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Topics - Morrokain

Pages: 1 2 3 [4]
46
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

47
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?

48
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!



49
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.

50
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.

51
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???


52
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  :-[

53
Modding / Weapon Modding Tutorial?
« on: June 23, 2012, 08:33:33 PM »
Anyone know of a good weapon modding tutorial anywhere even if only the basics? I already looked at the csv data entry explanations but I am more looking for a how-to of setting certain sprites to certain weapon effects and how the recoil animations work and that sort of stuff.

54
Suggestions / Planet/Station invasions w/ assault forces
« on: June 07, 2012, 02:16:20 PM »
I would like to gauge the community response to this topic. So marines are already an active part of the "personnel" slot of your cargo hold for the purpose of boarding ships, but they are pretty much just a resource mechanic used to acquire combat spoils right now. I would like to implement marines and other assault forces such as tanks, assault mechs and other military units in a more hands-on actual combat phase to take over ships (small engagements), stations (medium) and full scale planetary invasion armies (large). Obviously auto resolve would still be there as a viable though less effective alternative for those uninterested in this facet of the game. For those who don't care about game design and just want the gorey details skip paragraph 2.

Ok here are my reasons/design philosophy behind this aspect of the gameplay. The combat system put in place is honestly one of the best I've seen in my 21 years of gaming for 3 reasons: 1) it is addicting and fun, 2) it is intelligent in terms of A.I implementation and design philosophy and 3) it is simple yet complex at the same time. Lets flesh this out a bit. Addicting and fun is straightforward enough, but what makes it this way? Well the other two both come into play. A.I controlled allies and enemies are intelligent and rarely frustrate players and sometimes even wow them. The combat system itself is intelligently designed with gratifying sound and graphical effects. As a player you get the feeling of actually being in control of your ship while still getting the benefits of fleet command without the micromanagement nightmare that is most strategy games. That is good game design at its core; few of the drawbacks and all of the benefits. As you can see this a detailed description of the third point. Starfarer is a simple game on the surface. You control a ship with four directional keys (five if you count shift as a way to strafe or set auto-fire weapon groups) and fire with one click of the mouse. Changing weapons is easy to reach on the keyboard and shields are turned on and off with another mouse click. One more key for flux ventilation and that is the entire combat control scheme in three sentences. Now juxtaposition that to the veritable manual a game like Eve requires to learn its combat. Starfarer is both easy to pick up and immediately gratifying as your lasers and missiles start illuminating your enemies in deadly fiery explosions. However, once you learned the basics you quickly realize it's not as simple to master as it is to learn. Different weapons have different strengths. Timing your anti-armor high explosive missiles to hit just after a flux or overcharge requires finesse and planning. Knowing when to vent flux yourself is a challenge and good players learn to ride the thin line between overload and high energy weapon output that make or break tough engagements. This description doesn't even get into coordinating with your allied forces, ship setup, variant management and so on. So it may be more complex at a closer look, but this only adds to the depth and appeal of the game overall. Also I'd like to take a moment to remind everyone that this is an Alpha! Holy crap!  :o

So why mention all of this? Brownie points with Alex? Well that has a grain of truth to it but is besides the point! ;) The real reason I bring this up is because the system in place for the current game is flexible yet powerful enough to support a new aspect of gameplay; one that I believe would add further depth and realism to the empire building enthusiast while also giving players another fun thing to do: ground battles and planetary invasions. So how would these work?

Assault forces would be another resource tab like fleet points and personnel. It would scale greatly by hull size with frigates only being able to carry a couple infantry groups and a light vehicle and capital ships able to carry multiple armor groups, infantry squads and even experimental super weapons platforms. Assault forces would be bought at stations for far less money than ships and be able to be modified and outfitted in a separate tab and refit section just as the fleet would. Each faction would have a distinct style of ground force to further identify factions and stay in line with high mid and low tech art design respectively (Hegemony tanks would look like traditional modern tanks while Tri-Tachyon would have mechs or hover tanks with shields for example). Assault units would be just as varied as ships in terms of strengths and roles. Infantry would play a skirmisher/harassment role similar to fighters and be able to distract and pin down larger units and take out dangerous anti-armor infantry squads. Fast Light Assault vehicles would be great at capturing objectives and flanking enemy forces and could also be outfitted to excel at taking down infantry. Medium armored vehicles would be slower yet pack a punch and play multiple support roles depending on its weapon installed (i.e aoe shells, armor piercing, emp). Heavy vehicles and super weapons platforms would be the real heavy hitters and the ones who comprise the backbone of the force. These bad boys could break through shielded installations and destroy enemy point defenses that would be tough for lighter units to crack. Long range support vehicles could create artillery fire or take out high priority targets. Depending on your fleet composition you could even call down orbital planetary bombardments or strike craft bombing runs depending on capture points. There is a lot of gravy here.

Ground assault maps would be easy to implement on the current combat map and work just like any other engagement. You deploy a set amount of forces depending on the type of engagement, number of forces you have and the map itself and capture points to bring down reinforcements and give force wide bonuses and intel. The difference is the background would be terrain and nebulae and asteroids would be replaced by high ground, muddy terrain, water and rocks/trees/brush and the like that all would direct the flow of combat and influence tactical decisions. An A.I mechanic that could be limited to ground assaults would be the "Take cover!" command for infantry or other forces that would make use of nearby terrain to reduce or negate damage of incoming missiles or other projectiles and cost command points. The physics system of inertia would be limited to hovercraft and aerial units. The beauty of the combat system is that it is simple enough to easily make this happen while still being complex enough to make it fun tactically challenging.

The rewards for a successful assault would differ depending on the type of engagement. Ship boarding would obviously give you control of the ship in question. Station assaults would either destroy an enemy station or once the economy is present in the game give you control for a repair and resupply point as well as a potential trade route for income. The large scale planetary invasions could have many, many rewards. Small fleet wide bonuses, resource production, trade income, ship building facilities, strategic strongholds along important space lanes, faction bonuses, new technology options or research, new hull modifications or even artifacts for new ship or weapon designs are just a few I have in mind. The possibilities for making this mechanic a fun and desirable aspect of the game are endless.

So what if you are a naysayer? What if you came to Starfarer to fly space ships and pew pew fighters to an untimely demise and tanks and infantry aren't your style? What if you are a troll and just like to disagree? Well that's another way Starfarer's current game design favors bold new directions like this. For those who don't want to bother or could care a less about ground stuff, simply auto-resolving these battles should be a viable option (though maybe an ever so slightly less cost effective one since we don't want to gift wrap anything to those who would like to play things out) just as it is for fleet engagements now. This would allow players to essentially skip this part of the game if they so desire while still getting the rewards of planet and station capture. Don't want to have to outfit two fleets? Well once you set up the variants for your ground forces reequipping new forces is just a click away. Still not satisfied? Variant presets make it even easier. Flexibility in player choice and play style is always important in any game.

For those who are interested, ground battles add several nice things to the game: 1) new things to look at and a change of scenery, 2) further development of faction identity and lore, 3) greater realism and logistical design without over complexity and pointless gimmicky additions that serve no purpose to the overall game goals, 4) new units, weapons, and tactics to play with and most importantly 5) more fun!

So for anyone who got through that wall of text, what are your thoughts? New ideas/suggestions? Reservations? Baseless flaming?

55
Modding / Modding Weapons Graphics: Possible?
« on: June 02, 2012, 07:21:06 AM »
I was just wondering if its possible to modify the turret sprites of different weapons or change their projectile graphics? I see a tool for opening ship files (which I've experimented with already) but not weapon files. Any hints in the right direction?
 

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