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Topics - Morrokain

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46
Suggestions / Hullmods, Missiles and Character Progression
« on: October 13, 2013, 12:39:26 AM »
So while fantasizing and planning mod material on future non-combat features of starsector, I was struck with an idea.

To keep it short and sweet: make hullmods moddable to cost credits (varying hullmod to hullmod) each time they are fitted. Perhaps even possibly make missiles cost credits to resupply (in a mod)

Now then, here is the long and detailed why I feel this is important. Spoilers for those who don't care hehe :D

Spoiler
In another post, I talked about my experience with 0.6a and why I felt it was better than its predecessors. To summarize, it added depth because it added meaningful player choices and considerations with the introduction of CR.

But another important aspect of games like starsector for me is character progression. To a certain extent we already have that with player skills, but for me I'm talking specifically about ship improvements. Eventually we are sure to see other ways of making credits outside of combat. But what I am not seeing right now are many ways to improve your current ship. That's not to say there aren't plenty of play style customization options (torpedoes vs LR missles for instance), and some weapons are arguably better in their role than others and could technically be called an upgrade, but there just is not much to actually spend your credits on other than more ships or supplies.

So, in the interests of those who prefer smaller fleets that prioritize powerful flagships, more ways are needed to improve said flagship other than skills in Combat. In other words, definitive "gear" progression similar to RPGs of one ship based on more weapon quality tiers (already possible through modding) and other ways to spend money improving said ship.

That is why having hullmods cost credits to fit (so you "buy" hullmods at a station after they become unlocked through skills) as well as OP would add meaningful gameplay progression. It gives the player something to work towards and gives more choices on what to spend their money on to directly improve their ship's capabilities.

Having missiles cost credits to replace also indirectly improves a ship, but I am less enamored of this one since it is a little too logistic-y and we already have a pretty decent logistics system.

Either way, it also helps facilitate a reason to travel and explore within the game universe. Different stations offer different quality weapons, missile types and hullmod options. Higher tier is more expensive, less accessible or hidden. This also allows for faction specific improvements to increase variety and flavor.

For those who would rather rely on "more is better" and focus on larger fleet logistics and management, it does not limit much. Many ships with weaker weapons or no hull mods would perform roughly the same cost for cost as a couple ships with a lot of money invested into their improvement. In terms of loss, larger fleet's losses are easier to replace but happen more frequently while an elite ship's loss is a severe blow to the player's wallet but less likely to happen due to overall ship quality.

The point is that it not only creates variety and a more concise play style option, it gives the player more to do, more to gain, and more to enjoy.  ;D
[close]

Thoughts?

47
Modding / Missile Sprite Modification
« on: September 30, 2013, 06:32:59 PM »
Is there a renderhint to allow missiles to render below the turret sprite? A.k.a [RENDER_BARREL_BELOW] for missiles?


48
Suggestions / Modding Request
« on: September 23, 2013, 10:53:41 PM »
Not sure if this was ever mentioned but I haven't come across it.

I'd like to request a way to:

1) Have a code in the weapon file for weapons to only be able to be equipped on turret slots or only able to be equipped on hardpoints. For example: Equip Limitations: STANDARD/Equip Limitations: TURRET/Equip Limitations: HARDPOINT Something along those lines.

2) Be able to create modifiers for equip slot types. For example: Hardpoints gain +10% damage to standard weapon damage. Could work with range/flux/damage/fire rate etc.

The first one is because I would like to keep the customization option of being able to select multiple weapons (built ins are a placeholder right now) but since a lot of my mod deals with scale, hardpoints are usually reserved for the largest weapons. Sure I could simply retool the sprite of the turret variant but that kind of breaks immersion because then the hardpoint having a larger gun of the same weapon should realistically do more damage (hence #2).

Would this be terribly difficult?

49
Suggestions / 0.6 Difficulty Curve - My Thoughts/First Impressions
« on: September 19, 2013, 03:39:18 PM »
Hey its been a while since I wrote anything on here but 0.6 brings so much to the table I had to give some feedback!

Overall, I love the state of the game and the new depth that 0.6 brings to Starsector. I have noticed, however, many people complaining about the difficulty associated with supply cost, fleet management, early game combat, and CR recovery.

