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Topics - Vandala

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31
Bug Reports & Support / 0.52a-RC4 = a color isn't working?
« on: May 22, 2012, 06:28:55 AM »
I'm not sure about this but I think one or two or three colors aren't working like they should.

This concerns the file "./data/config/settings.json"

I've made the relevant text bold:
Quote
{
   "fogOfWar":true,
   "smallClouds":true,  # set to true to improve nebula rendering performance
   "compressSaveGameData":false, # smaller files, much faster saving/loading, but can't be edited by hand
   
   "cloudColor":[255, 255, 255, 255],
   "battleSize":100, # max total of fleet points deploy for both sides in any battle, sans bonuses from objectives

   # main color used for menu buttons and the like
   "buttonBg":                        [255,0,0,255],   #selected savegames/missions/ships/hullmodification
   "buttonBgDark":                     [255,0,0,175],   #all buttons
   "buttonText":                     [255,0,0,255],   #text on all buttons
   "buttonShortcut":                  [255,0,0,255],   #shortcut key in all buttons
   "defaultFont":"graphics/fonts/insignia15LTaa.fnt",
   
   "progressBarOverflowColor":            [255,0,0,200],   #
   "progressBarFuelColor":               [255,0,0,255],   #fuel bar in fleet and cargo screen
   "progressBarCrewColor":               [255,0,0,255],   #crew bar in fleet and cargo screen
   "progressBarCrewLossColor":            [255,0,0,255],   #
   "progressBarCargoColor":            [255,0,0,255],   #cargo bar in fleet and cargo screen
   "progressBarStandardColor":            [255,0,0,255],   #ship modification points in refit screen
   "progressBarFleetPointsColor":         [0,255,0,255],   #all fleet point related bars and numbers everywhere (including combat)
   "progressBarHangarSpaceColor":         [0,0,255,255],   #


   "tooltipTitleAndLightHighlightColor":   [255,0,0,255],   #
   "widgetBorderColorDark":            [255,0,0,255],   #
   "widgetBorderColorBright":            [255,0,0,255],   #
   "standardUIIconColor":               [255,0,0,255],   #

   "flatRedTextColor":                  [255,0,0,255],   #
   "darkRedTextColor":                  [255,0,0,255],   #
   "yellowTextColor":                  [255,0,0,255],   #
   "darkYellowTextColor":               [255,0,0,255],   #
   "textFriendColor":                  [255,0,0,255],   #
   "textEnemyColor":                  [255,0,0,255],   #
   "textNeutralColor":                  [255,0,0,255],   #
   "textGrayColor":                  [255,0,0,155],   #
   "standardTextColor":               [255,0,0,255],   #a lot of stuff, the main text in the game

   "iconFriendColor":                  [255,0,0,255],   #
   "iconEnemyColor":                  [255,0,0,255],   #
   "iconNeutralShipColor":               [255,0,0,255],   #
   "iconWaypointColor":               [255,0,0,255],   #
   
   "standardGridColor":               [255,0,0,100],   #grid lines in fleet/refit/cargo screen
   
   "bottomMenuButtonInsetColor":         [255,0,0,255],   #
}

The above mod produces the following colors in the game: (click image to enlarge, a second time if need be)


As you can see, there are three green bars. I think a few things are wrong here.

  • First of all the Hangar bar, isn't that supposed to be blue? And be controlled by "progressBarHangarSpaceColor" ?
  • Second the Crew bar on the ship, isn't that supposed to be red? And be controlled by "progressBarCrewColor"? I know that this one controls the personnel bar in the fleet and cargo screen, but should it not also control the crew bar on ship info? Currently it seems that "progressBarFleetPointsColor" controls it, which I think is a bug.
  • Third, I can't figure out what  "progressBarHangarSpaceColor" does, is it really working? Isn't this supposed to control the hangar bar on the fleet and cargo screen? Not that I'm suggesting that this is what I want it to do, I'm not. I prefer that bar being controlled by "progressBarFleetPointsColor" as this currently controls all things relating to fleet points, even the numbers.
  • Forth, Compare the green bar on the left with the green bars on the right, they seem to be a different tint of green despite being controlled by a single value.

I hope this is all comprehensive?

EDIT: I made a mistake, the ship's crew bar seems to be independent of any settings. Never mind on that point then. Though maybe it would be a good idea to have it be affected by "progressBarCrewColor".

32
Suggestion due to this topic: http://fractalsoftworks.com/forum/index.php?topic=2907.new#new

It would be nice if the text displayed in-game during combat would represent the actual value of the speed boost.

33
Discussions / Are there any people here that watch Lordkat?
« on: May 21, 2012, 02:47:24 PM »
If you like watching weird stuff this is the show for you.

