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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Regoso

Pages: [1] 2
1
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.4(WIP)
« on: July 21, 2018, 12:43:50 PM »
Hi Regoso!  I found a bug which manifests itself in a very unusual way.  The bug itself is simple, but the consequences are corrupt save games. =)

1) When using this mod alongside Combat Analytics, that other mod stores data in the saved game that includes the names of the ships and the names of the ship classes.
2) This mod contains invalid Unicode characters in three of its variant designs: the Furious Love, Salvager, and Miner.  Each has an invalid "0x16" hexadecimal character in front of the name.
3) When Combat Analytics writes this invalid character to the saved game, the save file becomes corrupt (the game's XML parser cannot read a 0x16 hexadecimal character).

The error might not be obvious if you're using a basic text editor, but essentially, here's how it looks:

"Salvager"
"Miner"
"Furious Love"

e.g., the Furious Love, in hexadecimal, is:

16 46 75 72 69 6F 75 73 20 4C 6F 76 65

If you're using a good text editor it should be possible to see those invalid characters and delete them directly, but if using Notepad or something else, it should still be possible just to copy and paste the following valid strings over top of the displaynames in the three affected files: buffalo2_42_FL.variant, buffalo2_42_M.variant, and buffalo2_42_S.variant:

"Furious Love"
"Miner"
"Salvager"

The good news: If your savefile has been corrupted, it should be possible to locate any of these strings using an advanced text editor by editing your saved game's campaign.xml, and then to delete the "space" between "class" and the given variant name.  For instance, you might see a "Buffalo II/Hairyback class Furious Love Destroyer" -- but in fact between "class" and "Furious Love" is a space and an invalid unprintable character.  Put your cursor in front of the F and hit backspace twice, and then hit spacebar once, and it should be fine.  Likewise for the Miner or Salvager.
ok working on a fix now this update may include work in progress stuff in it.

edit:could have swore i fixed that must have sneaked in a update or roll back on my end

Update edit: ok i think i fixed the issue sorry about that. Update now live with fix.

2
Blog Posts / Re: Colony Management
« on: December 22, 2017, 09:03:01 AM »
Would be awesome if then None AI admins had a chance of going rogue (turning into a pirate/independent outpost) if things are going too well for your outpost(you have a lot of money being made from a black market and weak and or strong defenses(pirate) or going too bad from mismanagement (colony thinks it can do better on its own because of a lack of admin and there is a over abundance of defenses and or money(Independent).

3
Ah, gotcha - there's a UNDER_PARENT hint, but I'm fairly sure that's only in the dev version and not in the 0.8.1a release.
ya it appears to not be work but thanks anyway =).

Also how does one get a station module to show up on a skin as i seem to be having trouble with that it well show up when i spawn the variant in but when i go to buy it its not on the ship its suppose to be on in the market. The base ship already has SHIP_WITH_MODULES on it but that doesnt seem to matter even when i add it to the skin "addHints":[SHIP_WITH_MODULES], it still doesnt work in the market.
The Armoured prow is whats not working on the skin.
Market img of working ship:
Spoiler
[close]
market img of none working ship:
Spoiler
[close]
skin details:
Spoiler
{
  "baseHullId": "dauntless_destroyer",
  "baseValue": 35000,
  "baseValueMult": 1,
  "builtInWeapons": {
    "WS0001": "prowtorpedolauncher"
  },
  "descriptionId": "dauntless_destroyer",
  "fleetPoints": 12,
  "hullDesignation": "Destroyer",
  "hullName": "Dauntless Mk.II",
  "addHints":[SHIP_WITH_MODULES],
  "ordnancePoints": 50,
  "restoreToBaseHull": false,
  "skinHullId": "dauntless_destroyer_MkII_skin",
  "spriteName": "graphics/ships/Dauntless_Destroyer.png",
  "systemId": "maneuveringjets"
}
[close]