The most obvious suggestion would be to lower supply costs or reduce the amount of supplies consumed. With the exception of fighters, I want to put my .02 in and advise against this as I feel it is a knee jerk reaction to frustration because the only way to get credits right now is combat and combat lowers CR and usually comes with high costs for repairs. Once industry comes in I think it will smooth over a lot of these issues.

I feel that the new logistics management is great because it forces you to make some tough choices on what you spend your credits on and increases the time it takes to build a large solid fleet. I think this is great! Before I would never even think much about weapons before I got a cruiser since enough cash came in from battles to make larger ships pretty accessible early on. Now I find myself going:

 "Hmm maybe instead of another frigate I should make that Dual Autocannon on the forward turret slot of my Lasher a Railgun to give myself a bit of a combat edge. It costs under a 1000 credits so I will certainly have enough to resupply if this next engagement goes poorly."

And it is a tad bit scary to wander too far from your home station. I have a good story here that I will put into spoilers for the sake of relevancy. Skip to keep just the suggestion aspect of it but it serves as a concrete example to prove my point.

Spoiler
The first time I went exploring in hyperspace I made a poor choice on which wormhole I came through into the Askonia system. I ended up stranded at that planet far to the bottom of the map. Blind (nothing showed up on the map other than that planet. Bug? Or intended?) and running dangerously low on supplies, I had no choice but to engage the wandering Midtech Patrol I had been following hoping it would lead me to a station. "Sorry guys, nothing against you but my crew needs your supplies badly." I thought as I engaged.

The problem: they had a cruiser in this patrol. With only 2 heavily modified lashers (remember that railgun?) a Heavy Machine Gun toting Hound with engine boosters and auxillary thrusters, and a couple talon wings supported by my LR missile Condor, I took on the fleet in desperation.

It seemed to go well at first. A well placed Reaper in my right side missile port overwhelmed the Brawler class who dared engage me alone within 10 seconds of the battle commencing. I had sent my other lasher and hound to double team the mere support lasher escorting the cruiser and it fell soon after the brawler as the railgun and heavy machine gun overwhelmed its shields right as the pilums from my condor smacked into its starboard. The two economy mortars (hey railguns are high on OP) on my other lashers hardpoints finished the job. My talons were keeping the two Gladius wings occupied and I noticed their Gemini engaging my Condor at point blank range. A harpoon and an accelerated ammo feeders worth of assault guns to is engines took it out before it even knew what happened. "I might be able to do this!" I thought.

Then we took on the Eagle. Man medium beams hurt now. Within 10 seconds of engaging the Eagle I knew it was futile. My own ship was out of missiles and at 50% hull. The other lasher's armor looked like swish cheese from its forward guns and my hound was running on an engine duck-taped to its port side at a mere 2% hull. We hadn't even dented its armor. Full retreat!

Somehow every ship escaped. Even the carrier since it was too far removed for the eagle to catch up to it. Phew I thought! That was until I realized I couldn't send out salvage teams to gather the supplies that were tantalizingly floating in space because an eagle was still guarding their remains. All for naught.

So completely out of supplies now and with only 2 ships combat capable I tried to find a station. Long story short an accidental explosion taking out one of the 2 combat ships and a marauding pirate fleet seeing easy prey sent my crew to the slave ships. Reload.
[close]

So I failed. I took a gamble and lost because I didn't store enough supplies to last a while when exploring and as a result I had to take on a much bigger fleet than I normally would have. And lost.

BUT IT WAS FUN!

I think that's key here. The added tension of supply management and the very real possibility of being lost or stranded gives consequences to your decisions that weren't really present in the game before now. So I feel these should stay.

However, the big issue with this difficulty now is two-fold:

1) I can't seem to find affordable freighters early on to allow me to stockpile supplies for long trips or exploration. (maybe I'm missing something)

2) Right now you must go into combat about once every 10-11 days to maintain income enough to buy supplies. If you just happen to be unlucky with spawns so that no applicable fleets are within your reach.. even in your home sector you are pretty much screwed and there is not much you can do about it. (again maybe I'm missing a mechanic here. mothball maybe haven't tried that yet.)

