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Messages - EnderNerdcore

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31
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: February 08, 2013, 09:18:06 AM »
You want a real boss fleet, I should get working on implementing the Shivans into my FS2 mod. A few SJ Sathanas with a large fleet of support ships would be pretty damn scary.

32
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 06, 2013, 01:05:42 PM »
Slashing beeeeemz! How's the shivans coming along?
I'm trying to solve the slashing beam problem before I start implementing the Shivans. This of course is complicated by the fact that my girlfriend and I just started playing Ni No Kuni together and my development PC can't see the TV screen the PS3 is hooked up to.  ;) Based on the problems I encountered yesterday evening it is going to take me several more evenings (if in fact the way I want to implement them is possible).

Implementation won't be too hard, Shivan ships share some common weapons with the GTVA, and most of the rest are variations. Since all the sprites are ready to go, it mostly comes down to getting the ships into Starsector and doing some balancing passes.

33
Mods / Re: [0.54a] Uomoz's Corvus 16.5: POWER BLOCS (Factions Collection)
« on: February 06, 2013, 08:50:02 AM »
The mod that I downloaded from the chinese website was a 5 in 1 modpack that came with a copy of starfarer itself. As labeled in the mods directory of that copy of starfarer (which I simply transferred over to my own copy of the game, suspecting that it would otherwise be completely in chinese) are ACM (a non total-conversion version of Project ironclads) FS2Mod-54, which is the freespace2 mod, Knight, a chinese mod that features gray and white kitbashed ships, minimash, which seems to be a copy of Omega's minimash, and modularfleet, featuring expensive blue ships of death. I doubt I could find the mod again in those chinese forums due to my lack of speaking chinese, but if you send me a PM I could probably re-upload it for you.
Wait, they liked my FS2 mod enough to stick it in the pack with a pirated version of Starsector?

That's flattering in a strange way.

34
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 06, 2013, 07:11:51 AM »
Ok, I have a working prototype of the slashing beams.

There's a lot of work to be done yet, but I'll see if I can make any headway with refining them this evening. If I don't have any luck... I'll be asking around for help.

35
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 04, 2013, 12:58:33 PM »
Is it possible to change the way the current beams work? In freespace when the beams are "Loading" you just see the weird colored ball on the weapon and after a while it fires a "short" high damage burst. If this would be possible i think it might give some extra time to actually aim at the enemy or maybe aim off so you wont fire at your friendlies like i tend to do. xD
I don't know if I can do that in Starsector, but as this one is mostly (not entirely, I know) cosmetic it will be low on the priority list.

Keep in mind that as the beams are starting they are doing significantly less damage than once they are going full-bore.

Second thing is with the Anti-fighter beams that they arent supposed to be continuous like the normal beams. It's more like a pulse of 3 shots that gives it the much needed accuracy against agile fighters. Not sure is it possible to create this with the starfa... *krhm* starsector engine....?
I had forgotten about this.

Yes, it should be possible. I'll have to mess with the sound effects so that this works, though--I'm not sure that Starsector supports a warm-up sound played before a burst of three beams (without playing it for each of the three).

3rd and last thing.. is it possible to make beams to go through the enemy wrecks? Like cutting through a single part of the wreck and possibly hitting an enemy on the other side? Of course if all thease 3 things would be done the weapons would probably be even more "overpowered" (i use that word lightly for now).
Possibly, there is a flag. That said, I don't really want to do it because as you said, it'd be overpowered. Of course, these beams will easily destroy most wreaks, so it'll "punch" through that way.

Edit1: Almoust forgot. The thing in freespace with the beams was that after the beam stopped loading and fired away it was fixed at the target... hence the pulse with the Anti-fighter beams. You could correct the aim after each pulse making it more effective against fighters... though since the speed of fighters in starcontrol isnt that big dont think this is needed.... maybe?

Cheers

-Sandremo
I think with LazyWizard's suggestion for how to do slashing beams I might be able to do this, yes. However, they might get it for free with the triple-burst since it is a Point Defense weapon. It depends on if the game engine allows the weapon to re-aim between bursts.

Another question... Does the station get resupplied with weapons and ships? Asking for supplies might be a bit useless when the "Campaign" is only 1 area long but.. i still havent got enough money to test the Hecate and Orion class destroyers. Q_Q
Yes, it does get resupplied. (or it should--if it isn't, let me know)

36
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 04, 2013, 10:29:00 AM »
So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

Can you do something with WeaponAPI.setCurrAngle() and a custom weapon plugin?
Actually, that's a good point. I suppose I hadn't looked deeply into this since before I started really diving into Starfarer's APIs.

I'll look into it further tonight, then. It *would* be nice to have slashing beams!

Can we actually run a script on-fire? I know there is an on-Hit...

37
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 04, 2013, 07:14:30 AM »
So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

I'll be the first to admit that they aren't perfect replacements.

As for why the FS2 ships are able to defeat much larger forces, I'm actually puzzled by this--I've also seen that happen, but if you are piloting the ships manually it's a much more difficult battle.

38
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 04, 2013, 12:03:46 AM »
Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
I initially considered adding it, but it unfortunately doesn't really fit in very well--I actually don't think it would be a particularly interesting ship to fight or pilot, and the Shivans will already have several other Capital options.

It may go in, but while it is fun to think about, I don't think it would add much to the mod since the armament is pretty pathetic.

39
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 03, 2013, 03:26:14 PM »
It's possible, yeah. I looked through the list of mod-added ships on Hard Light. It's quite possible, but would have to be specific ships to fill out missing roles in each fleet, and is going to be after everything else.

40
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 03, 2013, 01:09:31 PM »
AHMERGAWD, where is my Maxim cannon??? And tornados
Neither of those are particularly difficult for me to make, but since Starsector does not allow the player to change loadouts on fighter wings, they would have to appear as different variant wings.

Which isn't a bad idea, but making variant wings with different weapon loadouts is pretty low on my list of priorities at the moment.

41
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 03, 2013, 10:49:56 AM »
Known issue, and my guess is it is an engine limitation with max number of actively playing sounds.

The other issue is the AI has trouble with having the beams mounted on the side rather than the front of the ship, tending to swing them away from their target.

42
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 03, 2013, 09:55:58 AM »
I'm planning on putting both in, but you're correct, those are going to be difficult or impossible to balance.

43
Mods / Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« on: February 01, 2013, 05:40:16 PM »
For those interested, I've begun working on the Shivans.

I'll give a bit of my idea on how they will be balanced, then show a bit of a preview.

I'm not going to make the Shivans a "playable faction", at least not in terms of them having a station, or any place to purchase their ships. They will generally be pretty powerful, and have difficult-to-defeat fleets.

That said, because this is Starsector and supposed to be fun, you'll be able to capture the ships... if you're lucky.

Here's a preview of some of the ships:


44
Modding / Re: Modding Community´s factionAPIs
« on: February 01, 2013, 04:53:53 PM »
Added "GTVA", updated the list with colors.

Ok, I looked it up. The actual color is 0,109,42,255 (hex value for HTML: #006D2A)

45
Modding / Re: Modding Community´s factionAPIs
« on: February 01, 2013, 11:49:28 AM »
I don't remember the exact color code (it's whatever the dark green color is in Color, not a custom hex value I don't think) but:

"GTVA" (Freespace 2 Mod) (Dark Green)
FactionAPI gtva = sector.getFaction("gtva")

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