Edit more details:
working ships variant file:
Spoiler
{
  "displayName": "Standard",
  "fluxCapacitors": 4,
  "fluxVents": 16,
  "goalVariant": true,
  "hullId": "dauntless_destroyer",
  "hullMods": [
    "targetingunit",
    "hardenedshieldemitter"
  ],
  "permaMods": [],
  "quality": 1,
  "variantId": "dauntless_destroyer_S",
  "weaponGroups": [
    {
      "autofire": false,
      "mode": "LINKED",
      "weapons": {
        "WS0001": "heavyprowlance",
        "WS0020": "armoured_destroyer_prow_S"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0002": "lightmc",
        "WS0004": "lightmc",
        "WS0006": "lightmc",
        "WS0008": "lightmc",
        "WS0010": "lightmc",
        "WS0012": "lightmc"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0003": "lightmc",
        "WS0005": "lightmc",
        "WS0007": "lightmc",
        "WS0009": "lightmc",
        "WS0011": "lightmc",
        "WS0013": "lightmc"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0014": "lightmacrocannonturret",
        "WS0015": "lightmacrocannonturret"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0017": "vulcanmbdtower",
        "WS0018": "vulcanmbdtower",
        "WS0021": "vulcanmbdtower",
        "WS0022": "vulcanmbdtower"
      }
    }
  ],
  "wings": []
}
[close]
non working ships variants file:
Spoiler
{
  "displayName": "Standard Mk.II",
  "fluxCapacitors": 4,
  "fluxVents": 16,
  "goalVariant": true,
  "hullId": "dauntless_destroyer_MkII_skin",
  "hullMods": [
    "targetingunit",
    "hardenedshieldemitter"
  ],
  "permaMods": [],
  "quality": 1,
  "variantId": "dauntless_destroyer_S_2",
  "weaponGroups": [
    {
      "autofire": false,
      "mode": "LINKED",
      "weapons": {
        "WS0001": "heavyprowlance",
        "WS0020": "armoured_destroyer_prow_S"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0002": "lightmc",
        "WS0004": "lightmc",
        "WS0006": "lightmc",
        "WS0008": "lightmc",
        "WS0010": "lightmc",
        "WS0012": "lightmc"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0003": "lightmc",
        "WS0005": "lightmc",
        "WS0007": "lightmc",
        "WS0009": "lightmc",
        "WS0011": "lightmc",
        "WS0013": "lightmc"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0014": "lightmacrocannonturret",
        "WS0015": "lightmacrocannonturret"
      }
    },
    {
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
        "WS0017": "vulcanmbdtower",
        "WS0018": "vulcanmbdtower",
        "WS0021": "vulcanmbdtower",
        "WS0022": "vulcanmbdtower"
      }
    }
  ],
  "wings": []
}
[close]
Base .ship file
Spoiler
{
  "bounds": [
    -135.5,
    -8,
    -129.5,
    -23.5,
    -81,
    -23.5,
    -48,
    -34.5,
    -43,
    -13,
    74,
    -13,
    91,
    0,
    74,
    13,
    -43,
    13,
    -48,
    34.5,
    -81,
    23.5,
    -129.5,
    23.5,
    -135.5,
    8
  ],
  "builtInMods": [
    "auxiliarythrusters"
  ],
  "builtInWeapons": {
    "WS0001": "heavyprowlance",
    "WS0002": "lightmc",
    "WS0003": "lightmc",
    "WS0004": "lightmc",
    "WS0005": "lightmc",
    "WS0006": "lightmc",
    "WS0007": "lightmc",
    "WS0008": "lightmc",
    "WS0009": "lightmc",
    "WS0010": "lightmc",
    "WS0011": "lightmc",
    "WS0012": "lightmc",
    "WS0013": "lightmc",
    "WS0017": "vulcanmbdtower",
    "WS0018": "vulcanmbdtower",
    "WS0019": "upperdeck_12",
    "WS0021": "vulcanmbdtower",
    "WS0022": "vulcanmbdtower"
  },
  "builtInWings": [],
  "center": [
    81,
    137.5
  ],
  "collisionRadius": 140.5,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 9,
      "length": 50,
      "location": [
        -131.5,
        19
      ],
      "style": "HIGH_TECH",
      "width": 9
    },
    {
      "angle": -180,
      "contrailSize": 9,
      "length": 50,
      "location": [
        -131.5,
        -19
      ],
      "style": "HIGH_TECH",
      "width": 9
    },
    {
      "angle": 180,
      "contrailSize": 9,
      "length": 49,
      "location": [
        -134.5,
        9
      ],
      "style": "HIGH_TECH",
      "width": 9
    },
    {
      "angle": -180,
      "contrailSize": 9,
      "length": 49,
      "location": [