So certainly #1 is an issue. #2 could just be a fluke but that was my impression.

So aside from implementing things like industry I would suggest a couple things to help this dilema.

1) Clearly provide an indicator in the map section that denotes "well traveled or known" space zones and "you might not have enough supplies for this" space zones. That way players know what they are getting into. "Fringe" for example was a good indicator for me to not use that wormhole that was already in use.

2) More farmable/variable fleets. An example would be more independent traders loaded with supplies and medium to light on defense. This would give options (also with consequences such as angering authorities or getting a bounty placed on you for mercs) besides "Oh god where's a buffalo pirate fleet I've only got 5 days left!"

Great update!!  :)




50
Modding / Weapon Out of Ammo Problem
« on: November 04, 2012, 09:38:11 PM »
I am making a burst weapon similar to the Burst PD laser.

The problem I am having is that it uses a gun sprite and animation and once it runs out of charges its gun sprite disappears and no longer reappears when it gains a new charge similar to how Ballistic ammo based weapons work.

Is there anything I can do about it? Like a weapon hint or something or override?

If not, can we add that to the list of "useful things to eventually get done that modders might like?"  ;D

51
Modding / Proximity Burst Missile (flak)
« on: October 09, 2012, 09:05:47 PM »
So I have been playing around with missile roles and I know that anti-missile missiles have been discussed, but has anyone ever tried to create a missile with a proximity aoe burst similar to how the flak ballistic projectile works? I've tried it myself and it gives me an error upon trying to start starfarer so I don't think behaviors can transfer between projectile types. Any way I could simulate it with a current missile behavior A.I? I've though about the aoe for torpedoes like the Reaper being used.

Think I'm going to go try that now..  :P

52
Modding / Behold the Ragnarok! (My pride and joy!)
« on: October 06, 2012, 03:13:24 PM »
This took forever, but its my best! Look for it in the upcoming Rise of Archeus content and balance update!

53
Modding / Drones Question
« on: October 04, 2012, 11:08:57 PM »
Is there any way to allow for a drone launcher to launch multiple variants of drones sorted by a drone index?

54
Modding / Carrier Rebalance Mod (yay or nay?)
« on: September 24, 2012, 10:10:12 PM »
Ok, so I was considering making another mod that both ties in and can be separate from Rise of Archeus (just released btw!). I wanted to see if there is any interest within the community for this mod before I set out to do it since it would be a rather large project.

The basic idea would be to redesign carriers and the role of fighters in Starfarer. The things this mod would focus on:

Fighters:

1) Fighters would be slightly smaller, much cheaper and cost less fleet points. This would allow for more fighter variety in fights and greatly increase the amount of fighters in any given battle.

2) To compensate for the increased number of fighters, all fighters would have their damage output reduced by 50% and hull/armor/flux/shield reduced by 25%. This way swarms of fighters would still be hard-pressed to overwhelm a large ship and wouldn't make fighter swarms the only way to victory.

3) Since reducing fighter damage would also decrease their respective weapons on larger ships, all fighters would get a built-in version of the same weapon only at half the damage. This way point defense weapons stay the same and would not have to be rebalanced and would be just as effective at missile defense as vanilla. The built-in weapons for the fighters would not be available to players and so would not cause confusion when suddenly one weapon does half damage and one doesn't.

4) Fighter sprite size and bounds would be reduced by either 25% or 50% to avoid too much clustering in combat.

5) Dogfights between fighters would also last longer since their effective defense would only be reduced by 25%. This would also make them harder to be taken out by standard point defense while not making them any more of a threat by their damage potential.

6) *in debate* This one I'm considering but not sold on how it will effect balance. Fighters will go an average of 25%-50% faster. Makes fighter battles intense and realistic, but again not sure if this will make them too hard to kill or not. May have to increase the turn rate of pd and anti-fighter weapons to compensate.


Large Ships:

1) Because many more fighters would be on the field, standard flight decks would be too few to make effective refitting efficient enough to value flight deck ships. To fix this, most (with a few exceptions) cruiser-class and above vessels will now have 1 or more flight decks in addition to their hangar space. Since most large ships now have flight decks, fighters can still regularly dock at a larger ship to resupply and repair. Also gives the game a bit more "Star Wars" or "Halo" feel in that all big ships dock and use fighters.

