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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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Topics - Regoso

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1
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)

2
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.

3
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

4
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.

5
Suggestions / New Boarding Fighter Concept
« on: July 23, 2017, 04:30:42 PM »
Fighters that "Board" enemy ships once there armor has been lowered. They can either take over the ship, blow it up, Reduce combat readiness or take out weapons and other systems (just 1 option would be enuf or could use fleet commands to do all of them). The bigger the ship the longer it takes for them to do there thing. Would give space marines a point as they can be the ones boarding. Have a bar that fills up on the targeting UI the more marines you put in the faster it goes up. Give ships a boarding defense mechanic with the more marines you have in your cargo hold the better your defense against boarding actions based on hull size or number of marines the ship can hold like it can hold crew members... something to that effect.

6
Modding / hullmod help
« on: July 22, 2017, 05:55:15 PM »
 Feel like crap that i need to ask for help....... i have no idea what to do as i know 0 java.  im attempting to in effect create a fighter wing based Heavy Ballistics Integration hullmod. Except it increases there cost not decreases.

the code im dealing with "bolded the parts iv edited""enlarged the one part i know i need to change but have no idea what to put in there":
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package com.fs.starfarer.api.impl.hullmods;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.impl.campaign.ids.Stats;

public class IncreasedHangarLogistics extends BaseHullMod {

   public static final float COST_INCREASE  = 10;
   
   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
      stats.getDynamic().getMod(Stats.LARGE_BALLISTIC_MOD).modifyPercent(id, -COST_INCREASE);
   }
   
   public String getDescriptionParam(int index, HullSize hullSize) {
      if (index == 0) return "" + (int) COST_INCREASE + "";
      return null;
   }

   @Override
   public boolean affectsOPCosts() {
      return true;
   }

}
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Any help at all would be awesome even if it just points me to were i can make the things to replace the things that needs to be replaced.

7
Mods / [0.8.1a] Buffalo MkIIs v0.0.4a(WIP)
« on: June 26, 2017, 12:41:39 PM »
(Name of the mod well be changed at a later date)

!!!This is a work in progress!!!

If there is a gap to be filled in your fleet i want there to be a Buffalo for it.
Ships
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Buffalo Mk.II/Rumble-Hoof
Flexible Missile Boat

Weapon slots:
   2 Medium Missile Hardpoints
   4 Small Missile Hardpoints
   4 Small Ballistic Turrets
   1 Small Energy Turrets

Ship System: Rear Flares
description coming soon


Buffalo Mk.II/Longtail
Anti-Fighter

Weapon slots:
   1 Large Missile built-in (Locust)
   1 Small Energy Turrets

Ship System: Rear Flares
description coming soon



Buffalo Mk.II/Big-Eyes
Fleet support

Weapon slots:
1 Small Energy Turret
1 Small ballistic Turret
description coming soon



Buffalo Mk.II/Tender-Hoof
Salvage Drone Tender

Weapon slots:
1 Small Energy Turret
1 Drone Flight Deck:
    Built-in Borer Drones
description coming soon



Buffalo Mk.II/Fleet-Hoof
High Speed Drag Racer

Weapon slots:
2 Medium Energy Hardpoints
1 Small Energy Turret

description coming soon



Buffalo Mk.II/Booffalo
Phase Buffalo

Weapon slots:
   2 Medium Missile Hardpoints
   4 Small Ballistic Turrets
   1 Small Energy Turret

description coming soon



Buffalo Mk.II/Long Horn
Light Carrier

Weapon slots:
   2 Small Missile Hardpoints
   1 Small Energy Turret
   2 Flight Decks

description coming soon



Buffalo Mk.II/Hardhead
Fortress Shielded

Weapon slots:
   2 Small Missile Hardpoints
   1 Small Energy Turret
   2 Small Ballistic Turrets

description coming soon



Buffalo Mk.II/Big-River
Tanker

Weapon slots:
   2 Small Energy Turrets
        2 Small Ballistic Turrets
description coming soon



Buffalo Mk.II/Big Hoof
Big Gunned
Weapon slots:
   2 Large Ballistic Hardpoints
        1 Small Energy Turret

description coming soon



Buffalo Mk.II/Thick-Hoof
Thicc Slotted
Weapon slots:
   3 Medium Missile Hardpoints
   1 Medium Energy Hardpoint
   1 Small Energy Turret
   
description coming soon


Buffalo Mk.II/Hairyback
Broadsided
Weapon slots:
   6 Small Missile Hardpoints
   1 Small Energy Turret
   6 Small Energy Hardpoints


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What this mod adds:
  -Just Buffalo's.....
  -All kinds of different types of Buffalos MkIIs Ranging from Flexable Missle Packing MkII/Rumble-Hoofs to Heavy Gunned Mk.II/Big Hoofs to fortress shielded Mk.II/Hardheads and many more.
  -Ships spawn in 3 different factions: independent, Pirates and Scavengers

Stuff that still needs to done:
   -Mod page descriptions are on the way.
   -Much more mod page stuff on the way.
   -Nexerelin compatibility.
   -Other incompatibilities if needed.
   -Descriptions for ships in game.
   -More ships well be coming(once i feel the ones in game are decent).
   -Need to do another art pass to clean up some of the stuff alittle bit more.