Find the header that says: wat 05/19/12
http://www.lordkat.com/

EDIT: lol, ah I just noticed that my weird game suggestion made it throe into their program. Yay!

34
Modding in a "lasher_Standard.variant" seems impossible, it refuses to show up in the game when I add it into my fleet with a mod.

Funny enough I'm not getting any errors, its as if the program accepts that the variant exists but doesn't allow me to use it.

It does show up in the codex.

Quote
{
   "id":"player",
   "fleetCompositions":{
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[100, 100],
         "lyWorthOfFuel":[100, 100],
         "extraCrewPercent":[50, 50],
         "marinesPercent":[50, 50],
         "ships":{
            "onslaught_Elite":[1, 1],
            "dominator_Support":[1, 1],
            "enforcer_Assault":[1, 1],
            "enforcer_Support":[1, 1],
            "enforcer_Balanced":[1, 1],
            "enforcer_CS":[1, 1],
            "lasher_Assault":[1, 1],
            "lasher_Strike":[1, 1],
            "lasher_PD":[1, 1],
            "lasher_CS":[1, 1],
            "lasher_Standard":[1, 1],
         },
      },         
   },
}

35
The current ID of the "tempest_Balanced.variant" says "tempest_Attack" which actually belongs to (and is currently shared with) the "tempest_Attack.variant" ID.

EDIT: Just found another one. Let me guess, these aren't bugs but just leftover variants of an earlier version?

36
LOL, just found what I did wrong. I named it a "bomber" instead of a "wing".

Funny that the program still accepted that variant though. Don't know if that is useful information.

Spoiler
I don't know if I *** something up with moding but I suddenly noticed I can appoint my piranha wing as my flagship, this is true for all piranha wings I got as a starting fleet. The have also gained the "ISS" and a name. They also have a fleet point value of 0. Piranha wings that I can buy at stations seem to be normal piranha wings.

I discovered this while I was working on a mod that gives the player a big starting fleet, I only added extra ships to the player faction and did nothing else.

This is the entire mod, but it is not currently active. It does not replace anything.
Quote
{
   "id":"player",
   "fleetCompositions":{
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[100, 100],
         "lyWorthOfFuel":[100, 100],
         "extraCrewPercent":[50, 50],
         "marinesPercent":[50, 50],
         "ships":{
            "atlas_Standard":[1, 1],
            "venture_Balanced":[1, 1],
            "hammerhead_Elite":[1, 1],
            "vigilance_AP":[1, 1],
            "vigilance_FS":[1, 1],
            "piranha_Bomber":[3, 3],
            "broadsword_wing":[3, 3],
            "talon_wing":[6, 6],
         },
      },         
   },
}

This is the only active mod. It is just another mod to add extra ships to a player's faction. It also does not replace anything.
Quote
{
   "id":"player",
   "fleetCompositions":{
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[100, 100],
         "lyWorthOfFuel":[100, 100],
         "extraCrewPercent":[50, 50],
         "marinesPercent":[50, 50],
         "ships":{
            "conquest_Elite":[1, 1],
            "falcon_Attack":[1, 1],
            "falcon_CS":[1, 1],
            "hammerhead_Elite":[1, 1],
            "hammerhead_Balanced":[1, 1],
            "vigilance_AP":[1, 1],
            "vigilance_FS":[1, 1],
            "vigilance_Strike":[2, 2],
            "vigilance_Starting":[1, 1],
            "vigilance_Standard":[1, 1],
         },
      },         
   },
}

Seeing that the normal ships are unaltered it has to be my mod. I guess I'm not allowed to remove certain lines from the standard way these files are written?

Is it not ok to remove the bold text?
Quote
{
   "id":"player",
   "color":[155,255,0,255],
   "displayName":"Your",
   "shipNamePrefix":"ISS",
   "shipNameSources":{
      "ALL":1,
   },
   "names":{
   },

