energy required

Assuming you mean "Power", since energy is a resource and wouldn't really make much sense here: That's not in a variable at the moment, you can see it in the "Requires:" block in the subsystems that need it. You could change it to be something like:

Code: [Select]
PowerCost := 10 * Size
    Power = PowerCost

Then you'd have a variable to modify. You can add as many variables with any names you want.

Note that you'd also have to add a "Modifier function" in order to actually modify that variable, like in data/subsystems/generic.txt but for PowerCost. It would look something like this:

Code: [Select]
Template: var/PowerCost       //This template applies to any subsystem that has the "PowerCost" variable.
    Modifier: PowerCostFactor(factor)  //Add a new modifier function with 1 argument
        PowerCost := PowerCost * factor //Multiply the subsystem's power cost by the specified factor

I suspect you may have figured out how modifier functions work already, but I figured it'd be nice to have a reference.

Or do I have to make a function it can call, and if that is the case where do I put it?

This is getting more into script modding, and isn't needed for most tasks. But if you wanted to start customizing what types of hook functions are available, the various types of hooks are defined in files that follow the pattern of scripts/definitions/* Traits in particular take their hooks mostly from and

If you have any more questions (either of you), feel free to post them here, or pop into the IRC chat channel sometime. I'm usually around in the evening most of the time in the IRC to answer any modding or game related questions for you.

Star Ruler 2 Discussion / Re: Ship-Building Question:
« on: December 03, 2014, 10:05:25 AM »
It does though. Designs you delete in the sandbox are deleted from your profile folder.

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