Need feed back on(pretty much everything):
   -Costs
   -Stats
   -Variant Loadouts
   -spawn rates

And as always

Updates well be on Fridays if i have one ready.
Change Log:
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v0.0.4a Change log:
Fixed a naming issue on the Buffalo Mk.II/Hairyback Variants

v0.0.4 Change log:
might not be save game compatible
Buffalo Mk.II/Rumble-Hoof:
Buffalo Mk.II/Longtail:
Buffalo Mk.II/Big-Eyes:
Buffalo Mk.II/Tender-Hoof:
Buffalo Mk.II/Fleet-Hoof:
Buffalo Mk.II/Booffalo:
Buffalo Mk.II/Long Horn:
Buffalo Mk.II/Hardhead:
Buffalo Mk.II/Big-River:
Buffalo Mk.II/Big Hoof:
Buffalo Mk.II/Thick-Hoof:
Buffalo Mk.II/Hairyback:
        (new boradsided buffalo)


v0.0.3 Change log:
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   MkII/1 changes:
   MkII/22 changes:
      New Anti-Fighter Buffalo
   MkII/26 changes:
   MkII/28 changes:
   MkII/32 changes:
      Lowered Base cost From 40000 to 30000
      Lowered supplies/rec from 13 to 9
      Increased supplies/mo from 16 to 20
      Adjusted Small Energy Point
   MkII/33 changes:
      Increased chance to spawn from 5 to 10(under "carrierSmall")
   MkII/34 changes:
      Moved chance to spawn from "escortSmall" to "escortMedium" which should slightly increase chance to spawn
   MkII/36 changes:
      Altered Bound points
      Added 1 Small Missile
      Altered Variant to reflect new additions
   MkII/39 changes:
      Moved Center of Gravity back (should help it aim better)
   MkII/41 changes:
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v0.0.2 Change log:
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   Mk/1 changes:
      Reduced cost from 13000 to 9000
   Mk/26 changes:
      Reduced cost from 15000 to 9000
   Mk/28 changes:
      Lowered chance to spawn in Scavenger and Independent fleets from 3 to 2
   MkII/32 changes:
      Lowered Base cost From 50000 to 40000
      Lowered supplies/rec cost to 13 from 18
      Lowered Supplies/mo cost to 16 from 18
      Lowered Peak CR sec from 120 to 100
      Reduced Chance to spawn from Pirate Faction by as much as i can while still spawning
   MkII/33 changes:
      Increased Min Crew from 60 to 70
      Decreased Hull from 2500 to 1700
      Increased supplies/rec from 5 to 7
      Increased supplies/mo from 6 to 9
   MkII/34 changes:
      Lowered Cost from 17000 to 13000
   MkII/36 changes:
      Lowered Cost from 16000 to 8000
   MkII/39 changes:
      Lowered Cost from 18000 to 10000
   MkII/41 changes:
      Reduced Cost from 17000 to 10000
      Fixed the wrong hardpoints on the side missiles( they were small they needed to be Medium.
      Updated variants (Boom and Ripper) to account for Fixed Hardpoint size.
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Downloads:
may not be save game compatible with old version of the mod for some reason
v0.0.4a http://www.mediafire.com/file/jic499gpo224c4h/Buffalo_MkIIs.zip/file

The file i use in photoship to make all the buffalos its in PSB for what ever reason:
https://www.mediafire.com/file/cg5c86tsdzquhy5/buffalo_ddd_3.zip
Old Downloads:

8
Suggestions / Antimatter Blaster needs a ammo nerf
« on: February 16, 2014, 10:05:12 AM »
id suggest lowering it to 12~15 as atm i have never run out of ammo this well have a side effect of making the expanded magazines more useful for the weapon.

I mainly use it on a centaur-class cruiser i have 7~8 of them on and 2 volleys blows up pretty much anything that doesnt have a really powerful shield this includes Capital ships. It just feels OP like really OP to be able to blow anything out of space with 2 volleys.

Please note im still new to the game so maybe im wrong if so please ignore but i use them on everything to burst down ALL THE THINGS!!!

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