        -134.5,
        -9
      ],
      "style": "HIGH_TECH",
      "width": 9
    },
    {
      "angle": 180,
      "contrailSize": 9,
      "length": 49,
      "location": [
        -135.5,
        -0
      ],
      "style": "HIGH_TECH",
      "width": 9
    },
    {
      "angle": 91.5,
      "contrailSize": 128,
      "length": 16.94182,
      "location": [
        65,
        15.5
      ],
      "style": "HIGH_TECH",
      "width": 4.888646
    },
    {
      "angle": -91.5,
      "contrailSize": 128,
      "length": 16.94182,
      "location": [
        65,
        -15.5
      ],
      "style": "HIGH_TECH",
      "width": 4.888646
    }
  ],
  "height": 275,
  "hullId": "dauntless_destroyer",
  "hullName": "Dauntless_Destroyer",
  "hullSize": "DESTROYER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 142.5,
  "spriteName": "graphics/ships/Dauntless_Destroyer.png",
  "style": "MIDLINE",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 90,
      "id": "WS0001",
      "locations": [
        88,
        -0
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "BUILT_IN"
    },
    {
      "angle": 81,
      "arc": 95,
      "id": "WS0002",
      "locations": [
        33,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -81,
      "arc": 95,
      "id": "WS0003",
      "locations": [
        33,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 80.800003,
      "arc": 95,
      "id": "WS0004",
      "locations": [
        18,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -80.800003,
      "arc": 95,
      "id": "WS0005",
      "locations": [
        18,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 80.599998,
      "arc": 95,
      "id": "WS0006",
      "locations": [
        4,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -80.599998,
      "arc": 95,
      "id": "WS0007",
      "locations": [
        4,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 80.400002,
      "arc": 95,
      "id": "WS0008",
      "locations": [
        -10,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -80.400002,
      "arc": 95,
      "id": "WS0009",
      "locations": [
        -10,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 80.199997,
      "arc": 95,
      "id": "WS0010",
      "locations": [
        -24,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -80.199997,
      "arc": 95,
      "id": "WS0011",
      "locations": [
        -24,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 80,
      "arc": 95,
      "id": "WS0012",
      "locations": [
        -38.5,
        9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -80,
      "arc": 95,
      "id": "WS0013",
      "locations": [
        -38.5,
        -9.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 0,
      "arc": 330,
      "id": "WS0014",
      "locations": [
        34,
        -0
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": 0,
      "arc": 270,
      "id": "WS0015",
      "locations": [
        -29,
        -0
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": 0,
      "arc": 300,
      "id": "WS0016",
      "locations": [
        -2.5,
        -0
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "HYBRID"
    },
    {
      "angle": -90,
      "arc": 180,
      "id": "WS0018",
      "locations": [
        -45.5,
        -1.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0019",
      "locations": [
        1.5,
        -0
      ],
      "mount": "TURRET",
      "size": "LARGE",
      "type": "DECORATIVE"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0020",
      "locations": [
        95.5,
        -0
      ],
      "mount": "HARDPOINT",
      "size": "MEDIUM",
      "type": "STATION_MODULE"
    },
    {
      "angle": 90,
      "arc": 180,
      "id": "WS0017",
      "locations": [
        -45.5,
        1.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 90,
      "arc": 180,
      "id": "WS0021",
      "locations": [
        -56,
        1.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -90,
      "arc": 180,
      "id": "WS0022",
      "locations": [
        -56,
        -1.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "BUILT_IN"
    }
  ],
  "width": 162
}
[close]