2) All hangar space would looked at to determine how many fighter wings one ship should be allowed to carry. (may not need to be changed)


Carriers:

1) Since the flight deck is no longer the valuable and distinctive trait that carriers have to stand out and account for their lack of armament, a new system would be designed to give carriers that distinctive feel from other ships. This would replace (or in some cases come alongside) the current ship systems for the carriers currently in the game. See second point for details.

2) Carriers now have the ability to field their own stock of fighters for free via the "drone" system. Carriers would have several wings of fighters and in some cases of capital ships bombers or other heavier craft that they could deploy or recall at will. Just like drones, fighters could be on escort duty for their home carrier, or left to roam the map and look for targets at will (I believe the A.I for drones is currently up to the task to make fighters at least mostly realistic and make bombers target large ships etc). Carriers could also repair(and maybe resupply) their own fighters. They would also have a reserve of fighters to replace in combat (though their would still be a limit).

3) Now the main benefits of carriers are the ability to always have fighters in every battle that you will not have to re-buy or cost crew if they are destroyed. They will also still generally have more flight decks than other ships as well.

4) The downsides of carriers are that they will have an increased FP and crew cost to accommodate for the units they can now field. Carrier fielded fighters also cannot be directly controlled and cannot capture strategic points nor in the case of bombers(I'm pretty sure this won't happen) will they assist in strikes. They will engage targets at their own discretion. Since they do not technically "use" crew they also do not benefit from veteran or elite pilot status.


How I think this will change Starfarer

1) Fighters will be more desirable to bring along without carriers because they are cheap, effective, great at capturing points and less of a money sink since most large ships have flight decks to repair and resupply them.

2) Large ships that are not carriers can better support fighters if the player wants to have a few wings without worrying that those wings will be too squishy without a carrier. In the case of bombers, they will no longer be a "one trick pony" as long as a larger ship is within the fleet.

3) Carriers still fill their iconic role since they make fighters even more effective in that they are free in all ways when fielding a carrier or two with the fleet with the needed downside that they are less versatile when coming from a carrier.

4) It will not in any way change the balance of frigate having fighter escorts since non carrier fighters are the same effectiveness with a slightly higher cost but more versatility.

5) Command points will become slightly more valuable since telling an interceptor wing to attack a frigate by itself will no longer be as advisable. Two or even three wings will now need to attack a pd loaded frigate to really be able to do the necessary damage. Fighters will still be great at harassing however.

6) Strikes by player controlled bomber wings remain unchanged since all bombers follow strike commands at once.


Summary

1) More fighters while maintaining balance.

2) Many ships have flight decks.

3) Carriers now carry and field their own "free" fighters at a cost in FP and crew.


***note that this will most likely be a total conversion mod since almost all of the data of the vanilla ships and will need to be changed to accommodate the new balance! Many mods will most like not be compatible!***


However, if I get the go ahead, I plan to implement this mod into Rise of Archeus so it will at least be compatible with that. That way their will be a vanilla version, a ROA version, and a ROA non carrier rebalance version.

If this gets underway and any developer wants this implemented into their mod (completely or as a standalone version) feel free to ask and I will try to either do it myself or give you the necessary info for you to do it.

So what do you guys think? What do you like/dislike? Anyone have anything to request? Does my reasoning seem sound balance-wise?

Do I have the green light? :P

55
Modding / Best File Uploader?
« on: September 20, 2012, 04:00:07 PM »
Hey everyone! I'm ready to release the beta version of my mod but I am ashamed to admit I have never used a file uploader before.  :-[ Any tips on which is the best/easiest?

56
Mods / "Rise of Archeus" *Beta Released v1.0*
« on: August 22, 2012, 03:01:04 PM »
The Rise of Archeus
 



"Rise of Archeus" has been released!

