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Topics - harperrb

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1
Discussions / Started Playing Space Rangers 2 again, last night
« on: May 29, 2013, 03:15:34 PM »
and by again, I mean about the 1000th time over the last 8 years.

For those of you who care enough to know, I originally discovered Starfarer a few years ago by google'ing, "Games like Space Rangers."

And for those of you who haven't got a chance to play it, I definitely recommend it, especially if your in for a challenge. The game is somewhat opaque, not sure it comes with a good tutorial and I remember hating it the first several times I played because I didn't understand anything going on;  However, i pushed through and got a handle on it; and it is easily one of the most repayable and most enjoyable space games.  

Anyone else enjoy SR or SR2?

2
Modding / WIP.
« on: May 09, 2012, 08:35:28 PM »

Cruiser

Cruiser

Destroyer

Frigate

Frigate

Updated with a few more. I'm still trying to decide where I'm going with this. So far the weakest aspect is the turrets. I'm obviously not putting much thought as to where their going to end up earlier in the design work and its showing as the turrets look applied rather than built in. Anyways, i'll work on that on the next few.

. I can almost see the second cruiser as a related but distinct second faction outside the other three.

3
Suggestions / Contextual Cursors and Save As Menu
« on: May 06, 2012, 02:12:30 PM »
At some point, not necessarily any time soon, I think contextual cursors would help navigating different parts of the game. That is, the cursor changes to a cross-hair while scrolling over an enemy ship and has some landing icon/gif when clicking on planet or station, etc.  Sometimes I end up clicking on the edge of a planet by mistake and being happily surprised by my ship stopping at said planet (and ambushed by a pirate fleet) rather than pursuing the more manageable pirate fleet I thought I clicked on.

The second topic comes from the previous occasion occurring (and though I'm not one for reloading every time I lose a battle, I find doing so after losing everything from no fault of my own, quite easy) - I ended up clicking "Save" instead of "Load" (doh) - and it does what I asked.  But rather, perhaps a "Save As" screen where you can select the same file if you prefer to overwrite. 

Honestly, I could do without the save option all together - merely have the game save as you exit and auto-save when you leave planets/stations/battles.  That would give a bit more authenticity to the skirmishes outcomes and weight to in-game player decisions (if you die, you die.)


4
General Discussion / Had my first accident.
« on: May 05, 2012, 07:24:35 PM »
2 Crew, 1 Light Machine Gun, and 11 Supplies lost in an explosion.

Love this.

5
General Discussion / What's next?
« on: May 03, 2012, 04:47:52 PM »
to preface; not, "I want more, now!" sorta thing.

I feel like 0.52a (which has been awesome, btw Alex), got SF past the 'implementation of the system map - phase 1' so to speak. That is, perhaps a single index card of your stack of "to do" (or many).  So, I'm curious as to what we can look forward to coming up, that is of course, if Alex & Co. are in a position to share.  I've seen the features on the website of the big picture, but what are the next implementable mechanics that you might be thinking about getting into alpha, and what might be necessary stepping stones that aren't yet in?

Thanks,

P.S. - Add a donation button or I may just have to buy more copies.

6
Modding / Can you/How do you Replace Ships/items?
« on: May 01, 2012, 05:26:55 PM »
I'd like to make a mod that changes all the existing ships stats in one manner or another; a rebalance for my personal gameplay desire.

Is there a way to do this avoiding 'destructive' methods of changing the actual ships' csv's? but a mod that can be turned on and off?

Thanks, Did a quick search and didn't see any methods.

7
Suggestions / Space hulks, debris fields, supplies and escape pods
« on: April 24, 2012, 09:44:06 AM »
First, I know a lot of people dont like limiters, that is, making something more difficult to get our achieve than previous. I do. So I propose a relatively balanced way to make ships less worthy to keep and more likely to be scrapped by the player.

like I've said before, I have no doubt Alex has thought of these and probably has plans to implement something similar that gets the job done. Either way, here it is.

First off, I'd like to see the maintenance and repair of ships greatly increased. Supplies are way under valued, in that it is significantly cheaper to repair a 1% health ship than to buy a new one, which is entirely counter intuitive.  Repairing a ship should cost between two and four times MORE than the ship new. To balance this, scraped ships should not merely dissipate after leaving a big battle, but rather, generate some sort of debris field that would populate the map (not necessarily ship specific) that one could harvest with the appropriate support ship(s) for additional supplies.

Space hulks would be abandoned capital ships that would have to be boarded like a boarding action with marines before they could be harvested.As they perhaps have become privy to pirates looters and space monsters.

Finally, the casualities among disabled ships is pretty severe, there should be a way to recover surviving crew, friend or foe (could be a post battle loot for the winner).

Simple.

8
Bug Reports & Support / Stations not refilling
« on: April 17, 2012, 05:37:57 PM »
saw some previous posts, but no resolution I don't think. Is there a station supply cap that prevents the convoys from adding new supplies?