4
How does one go about getting a station_module to render below engines if that is possible.

Could you elaborate a bit? What exactly are you trying to accomplish?

Generally speaking, larger ships are rendered before smaller ships, and since station modules need to be FRIGATE for various reasons, this means they'll render above the engine glows of most other ships.

Spoiler
[close]
trying to get that rear armour plate to render below the engines

5
How does one go about getting a station_module to render below engines if that is possible.

6
General Discussion / What ship came 1st the Falcon or the Eagle?
« on: November 29, 2017, 01:41:56 PM »
Eagle


Falcon


place your bets(dont know how to do a poll)

7
Suggestions / Re: Ammo for Fighters
« on: November 28, 2017, 07:34:20 PM »
Useless for interceptors like Talons.  The optimal way to use Talons is for them to die quickly after they launch their dual Swarmers, but replacement was min-maxed so much that Talons stream out non-stop faster than ammo can recharge.  I want Talons (and sometimes Thunders) to die after they launch their two-shot Swarmers so I can get another two-shot of Swarmers quickly.

Broadswords only advantage over Longbows is unlimited ammo.  I guess flares are okay if combined with bombers...

Warthogs are probably the only fighter affected by this suggestion.

I am not fond of the idea.  I am not fond of fighters getting unlimited Swarmers while playerships do not.
This would indeed change the optimal way of using alot of the fighters but on the same hand is that a bad thing. Should your talon pilots want to insta die after firing there missles just because its the optimal way of using there life.  As for the broadsword comment this change would include custom fighter weapons so things would very much be rebalanced (aka why does a longbow have a normal version of the sabot(which is super strong). O and fighters already get unlimited ammo as you your self pointed out "The optimal way to use Talons is for them to die quickly after they launch their dual Swarmers" this change would require them to atleast go back to the ship once there missles and ammo is dry.  This would also make it look like there are real ppl in thos fighters instead of fighting to the death like they do now maybe once they hit like 40-45%HP they return to the carrier as well.  This would give you a nice aesthetic of ships coming and going form your carrier. heck if you wanted to you could have it were fighters that return get "repaired and rearmed" faster as incentive for carrier players to "play" the game.

Example: lets say the talon only has 5-10 secs of ammo on its pew pew gun and 4 anti-air rockets(maybe lesser version of swarmers).  It gets in range with its AA rockets it fires them. Flak is going off all around it.  But the other talons seem to be taking the brunt of the dmg its almost out of ammo on its gun and it take a glacing hit from a duel flak its hurting now the pilot realizes hes about to die so he books it back to the carrier.

This would create a living battle field for fighters with kind of little small moments of life for them.  You could see a fighter limping back to the carrier and think damn little buddy you must have been threw hell and back.

8
This has probably been answered before (and iv looked just cant get a solid post to make it work)but ima ask anyway. Trying to use a decorative weapon to cover other weapons, so far its being rendered below them.



.wpn
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{
   "specClass":"beam",
   "id":"laserupperdeck",
   "type":"DECORATIVE",
   "size":"LARGE",
   "showDamageWhenDecorative":true,
   "renderBelowAllWeapons":false,
   "alwaysAnimate":"true",
   "turretSprite":"graphics/weapons/decorative/Dec_1.png",
   "hardpointSprite":"graphics/weapons/decorative/Dec_1.png",
   "turretOffsets":[0, 0],
   "turretAngleOffsets":[0],
   "hardpointOffsets":[0, 0],
   "hardpointAngleOffsets":[0],
   "fringeColor":[255,255,255,255],
   "coreColor":[255,255,255,255],
   "glowColor":[255,255,255,255],
   "width":1.0,
   "textureType":ROUGH,
   "textureScrollSpeed":1.0,
   "pixelsPerTexel":1.0,
}

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weapon slot
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      "angle": 0,
      "arc": 0,
      "id": "WS0030",
      "locations": [
        44,
        -24.5
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "DECORATIVE"
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not getting any errors its just showing up under the other weapons.

9
Suggestions / Ammo for Fighters
« on: November 26, 2017, 05:38:40 PM »
Just a small suggestion, Ammo for fighters.  Once they run out of ammo they go back to the carrier same as bombers. Yes i know this well probably require custom guns for fighters but that shouldn't be a huge deal breaker tbh. It would have the added benefit of being able to balance Fighters a little easier in the future.