Newest Version: 1.0 *Compressed using 7zip*


http://www.mediafire.com/?vek64rkvrujrxw2


Install Instructions:

1) Download file 

2) Unzip using 7zip

3) Open directory

4) Open "mods" directory in Starfarer main directory

5) Drag "Rise of Archeus" directory into "mods" directory *

6) Run Starfarer and click "mods" on pop up window.

7) Activate Rise of Archeus

8) Enjoy!

**Note that there must only be one directory for "Rise of Archeus" - 7zip unfortunately automatically creates another directory of the same name on top of it and so you must remove it from that one so Starfarer will recognize it as a mod. To be sure, opening the "Rise of Archeus" directory should give you the "data" "graphics" and .json file not another directory of the same name. I will look into trying to do something about this in the future to avoid installation issues.**


A mod featuring 2 new factions with over 15 new ships and more than a dozen new weapons designed to fit into the balance of the vanilla Starfarer factions! While early release will feature the new ships, factions and fleets, future enhancements planned are:

1) A dense story driven single player experience that follows the tale of Archeus and his rise to power within the Corvus system. Players choose to support either Archeus and his Alliance in their goal to drive out the ruling powers of the sector, or the Hegemony and Tri-Tachyons under Lucian Corvus: the most talented scientist and CEO of the corporation. Bad blood between Archeus and Lucian stems from past betrayals and their differing vision of mankind's future.

2) Campaign missions and fleet operations based off of the current political conditions of the Corvus system.

3) Multiple A.I controlled player fleets and assets.

4) An explorable system with secrets that can unlock new technologies or dangerous enemies.

5) Ground units, planetary invasions and exploration in real time combat.

*Note planned enhancements are mostly dependent upon the flexibility of the modding options given to players and rely on future versions of Starfarer.*


Ships: Alliance

F32 Viper - Interceptor
Spoiler


[close]

F24 Vanguard - Heavy Fighter
Spoiler


[close]

Hunter - Frigate
Spoiler


[close]

Pathfinder - Carrier
Spoiler


[close]

Raptor - Cruiser
Spoiler


[close]

Executor - Battlecarrier
Spoiler


[close]


Ships: Archeus

Blade - Interceptor
Spoiler


[close]

Nightmare - Heavy Fighter
Spoiler


[close]

Krakken - Heavy Bomber
Spoiler


[close]

Scythe - Gunship
Spoiler


[close]

Striker - Frigate
Spoiler


[close]

Lancer - Missile Destroyer
Spoiler


[close]

Templar - Carrier
Spoiler
[close]

Justicar - Cruiser
Spoiler


[close]

Paladin - Battlecruiser
Spoiler


[close]

Omega - Command Battleship
Spoiler


[close]


Credits:

Dante80: Hunter and F32 Viper models from "Lotus" Pirates mod

Medikohl and Spiral Arms: Pelican and High Tech Eagle used as a basic template for the design behind the Templar and Paladin

and of course

Alex: For making this game and allowing it to be modded!



57
Modding / Working System Defense Fleet?
« on: August 18, 2012, 12:06:45 AM »
So I am having a problem with my system defense fleet spawn. It works fine except that it spawns a new one every couple of days and begins to saturate the whole system. I have a feeling it has something to do with the gen file but my understanding of code is limited. Anyway here is the gen file entry:

Code
ArcheusSpawnPoint2 archSpawn2 = new ArcheusSpawnPoint2(sector, system, 5, 30, archstation1);
system.addSpawnPoint(archSpawn2);

for (int i = 0; i < 2; i++) archSpawn2.spawnFleet();

I was wanting it originally to only spawn a max of 2 fleets but I guess I am not completely understanding how its working here. Any takers?

If more information is needed ill post it.

58
Modding / Destroyer A.I Fight or Flight
« on: July 27, 2012, 05:42:59 PM »
So, what determines the fight or flight response for ships? I made a destroyer that for whatever reason is as skittish as a cat in a thunderstorm. It books it full thrusters in the other direction any time an enemy pings on its scanners. The only things it ever reluctantly engages are things that are faster than it. At first I thought it was number crunching... but whenever I take control I can down several fighter wings, a destroyer and even a light cruiser single-handedly. So I don't think the number crunching should turn a lasher into an onslaught that should be avoided on penalty of death. I noticed destroyer ships I have made tend to act this way. Is it coded into the destroyer hull size A.I? Destroyers do tend to be carriers or fire support... but there are a few who do not act this way.

