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Topics - Vandala

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Modding / Help me spot the fatal null error in my .wpn file. *SOLVED*
« on: July 08, 2012, 07:28:52 AM »
Hey, guys, I getting a fatal null error from this .wpn file. Can anyone spot it?

It's been heavily edited, I'm trying to put everything into a sensible order and cut out as much useless text as I can but I probably cut out to much.

   "turretOffsets":[12, 0],
   "hardpointOffsets":[17, 0],

Modding / Missile Weapons are not hidden. *SOLVED*
« on: July 07, 2012, 06:59:59 AM »
Missile weapons are still visible even though you make their mount "HIDDEN".

Is this a bug or is this meant to be this way because of bombers?

Modding / The Vandal's Shipyard. *open for business*
« on: July 07, 2012, 03:00:39 AM »

Currently working on: Other stuff.

Looking for more Starfarer mods? Check out my other stuff!
The TINY MOD collection
The LARGE MOD collection

Don't forget to help out with the Starfarer WIKI guys!

Bug Reports & Support / Starfarer Running Horrendously slow on Linux
« on: July 05, 2012, 06:41:34 PM »
If you are experiencing a slow down that makes the game unplayable then you are not alone. (and its not only this game)

However, its not the game itself, I've read its the latest Sun Java update. Just wanted to let you guys know. (it affects all applications that work with java)

I have no idea when this will be solved. Google "slow java on linux" if you want to know more.

Suggestions / Production Key leasing.
« on: July 03, 2012, 09:18:22 PM »
I got another idea to make credits in the eventual economy.

Say its possible for the player to get his hands on one of those Key things the auto-factories need to produce stuff.

You could make a living by leasing your key for credits.

But there is more to it then this. In the state the world is in right now, these keys are incredibly valuable, not just for monetary reasons, the people's very survival depends on them. You can introduce the element of possibly losing you key depending on the circumstances. Say you have a key that produces a common type of frigate. If you lease this key to a planet deep in Hegemony space and under firm control then changes of your key being stolen of the deal going sour will be minimal as Hegemony values longterm survival and stability, a firm and just justice system is necessary for this so agreements have a higher changes of being honored. Naturaly the rarity of the key makes a huge impact on the chance of any funny business. Hegemony will not look kindly on theft of a key that's common enough that they'll have a good chance of seeing more traders with the same key in the future and will not risk upsetting their reputation for long stem stability. A rare key on the other hand that may hold the salvation of a sector due to its strategic value is a whole other matter, those may force them to bend their rules for once.

Now take the same deal and switch locations to Tri-Tachyon controlled space. These people are probably more interested in acquiring as many key's as they can and will likely even take common ones to keep them out of the hands of the enemy. With these people the strength of your own fleet may very well be taken into account on the likelihood of getting your key back. If you are a dangerous enough target not to be tangled with for the moment then you're less likely to lose your key, however we are talking about leasing key's so there is an element of time. You are unlikely to just sit in orbit of the planet you leased your key to while they use it, you have better things to do in that time, like shooting pirates of what not. However that has the risk of diminishing your fleet's strength, and when you return to get your key back you might be in for a surprise if you are no longer a significant enough of a threat. This can get especially tricky in case of keys that produce warships, which when finished will add to the strength of the planet.

Deals with pirates would be even more of a gamble, if your luck is bad enough you could even lose it to a third party who just nicks it from the both of you, leaving both sides stranded.

Not all keys need to be keys that build warships, you can have a key that just produces supply, or fuel, or something not even game related such as clothes, or pots and pans for civilian use or medicine is a nice valuable one.

I think it allows for enough possibilities to make it an interesting way to make money. But it does have a downside, and that is the loss of something that may have well bin a hard earned asset, its very annoying in games to just get a message saying that you've lost something vital, something you've fought hard for to earn. But that's the gamble, and its probably not a smart thing to lend your key that produces Paragons (if those will even exist) to anyone, nobody will let go of such a priceless thing. Still, if these keys every do become acquirable in the game then this is a possible use for them other then just strait up trading or production.

General Discussion / I'm not supprized by the feeling of "slow down"
« on: July 01, 2012, 10:51:48 PM »
I don't recall who it was that began the talk of feeling a "slow down" on the forum but I think I found why this was.

Check this out:

Look at the bottom of the page, the Monthly stats show that June has had; half the number of new topics, and close to half the number of total posts for that month, and also half the number of new members.

So yeah, by just comparing those two months I'm not surprised some may have had a feeling of a slowdown.

Still, there's been a explosion of activity this year. Just look at those numbers. Wow man, it must have been a good year for this game.

Modding / Do fighter wings benefit from High Flux?
« on: July 01, 2012, 03:18:17 PM »
Do they get supercharged as well or not? Do you get a speed boost from no flux or not? I can't recall anymore.

Suggestions / Flux Supercharge, Range boost instead of Damage boost.
« on: June 30, 2012, 09:39:44 AM »
Not sure how to make it possible lore wise but what if we where somehow capable of changing the damage boost energy weapons get into a range boost?

It could come as a standard, simply push a button and the ship makes the switch.
Or maybe a hull mod that allows you to make the switch, either as a permanent effect or per user discretion in combat with a button, or you get both.
Or as a ship system that adds a range boost on top of the damage boost.

I think this would put more value in upping your own flux (something that was disabled in the to-be-released version, I think) before engaging in combat.

But if you combine this with the two range increasing hull mod's that are already available, the incredible range of energy weapons might become a real problem?