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Modding / Re: WH40k - Imperium of Man [0.8.1a] [0.0.1]Alpha
« on: August 04, 2017, 04:52:42 PM »
Question : how did you got those models? Directly extracted from the game with some modelling program? Because those are very good, if a bit noisy at this size. Hopefully we'll see more of those models.
i did the ships via screen shots and layered them so they looked ok. as there files seem to be locked so i couldnt open or even look at them so no idea what program they used for the files

edit: ill try to post the photoshop file of the ships if anyone wants them at some point
editedit: look closely and you can see were the layers are but at the size the game is in you cant tell
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Also i do have a update i might upload before i  leave its small and only really deals with some minor number tweaks and changing some placement and graphics

i do plan on doing the following sub faction as well when i can figure out how:
Mechanicus(think Scavagers)
Inquisition(think Luddic Path)
Spacemarines(ships that need to get really close but when they do o man)

Update edit: Minor Update before i leave is now live

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Modding / WH40k - Imperium of Man [0.8.1a] [0.0.1a]Alpha
« on: August 02, 2017, 07:56:47 PM »
1st things 1st only releasing this in its current state because im moving soon and who knows what might happen to my PC on the move.

2nd thing this is in a very much alpha state guns arnt animated the faction is randomly spawned with EZfaction until i can get time to make it a proper faction with its own stars/planets and all that jazz.

3rd im probly not going to do what ever faction you want me too why because i dont want too atm.

4th stuff is crazy powerful atm as far as i can tell prices are all over the place nothing is even close to its final state

5th yes i did use the ships from Battlefleet Gothic Armada for the sprites

6th yes there is some color correcting i need to do

7th yes alot of the ships have nothing but built in weapons and this is sad

8th yes the port side weapons on batteries shoot in the wrong order

9th yes the ships do bring the dakka

10th yes i am going to try to put in space marine ships in some form

11th thing are soooooo much a work in progress

12th things may not be save game compatible when i release a new version

13th the mod might not even work as some data may have been save in the base game without me knowing that i saved it there on accident

14th some guns are invisible because I haven't learn how to make them look right yet

15th the guns that are visible are in the wrong place and turn funky

16th some ships may have the wrong built in mods

17th no im not done with the art stuff i plan on doing alot of thing to the ships

Required Mods:
EZfactionhttp://fractalsoftworks.com/forum/index.php?topic=12504.0
Lazylibhttp://fractalsoftworks.com/forum/index.php?topic=5444.0

Ship Pics:(Now with in Dev pics)
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Temp pic of ships:

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Battleships:
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   Emperor Battleship:
Nemesis:Oberon:RetributionVanquisher:Victory:Battle Barge:
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Battle-cruisers:
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  Battle-cruiser Prow:
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  Armageddon:   Chalice   Dominion:   Mars:Overlord:
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Cruisers:
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  Cruiser Prow:
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  Cardinal Class Heavy Cruiser:
  Dictator:   Dominator:   Lunar:
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Destroyers:
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  Dauntless:   Strike Cruiser:
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Frigates:
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Sword
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Fighters:
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  Fury Interceptor:   MarauderStarhawk:ThunderhawkWrath:
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Weapon info:
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Macrocannon:
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A Macrocannon is the largest member of the family of Auto Weapons and it has been used as a main armament on the warships of the Imperium of Man since the time of the Great Crusade in the late 30th Millennium. These massive ballistic weapons are deployed in batteries, and destroy their targets through the delivery of powerful broadsides of shells fired in volley to overwhelm their enemy in a barrage of destruction. Macrocannons are giant, edifice-size weapons covered with gantries, cranes, power lines and pipes manned by a crew that stands hundreds strong. Macrocannons can also be deployed to serve as potent artillery weapons by Imperial ground forces, though such instances are rare as these weapons are not very mobile, and their range and accuracy drops tremendously when deployed within the confines of a gravity well and atmosphere, to the point that their massive firepower can present as much danger to friendly forces as to the foe. The greenskinned and savage xenos known as Orks are also known to make extensive use of crude Macrocannons on their Kroozers, and refer to these monstrous weapons simply as "Gunz." - http://warhammer40k.wikia.com/wiki/Macrocannon


