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Topics - TrashMan

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61
Suggestions / Weapons, timing, ammo and the AI
« on: January 15, 2015, 01:13:45 AM »
Hypothetical scenario:

you have ships with 3 weapon groups - 2 energy weapons, 2 HE weapon and 2 kinetic weapons.

Energy weapons are effective against everything, so when they auto-fire, you don't worry.
Kinetic weapons are mostly against shields, but can damage the hull. Since you want the shields to stay down, you generally wont' mind those guns shooting non-stop (unless ammo is low)
HE is against hull and you want them to unleash when the shields are down.

The player can manage that. The AI? Not so well.
How many torpedoes and limited shots do AI ships waste? How many times do they unload all of your HE torpedoes on a capital ship with full shields?

This holds especially true for weapons with low ammo but high damage (such as torpedoes), but it also applies for the new clip system. Long reload times and only a few rounds in a clip, means that a useful weapon will be in a reloading cycle when you need it most.

So a way to control when the AI will use a weapon group.
"Fire only if you have a clear shot at the hull"
"fire only at shields", etc..

I guess one could base it on damage type, but problem is you can have weapons that deal any kind of damage that have tons of ammo or no ammo, so conservation or timing isn't an issue for them.
 

62
Suggestions / Fighters and their viabiltiy vs. big ships and guns
« on: January 13, 2015, 01:29:52 AM »
The problem with fighters isn't that they are fragile - it's that every weapon can hit them.
Realistically, you SHOULD be able to  hit a fighter with any weapon - there are even recorded events of fighters being brought down by the big guns of warships - HOWEVER, in RL fighters can evade in 3 dimensions, making it hard to hit them.
In the game it's 2D, so fighters die like crazy, especially to beam weapons.

IIRC, hints can be used to specify weapon roles/behavior? Dunno if there is a hint that tell the game to not use this weapon against fighters, but even if there was, fighters still get his too easily.

The only way I can think off to address this would be an evasion parameter for fighters.
Shots from weapons that don't have a PD flag have  a x% chance to not hit/pass trough/above/below.

That way, swatting fighters out of the sky with your big guns would be more difficult and PD and fighters will have more value

63
Modding / Custom Fleets?
« on: January 07, 2015, 05:34:36 AM »
So..I make this file and place it in scripts

Code
package com.fs.starfarer.api.impl.campaign.fleets;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.FleetDataAPI;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import com.fs.starfarer.api.fleet.FleetMemberType;
import com.fs.starfarer.api.impl.campaign.ids.Factions;

public class CustomFleets {

/**
* To add a new fleet:
* 1) Make a copy of this method
* 2) Call it from spawn()
*/
private void spawnVNSFleet() {
CampaignFleetAPI fleet = Global.getFactory().createEmptyFleet(Factions.VNS, "1st Fleet", true);

FleetDataAPI data = fleet.getFleetData();
FleetMemberAPI member = null;

// add a fleet member with a custom name
member = Global.getFactory().createFleetMember(FleetMemberType.SHIP, "archangel_standard");
member.setShipName("VNS Archangel");
data.addFleetMember(member);

// add a ship and a fighter
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_avenger_mk2_strikeE"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_prometheus_standard"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_dedalus_standard"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_fury_std"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_cobra2_assault2"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "vns_cobra2_assault2"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "ASF14_wing"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "ASF14_wing"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "PhnI_Spec_wing"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "PhnI_Spec_wing"));
data.addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "Armageddon_wing"));



// makes fleet not need supplies or fuel or crew
FleetFactory.finishAndSync(fleet);

// add fleet to a star system and set its location
LocationAPI location = Global.getSector().getStarSystem("vanyar");
location.addEntity(fleet);

SectorEntityToken planet = location.getEntityById("avalon");
fleet.setLocation(planet.getLocation().x, planet.getLocation().y - 500);

// give the fleet an assignment (1000000f days ~= forever)
// the fleet tooltip will show it as "<relationship level>, doing something" - i.e. "Neutral, doing something"
fleet.getAI().addAssignment(FleetAssignment.ORBIT_AGGRESSIVE, planet, 1000000f, "defending Avalon", null);
}


/**
* This is called from CoreCampaignPluginImpl.onNewGameAfterTimePass().
*/
public void spawn() {
spawnVNSFleet();
}
}

doesn't work. Java compile error.

Can anyone help?

64
Suggestions / Field repair vs. full repair
« on: January 05, 2015, 02:03:56 AM »
Field repairs are nice, but let's face it, you need a proper drydock to repair some damage done. Duct tape is there to hold it in place temporarily.

Maybe having systems that are field repaired operate at reduced efficiency (not much..say 10% for every time it gets taken out, but up until some minimum) or hull and armor not being repaired to 100% (but 90%).