Discussions / PARTY.MOV
« on: June 26, 2012, 08:06:51 AM »

And now the wait for the last one begins.

Suggestions / An extra layer of skin for fighters.
« on: June 18, 2012, 02:12:34 AM »
First of all, I'm not asking for this, its just a idea that suddenly came to me.

Allow for an extra layer of skin for fighter wings. One that is randomly choses from a selection of skins for each ship in a wing.

This will give a little more personality to the multitude of tiny ships we have darting around.

Modding / MOD IDEA = Community Quote Collection Effort.
« on: June 17, 2012, 07:50:05 AM »
Just had a funny idea I think most will like.

Another TINY MOD idea, the editing of the standard Tips you get in that little box on the Main Menu screen.

We can basically edit in anything we want, such a funny or historical quotes from the forum (or Alex).

So I'm starting a collection effort, anyone can contribute to it, if you have something you think is worthy of going down in Starfarer history and needs to be remembered then post it and I'll add it to the mod.

EDIT: If it seems like I'm not doing anything with this please don't be discouraged. This is a very long term project that requires little to no input from me to move it along. I've added a few links to this topic in other topic's I maintain to help me remember this exists and to get anyone who frequents those topics to notice this one, be it old or new people. What I have in mind for this little project is to just keep collecting material until the finished game actually gets released, then turn it all into a mod to give people some fond memories. Its not unthinkable to make intermediate mods available in case someone wants to include it into other community efforts but such things will be addressed when they happen, if they happen.

Modding / MOD IDEA = Tyrian 2000 mod.
« on: June 16, 2012, 10:18:00 PM »
This is just a topic so I don't forget this idea I just had.

Build a star system with the planets named after the planets or systems in the old Tyrian 2000 game.

See if we can salvage that good old music from the game. Maybe the sound effects as well.

I've already got a lot of the sprites for it:

The idea is to make Starfarer behave or look more like an old shooter. I think this can be done by turning all the weapons enemy ships use into power-ups that the player can loot and dump at his station which will spawn new weapons for you to use. Weapon mounts on enemies can all be of the type "HIDDEN" so they won't show the weapon sprite, which can then be turned into looking like a power-up. It should be possible to script a station to check its inventory everyday for a specific item and when it finds it it will remove said item and keep a counter of how many it has removed, one that number gets high enough it will spawn a new weapon for the player to use. The only problem with this is that the player can still use the power-ups as weapons himself, that can be solved by making weapon mounts on the player's and enemy ships exclusive to a certain size of type. Not the best solution but the only one that will work.

Suggestions / Add another weapon mount type called "LOCKED"
« on: June 16, 2012, 10:26:07 AM »
The suggestion of having a ship designed around a weapon has come up time and again but I think I have a solution for it that should not take all that much work on the developers part and will add some extra possibilities for the modders.

I suggest an new type of weapon mount, I'll call it "LOCKED" for now. Along with a partner variable called "weaponID". Both of these are to be used in the "weaponSlots" section of any ".ship" file.

The new "LOCKED" mount type will have the unique effect of not showing up in the refit screen which will make it impossible for the player to change the weapon. You could if you want also give it extra hitpoints akin to the "HARDPOINT" type, maybe even more so. Its rotation speed could also be slower perhaps, I expect this kind of weapon will usual be rather large compared to the craft it is mounted on. Then again the weapons used for this type of mount will likely be unique and rotation speed could simply be governed by the weapons statistics.

The new "weaponID" variable will need to be given a weapon ID, which is of course the weapon given to the "LOCKED" mount.

It would look like this:
   "weaponSlots": [
            "angle": 0,
            "arc": 5,
            "id": "WS 001",
            "locations": [
            "mount": "LOCKED",
            "size": "MEDIUM",
            "type": "BALLISTIC"
            "weaponID": "chaingun"

First of all it will give what modders have bin asking for, a way of giving a ship a permanent weapon that players can't change which will allow modders to design ships around specific unique weapons.

Second it should work very will with all the AI calculations the game already makes during combat, seeing as it is a weapon mount the computer should have no problem with it. Becuase it is a weapon mount the weapon on it will be usable in the weapon groups we already have and would act no different then any other weapon and would be controlled in the very same way.

However I can see three problem with this suggestion.
The latest weapon loss after battle feature of the game. Seeing as this is still a weapon mount it will be subjected to the same loss chance if a ship with it is destroyed in battle but gets repaired afterward. The "LOCKED" weapon mount type will need to be exempted from this aspect of the game.

New ships for sale at stations don't come with weapons (at least not initially), which is a problem because players can't add (or even buy) the unique weapons used for the "LOCKED" mount. So ships with "LOCKED" mounts will always have to spawn with this weapons already in place.

The weapons used for this type of mount will most likely (though not exclusively) be unique weapons that should not appear on other ships. The problem is that they could still show up as loot after a battle right now. It would be vital to have weapons placed on "LOCKED" mounts be exempted from this rule.

EXTRA NOTE: The mount should display the picture of the weapon as it normally does I think. This allows for the possibility of rotation movement for the weapon should it ever be necessary, which is not out of the question.

Modding / MOD IDEA = LEGO Battleships Forever Shipbuilder?
« on: June 16, 2012, 12:26:47 AM »
Does anyone know if there exists a picture pack for the Battleships Forever Shipbuilder that involves actual LEGO pieces? Doesn't matter if they look cartoony or realistic.

That way we can very easily build LEGO spaceships for Starfarer. Think of the possibilities!

I've already did a search on their forum but it came up empty.

Well except for this little bit which I had no idea existed: (oh my gods I want these!!)

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