Anyway, anyone have similar problems with autopilot and/or npc A.I acting this way? I'm not talking the usual won't commit to capitalize on an overloaded or venting foe issues. I'm talking full on retreat without even trying to get into firing range no matter what size or shape the enemy comes in.

59
Modding / Log Error Assistance (Code included)
« on: July 22, 2012, 12:02:29 AM »
Quick question, I am receiving this error message after adding a new spawn point for the Tri-Tachyons:

Code
8965 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.ArcheusSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ArcheusSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/ArcheusSectorGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/MilitaryTriTachyonSpawnPoint.java" does not declare class "data.scripts.world.MilitaryTriTachyonSpawnPoint"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6054)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4568)
at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more

Now, I have tried making a new separate faction file for this particular department of the Tachyons and modifying the fleet compositions to be more militarized. Then in my generator file I add the spawn point at a new station close to Corvus (III?) where the corporate headquarters are. I have also made the specific spawn file that it references here:

Code
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;

import data.scripts.world.BaseSpawnPoint;

public class MilitaryTriTachyonSpawnPoint extends BaseSpawnPoint {

private final SectorEntityToken station;

public MilitaryTriTachyonSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor,
SectorEntityToken station) {
super(sector, location, daysInterval, maxFleets, anchor);
this.station = station;
}

@Override
protected CampaignFleetAPI spawnFleet() {
//if ((float) Math.random() < 0.5f) return null;

String type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.6f) {
type = "raiders";
} else if (r > 0.3f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}

CampaignFleetAPI fleet = getSector().createFleet("militarytritachyon", type);
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

fleet.setPreferredResupplyLocation(getAnchor());

if (type.equals("scout") || type.equals("raiders") || type.equals("attackFleet")) {
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
if ((float) Math.random() > 0.3f) {
//fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.ATTACK_LOCATION, station, 50);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 20);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}
}
return fleet;
}

}


So my question is... what in the heck does it mean by the generator file is not declaring a class for the spawn file???


60
Modding / 0 flux generation bug?
« on: July 18, 2012, 02:40:20 PM »
Ok so my mod is just a few play tests away from release, but I am having an issue with one of my custom weapons. It uses the vulcan cannon spite and weapon file slightly modified. The problem I am having is that when I put 10 energy per shot into the weapon data spreadsheet, it shows up in game as 0 flux generated in the weapon groups with "NaN" in the flux per second category of the weapon description. Not sure what could be causing it. Any ideas?

Here is the weapon file:

{
   "id":"pdplasma",  # this id must match what's in the spreadsheet
   "specClass":"projectile",
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/vulcan_cannon_turret_base.png",
   "turretGunSprite":"graphics/weapons/vulcan_cannon_turret_recoil.png",
   "hardpointSprite":"graphics/weapons/vulcan_cannon_hardpoint_base.png",
   "hardpointGunSprite":"graphics/weapons/vulcan_cannon_hardpoint_recoil.png",
   "visualRecoil":3.0,  # the gun sprites are only used if this is non-0
   "turretOffsets":[12, -2, 12, 2],
   "turretAngleOffsets":[0, 0],
   "hardpointOffsets":[17, -2, 17, 2],
   "hardpointAngleOffsets":[0, 0],
   "renderHints":[RENDER_BARREL_BELOW],
   "barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
   "animationType":"MUZZLE_FLASH",
   "muzzleFlashSpec":{"length":20.0,   # only used if animationType = MUZZLE_FLASH
                  "spread":0.0,
                  "particleSizeMin":12.0,
                  "particleSizeRange":12.0,
                  "particleDuration":0.12,
                  "particleCount":12,
                  "particleColor":[100,100,255,255]},      
   "projectileSpecId":"autopulse_shot",  # projectile that will be fired
   "fireSoundTwo":"energy_pulse",
}

Keep in mind that the two other small weapons that use different gun sprites that I use on my fighter wings don't seem to generate any flux either.

I'm stumped  :-[

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