That would means visiting shipyards/drydocks or having a specilized repair ship would mean something.

65
Suggestions / Story/Campaign(s)?
« on: January 01, 2015, 01:33:17 PM »
Starsector is great, but it feels kinda ...empty.


Which is why I want to bring to attention Escape Velocity: NOVA.

It's an old game and simple, but it did space exploration great.

Story was told trough simple text+image, and simple variable checks, but you had a large galaxy, multiple factions and many story/plot lines you could follow, with branching paths and betrayl options.

66
General Discussion / Starsector and market stability
« on: December 20, 2014, 04:29:35 AM »
Does anyone else find the market stability mechanic to be wonky?

Why do stable planets have high prices and unstable ones low prices? Adding a trade center to a location (+10 stability) basically means that a major trading location has horrible prices.

I just don't get this. Wouldn't common logic dictate that a stable market would have stable prices (tending towards the median), while unstable ones would have prices fluctuating wildly?

67
Modding / How to best track down errors?
« on: November 25, 2014, 12:17:33 PM »
So I'm using Okims Ironclads mod. All well and good. But I made my own additions to it a few version ago (new faction with a few new ship, 1 new weapon and  new hull mod).
Now I'm positive I added everythig that's necessary, but I get this:

Code
4585 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: Unterminated string at 157 [character 0 line 12]
org.json.JSONException: Unterminated string at 157 [character 0 line 12]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONTokener.nextString(JSONTokener.java:249)
at org.json.JSONTokener.nextValue(JSONTokener.java:349)
at org.json.JSONObject.<init>(JSONObject.java:195)
at org.json.JSONTokener.nextValue(JSONTokener.java:352)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.ô00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


Where the hell do I even being to look?

68
Mods / VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« on: May 07, 2013, 03:20:24 AM »
*** UPDATED FOR 7.1 AND IRONCLADS 10.2 (28.01.2016) ***


WHAT DOES THIS ADD-ON ADD?

- 1 new faction
- 1 new system (Vaynar, dead center on the map)
- new weapons
- many new portraits
- new ships


v6.5 DOWNLOAD
http://www.mediafire.com/download/fdiwj2ibda77ac2/VNS_MOD_v6.5.rar



v6.5 changelog:
**************
- several new weapons
- more and tweaked variants

v6.4 changelog:
**************
- several new weapons
- more and tweaked variants
- balance changes


v6.3 changelog:
**************
- fixes to new ships and weapons not appearing
- more variants
- fixed Ironclads bounty
- minor tweaks


v6.2 changelog:
**************
- new weapons
- 2 new ships
- new sounds
- more tweaks
- XLE and VNS start hostile (enjoy the fireworks)



v6.1 changelog:
**************
- tweaked variant loadouts
- a lot more ship names
- shortened some ship class names so they fit in the buy window
- added 2 new hull mods.
- added 1 new ship - the science vessel.
- more minor balance tweaks
- doubled price on every commodity and slightly reduced tarrifs
- Implemented the full new portrait pack (80 male and 54 female + the originals). Assigned a few portraits to ISA, UIN, RSF and XLE



IMAGES, GLORIOUS IMAGES


Updated ship lineup:




Archangel vs. Dreadnought


Fancy new portraits


Stardust Cruise Missile in action


Armageddon bombers in action






INSTALLATION:
It's very simple to install - install Ironclads and just dump this onto it overwriting when necessary. Not a single stat, ship or weapon from Ironclads has been changed.

69
General Discussion / 40K influence
« on: May 02, 2013, 05:32:16 AM »
Dominion of Man....the great fall... lost technology....stored in Standard Template Constructs..oh, pardon me.. Universal Acess Chips.

Don't tell me you arne't seeing this.

Of course..there are no SPEHS MUHREEENS....that we know of. ;D

70
Suggestions / Self-repeairing hull
« on: April 29, 2013, 11:22:09 PM »
Just one thing I miss so far. Thwe are some ships I modded into other games and am now trying to put them in Starfarer. And I had this advanced fighter with nano-repair systems...meaning it repairs itself mid-fight slowly.

I know fighters can repair on carriers and ship in general can repair after fights.

Any chance of adding such a functionality?

71
General Discussion / Interesting game
« on: April 29, 2013, 04:54:46 AM »
Very, very interesting game, with a great combat system.

That said, I do have a few questions.

1) Campaign is mentioned. But there doesn't seem to be any story or anything...you just fly around and fight without any actual purpose (other than to get a bigger ship). I take it that will change in the future with an actual campaign?

2) Is the whole game supposed to take place in 1 system?

3) The industry skill group doesn't do anything ATM. And trade is non-existant. What is exactly planned for the future? Privately owned trade-stations? Fluctuating prices on the market?

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