   "portraits":{
      "standard_male":[
         "graphics/portraits/portrait_hegemony01.png",
         "graphics/portraits/portrait_hegemony02.png",
         "graphics/portraits/portrait_hegemony05.png",
         "graphics/portraits/portrait_hegemony06.png",
         "graphics/portraits/portrait_mercenary01.png",
         "graphics/portraits/portrait_mercenary03.png",
         "graphics/portraits/portrait_corporate01.png",
         "graphics/portraits/portrait_corporate03.png",
         "graphics/portraits/portrait12.png",
         "graphics/portraits/portrait13.png",
         "graphics/portraits/portrait15.png",
         "graphics/portraits/portrait17.png",
         "graphics/portraits/portrait18.png",
      ],
      "standard_female":[
         "graphics/portraits/portrait_hegemony03.png",
         "graphics/portraits/portrait_hegemony04.png",
         "graphics/portraits/portrait_hegemony06.png",
         "graphics/portraits/portrait_mercenary02.png",
         "graphics/portraits/portrait_corporate02.png",
         "graphics/portraits/portrait14.png",
         "graphics/portraits/portrait16.png",
      ],
   },
   "fleetCompositions":{
      "start1":{
         "displayName":"Fleet",
         "maxFleetPoints":100,
         "daysWorthOfSupplies":[30, 40],
         "lyWorthOfFuel":[20, 30],
         "extraCrewPercent":[10, 30],
         "marinesPercent":[5, 10],
         "ships":{
            "odyssey_Balanced":[1, 1],
            "paragon_Elite":[1, 1],
            "wasp_wing":[2, 2],
         },
      },
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[50, 100],
         "lyWorthOfFuel":[20, 30],
         "extraCrewPercent":[50, 50],
         "marinesPercent":[50, 50],
         "ships":{
            "lasher_Standard":[0, 1],
            "wolf_CS":[0, 1],
            "vigilance_Standard":[0, 1],
            #"brawler_Assault":[0, 1],
            #"lasher_Starting":[0, 1],
            #"brawler_Starting":[0, 1],
            #"wolf_Starting":[0, 1],
            #"vigilance_Starting":[0, 1],
         },
      },         
      "shuttle":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[20, 30],
         "lyWorthOfFuel":[10, 15],
         "extraCrewPercent":[10, 20],
         "marinesPercent":[0, 0],
         "ships":{
            "shuttle_Attack":[0, 1],
            "dram_Light":[0, 1],
            "hound_Assault":[0, 1],
         },
      
      },         
   },
}
[close]

37
Suggestions / Faction color selection
« on: May 20, 2012, 05:28:19 AM »
It would be nice if we could choose the color of our faction at the time you create your character.

And perhaps change it whenever we like in-game at the character screen maybe?

38
Has anyone thought of collecting peoples kitbash sources together and making them available to everyone?

Would be useful I'd imagine, so people won't have to cut everything themselves every time, an especially useful resource for new modders.

39
There seems to be quite a bit missing in the Codex.



As you can see it does list the number of vents and capacitors but not the hull modifications.

More importantly it lists none of the changes hull modifications would bring to the ship. The lower-middle square shows all stats unaltered.
(this particular ship ought to have pretty much everything changed because it has all hull modifications due to a mod)

This is probably already known but I wasn't sure, so I've posted it anyway just to be sure.

40
The sunder is a destroyer, all destroyers seem to have a cap of 20 vents/capacitors, yet the "sunder_CS.variant" has 24 vents.

If this an oversight or what is it?

41
Modding / Has anyone had any luck editing .class files?
« on: May 19, 2012, 12:28:07 AM »
I'm just asking because I found out I can open them with Eclipse.

They look weird though, I can't make heads or tails of them.

They're probably not meant to be edited by I'm just asking out of curiosity.

42
If you park your fleet over the sun the tiny ships in your fleet start to flicker between visible and invisible.

43
Suggestions / Flux Coil Adjunct boost. *FIXED* *IGNORE*
« on: May 18, 2012, 01:32:18 AM »
I think the Flux Coil Adjunct ship modification could use a boost.

With the resent boost to the capacitors (who now have a 1 to 200 point boost) the Flux Coil Adjunct (which still has a 1 to 50 point boost) you end up paying a heck of a lot for a very minor boost.

For example, on my odyssey I spent 50 points into capacitors getting me a nice 10000 point boost in flux capacity, if I wanted to increase it further I'd have to pay another 50 points to only get a 2500 point boost in flux capacity.

The thing is that this feels very steep in cost but with very little payoff.

You could either increase the flux point boost by doubling it or half the point cost of the hull modification.

44
I'm not exactly sure what happened here but suddenly I noticed that two of my three tempests don't have any weapons equipped, their other modifications are intact. It's weird.

Now I'm not sure if they never had any or if its a bug. I just had a big battle against the Hegemony defense fleet and lost two of them in battle but recovered (repaired) them after the battle.

I just can't be sure of it though.

45
General Discussion / Tachyon Lance and Odyssey spam
« on: May 18, 2012, 12:35:16 AM »
Has anyone else tried this?

Fill up your 4 or 5 Odyssey's with Tachyon Lances and camp out on the capture points, one on each plus you have your personal Odyssey flagship to roflstomp everything.

This tactic is especially useful against the Hegemony. Who simply don't have the speed and shields to survive this mad crossfire of Tachyon Lance death. But then again, nothing does.

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