Source: https://the-first-magelord.deviantart.com/art/Weapons-Battery-82218997
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Lances:
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The idea behind Lances is simple: use an ultra-heavy directed energy cannon to hit an enemy with a blast so powerful that it punches straight through its armour. Like weapons batteries, each starfaring race has its own Lance-type weapons, many of which have effects that are drastically different from those technologies employed by the Imperial Navy.  - http://warhammer40k.wikia.com/wiki/Lance#Lances

Source: https://the-first-magelord.deviantart.com/art/Lance-Turret-82219094
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Change_log:
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v0.0.1a
General:
Made sword variant and dauntless variant rarely spawn in pirate fleets

Weapons:
   Novacannon Sprite has been changed from hellbore sprite to a invisible one until further notice

Dauntless:
   Shield efficiency adjusted from 1 to 1.2
   increased burn speed form 7 to 10
   increased supplies/rec and supplies/mo from 5 to 12
Dictator:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
   changed prow placement from 157.5 to 147.5
Dominator:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
Emperor:
   changed fleet point form 35 to 50
Gothic:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
   changed prow placement from 157.5 to 147.5
Lunar:
   changed fleet point form 19 to 22
   increased burn speed form 7 to 10
Mars:
   changed Novacannon hardpoint from hidden to an invisible sprite(can now be disabled)
   changed fleet point form 19 to 35
   increased burn speed form 7 to 10
Nemesis:
   changed fleet point form 35 to 50
Overlord:
   changed fleet point form 19 to 35
   increased burn speed form 7 to 10
Retribution:
   changed fleet point form 35 to 50
Sword:
   Lowered base cost of sword_frigate from 50000 to 20000
Vanquisher:
   changed fleet point form 35 to 50
   changed prow from turret to hardpoint
Victory:
   changed fleet point form 35 to 50
   changed Novacannon hardpoint from hidden to an invisible sprite(can now be disabled)
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download:
   http://www.mediafire.com/file/6i12o2aawqzlagy/WH40k_IoM.zip
old versions:
    http://www.mediafire.com/file/k9kyvgd2mmbfpdh/WH40k_IoMv.0.0.1.zip

All rights go to the ppl who made the stuff or own it

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Yes, it's actually fairly simple, you just need to write a .faction file, and include the faction in an otherwise-blank factions.csv file, like this:

Code
faction
data/world/factions/my_nifty_faction.faction

Faction files are pretty complicated-looking, but most of it's pretty easy to follow:

Once you have these two things done, you're done with the core part of building a Faction.  The rest of it's building actual content (ships and variants and weapons, populating strings, etc.).  To see the Faction spawn in the game, I'd really recommend using EZ Faction, which is some code I wrote to make that part extremely simple, and then considering whether to make your Faction compatible with DynaSector (although, IIRC, DynaSector requires that the maintainer approves your mod for inclusion for whatever silly reasons).

omg https://media.giphy.com/media/2WxWfiavndgcM/200.gif i spent hours yesterday trying to find a way to get the faction in the game. iv  almost got everything else done even the .faction file is just need to do variants and 1-2 more of the weapons.

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Can anyone tell me what files i need to change to get a faction in the game the tutorial is insanely out of date on the subject.

14
Suggestions / New Weapon Mount "mainly for modders"
« on: July 28, 2017, 11:11:38 AM »
Currently "mount": "HIDDEN" makes the mount invisible and makes the mount immune to emp and dmg just would like to have a option for "mount": "INVISIBLE" which just makes it invisible and that's it.

15
Modding / Re: hullmod help
« on: July 25, 2017, 01:33:25 PM »
As far as I can tell, that particular hullmod is scripted internally in the games api, so you can't copy and edit the hullmod file like some others without creating your own script for it and compiling it into a jar, which is quite a bit of research and effort.

Well worth it if you want to get into modding starsector though.

What that file does is give a description and set a few attributes like op cost. I was going to do the same thing to reduce the cost of small mounts on capitals, but it can't even be used for that. (at least i couldn't get it to work)

Can't remember off the top of my head, but I don't even think the api supports a reference to fighter wings op cost yet, and so you cannot do things like effect their cost per ship. You also can't make specific wings -like only a hi tech bomber for instant- modified in any way either or restrict them by hull.

I can tell you that some of this support has been requested though.

Thanks for the heads up saved me alot of time and pain searching for a way

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