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Messages - OzarMidrashim

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1
Mods / Re: [0.8.1a] Galatia Complete [1.4] - Galactic Space Music Mod
« on: March 05, 2018, 03:58:38 PM »
Could you provide a list of music authors and track names?

Thank You.

2
Do anyone have a backup of sprites from OP?

Like 1/3 of sprited's from this whole thread got lost because of hosting issues...

3
Mods / Re: [0.81a]Grytpype and Moriarty Defence Authority 0.6d
« on: August 02, 2017, 03:22:14 PM »
Space Police...pursuit to cut down poor retreating forces.
Nice, to this point i used Diable Avionics for this task, they ware almost able to cach up everything.

Love the sprites...they are cute...somewhow...like from Asia candy store =P
Maybe now someone will make a "Full Throttle" Radider Bikers-like minifaction bursting with exhaustion pipes?

4
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 8
« on: July 28, 2017, 12:33:36 AM »
So... indeed a lot of work if you can't plug in under base AI the way i though. It was not so obvious from OP. I remember i did mod for Cortex Command expanding base AI fixing all stupid glitches, bypassing hardcoded crap and adding a ton of new interesting behaviours, but writing whole thing is diffirent story altogether. I'm not sure i would ever try this without strong reasons.
Didn't wanted to sound like i don't apriciate and critique too harshly.
I always wach anything concerning AI's in games, there ware so little good ones, every time one gives me fair fight i'm in havens of entertainment ;-) Like this section in most games...opponent...doesnt get enough love and attention from devs. I hope you continue your projects, as i find them impressive, and saving grace or at least usefull in sections not yet touched by most.
If you by any chance have little update of AI with ajustments mentioned, and don't predict new release for some time, i would apriciate a link to test it out. No pressure thou =) ...if not i would like to know is there a factor to modify concerning "The weighting on the player over other enemies..." as i find it to be more than "...a bit too heavy." =P like 80% of enemy fleet fallowing me when i tested it xD

5
Mods / Re: [0.81a][UTILITY] Starsector FX 0.8.5a (and example mods!)
« on: July 27, 2017, 11:54:38 PM »
Your mod has rised my FPS x2.
This is huge in larger battles.

Thank you for your work.

6
Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 8
« on: July 27, 2017, 11:37:06 AM »
It is funny you mentioned JA2 the only other game that has got me as hooked as this one ;D
One thing that is driving me insane with the vanilla AI is when I send a ship to capture a nav node in combat, it will disobey and drift off to fight rather than secure the position and allow an enemy ship to backdoor the point.

JA 2, newest 1.13 from:
https://onedrive.live.com/?id=13A6926EAC52083%21202&cid=013A6926EAC52083
...some custom .ini tweaks and music mod ( i can give you my made from Crysis 2 OST ...fits)
and youre golden xD

As for Starsector ...whole Officer thing need to be upgraded at one point to. For now they are buff placeholders, there is no additional functions or tasks as i recall ...you can edit ships behaviour by Officer attitude, but thats also limited. They don't panic and flee or have rage bursts, dont go to berserk or risk going in for rewarding kill. They always obey, and how thay obey is not diffirent from base AI as i saw.
This is something to work on as its core mechanic, but still end up as polish refine section of development. Then we end up in game with either lobotomized or omnipotential-prodigy AI's. I want to see an AI who gets *** being sniped and loose its patiance and just rage-charge, or AI that makes terrible terrible mistakes, not stupid, but sometimes take risk and kill both ships by ramming etc.
Sometimes i see such behaviours, like AI ship flying betwean me and tyrget into line of fire saving it...or make stupid suicide attack, but its hard to tell how much of it is random, and how much is driven by code.

7
"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
                at com.fs.state.AppDriver.begin(Unknown Source)
                at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
                at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
                at java.lang.Thread.run(Unknown Source)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)

8
Mods / Re: [0.8.1a] The Knights Templar 0.9.8c
« on: July 23, 2017, 04:56:47 PM »
...they use P90's...
What is this, Stargate?

FN P90 ...futuristic personal balistic weapon, designed some time ago that absolutley declass everything. Immagine 50 rounds, compact, almost no recoil, accurate, fast firing, submachinegun with rifle ammo that eats through vests.

Yea... SG1 from Stargate used them to...just after they diched MP5's.

9
Mods / Re: [0.8.1a] The Knights Templar 0.9.8c
« on: July 23, 2017, 04:14:34 PM »
We all know...they use P90's, Apple Artefact and Bronze Spear...alongside other dirty hax hex and secret cheats.

I like whole idea, of some zealots who encountered and pillaged ancient artefacts from holly temples of long forgotten ancients, and now behave like they own everything and are most suited to lead and set in stone what is what.

10
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: July 22, 2017, 12:51:02 PM »
WHAT!...

...You didn't downloaded SHADOWYARDS ?!?

I haven't downloaded lots of mods.  :-[ Doesn't mean I don't plan to use them in future. But at present I've been spending most of my Starsector time making mod content rather than playing mod content. Working full time (among other things) doesn't leave a lot of time for both sadly...
That sounds like someone else I know...

I hoped it would be clear, but apparently not enough.
I was joking, by presenting attention-focus on anything else than whole subject of sprites ;-) =P

Remember that periods to...its cyclical for creative persons with passion - but its important to recognize when making mod or even gaming transfers from fun in itself to tedious task and kinda "another work". Burn-up or slow-down can appear or dissapear in an instant depending on inspiration gauge, that every one need to recharge from time to time.

What i mean is...making food might fill your appetite...but it won't fill your belly.
Or...just go and blow some *** up! =P

11
I'm either stupid and forgot, or has something changed?
I can't find agent to start those missions at the beginning (like one where we are trained how to use sensors and smuggle etc.), there is no one on Steiner or Jangala station other than representatives to bribe.

12
Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.0 (07.06.2017)
« on: July 21, 2017, 04:02:39 PM »
Just putting it out there, that kind of defeats the purpose of the forum thread, who's ultimate goal should surely be to lure players in and convince them to try the mod. The images are an advertisement. (Also there are people like me who don't download every mod they see, but still enjoy looking at mod threads and gawking at beautiful sprites *cough cough SHADOWYARDS cough* ...)

WHAT!...

...You didn't downloaded SHADOWYARDS ?!?

13
Thank you Sy.

I knew what nexerelin does, was just supprised it had to be add by mod. Yet again... dev tem is small, and there is always something else to focus on.
As i see it nexerelin is one of those obvious must have mods, especially as it provides Corvus Mode.

One more thing... are there any plans for anything similar to Vengence fleets like in SS+, bounty or assasinss expansion etc?

14
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.2(WIP)
« on: July 21, 2017, 02:47:38 AM »
Fortress Shielded... xD

Maybe Buffalo Drone Defendor ...like Drone Frigate from Homeworld?

http://orig09.deviantart.net/d96e/f/2014/174/f/3/hiigaran_drone_frigate_by_pasteljam-d7noskq.png
http://abload.de/img/244160_2015-03-01_001xyui3.png

They deploy and then create a Orb around frigate like shield from drones...then it drives itsef inside fighter clusters or missile barrages.

15
If anything... i have a silly question.

How vanilla of 0.8.1a gameplay stands in comparison to nexerelin...? I read its features and they seem like something that i always immagine vanilla had already. Faction wars, diplomacy and relations, own faction and planet conquering...

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