They spawn, but no new content is added. If this is the case, is there a way to despawn supplies or somesuch.

Thanks

{edit: I read Alex said, "Bug is fixed", took that to mean my copy should work correctly, now I'm thinking Alex meant "dev version is fixed" not my copy} if this is the case then no worries (and/or let me know a temp work around)

9
Bug Reports & Support / "Bumper cars" at start of battle
« on: April 15, 2012, 09:10:51 AM »
In my latest campaign, I rather quickly ended up with a Condor Carrier and a Falcon Cruiser along with 1 or 2 frigates and a couple fighters. I mention this because I've had the Falcon/condor combination before, but never noticed this weird behavior.

Every battle the Falcon starts right behind the Condor. And every battle, the falcon plows into the rear of it. I've tried creating an immediate "Rally carrier" marker; but the Condor can't turn fast enough. I tried sending both ships in two different direction, but the Falcon won't turn before he hits his jets forward. In the end they spend a good 10-15 seconds bumping back and forth, raising shields and venting, while the rest of my force gets the first one or two points.

I searched around to see if this had come up before, but didn't get any hits.  I just started to not deploy the Condor right off the bat, so its not a big deal. Just a heads up.

Otherwise, having a blast.

10
Modding / My First [& now second] (from scratch) Pixel-art Sprite[s]
« on: April 07, 2012, 05:23:03 PM »


800mm 60 caliber SG Siege Cannon
Fires 14,000 lb munitions

I'm ready to blow stuff up.

don't worry. this may actually make sense

[Post note: I'm not quite done, I need a bit more detail around the back side of the gun; other than that, any criticisms are welcomed - still figuring this process out]

[Update 04-08-2012]

Introducing "The Krupp," a super-heavy ordnance platform.  A compact siege-ship, it can carry the heaviest of ordinances, with the majority of its available power reserves dedicated to inertia dampening and intricate extreme-range targeting stabilization.  Unfortunately, it must be towed for trans-solar travel and set up prior to engagement. Once placed, The Krupp is quite vulnerable as it is extremely slow and particularly unmaneuverable, as well as lacking any defensive weaponry. Because of this the siege platform is often accompanied on the field of battle with an adjoining anti-fighter escort. Despite of these drawbacks, The Krupp is a welcome addition to many fleets for the heavy ordnance it can bring to the battlefield outside of a capital ship.  

The Krupp




The Krupp with a 800mm Siege Cannon Loadout



I just realized, I don't know where the thing carries all this enormous ammo.  I think I'll make an adjoining ammo ship (both ships in one sprite) that will carry 10 rounds and reload The Krupp as it fires.

11
Modding / Collision Class By Fighter
« on: April 06, 2012, 07:15:05 PM »
What does this value control/do?

And

"TextureScrollSpeed"

Is that the speed of the projectile? [its not: just found the proj speed in the weapons.csv]

Thanks for any tips

12
Modding / Custom Sprite not displaying correctly
« on: April 01, 2012, 06:24:44 PM »
Made my own sprite, from 3ds max to photoshop post rendering and the ship builder.  Not sure exactly where I went wrong.

I know I bounced between 32bit and 16bit images to get it in the .png format, perhaps thats where it went to hell?

Original file .png:


In game:


Also, I'm still having an issue of getting the collision and shields to work just right, but it doesn't seem that should affect the display of the sprite.

Any ideas?

13
Suggestions / Alert Siren/bombing run confirmation from bombers
« on: March 31, 2012, 07:37:17 PM »
Man, I love bombers. i love that they can ruin your slow, unmaneuvering cruiser with only the excess bombs that missed their intended target. I just wish I had some heads up before the carpet is laid.

Somewhat in effect to the offscreen missile launches, but recognizable as your own bombers.

But man. Bombers are awesome.

14
Modding / Running into stuff. Can it be made to hurt more?
« on: March 25, 2012, 05:48:06 PM »
I was wondering how much flexibility there is for modding a more realistic - fun - collision damage between ships?

It sorta bothers me that the ships just 'bounce' off each other. Could there be a way for ships to essentially 'move' over each other, as in they are passing in three dimensional space, but partially colliding, generating a variable amount of damage leading to possibly both ships being destroyed?

At worse, can I increase the amount of damage when I do play bumper cars?


15
Modding / Ship Modding + AI Question
« on: March 25, 2012, 01:16:42 PM »
I'm working on my first new ship from scratch, based on a traditional (sea) ship by placing the majority of the weapon batteries on the port and starboard sides and only having a few 45/90 degree arc turrets and a couple missile bays on the prow. I'd also like to reduce turning/strafing and give all the ships a bit more inertia (think boats rather than the current mode, "helicopters").

My curiosity is about the AI. I wonder if they will just fly around trying to shoot missiles and turrets at everything, ignoring the loaded side batteries until someone wanders by.

Any clues? 

Obviously if I get to that point, Ill let people know what the result is.

Thanks

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