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Messages - TrashMan

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1306
General Discussion / Re: 40K influence
« on: May 02, 2013, 11:22:34 PM »
Indeed good Sir. Indeed.

But the point was that the depth of human stupidity and greed are such, that few things surprise me anymore.

1307
Check that the image has been saved with a bit depth greater than 8

I did, that wasn't the problem.
And for some reason the ships started working. Funnily enough, I had to open them in the editor and re-save them. Why did that work?
Your guess is as good as mine....

1308
General Discussion / Re: 40K influence
« on: May 02, 2013, 02:13:53 PM »
Given what some people managed to get away with copywriting, I can't blame them for trying.

1309
I'm experiencing the wierdest bug ever.

I made my own faction, addied it to the game (using Ironclad mod) and it's ships (3 fighters, 1 frigate, 2 de's, 1 battleship)

Thing is, the 2 DE's down show up graphics-wise. They are in the System Defene Fleet, but they are invisible. The other ship show up normally.

I checked, double-checked and tripple-checked everything. Cant' find anything wrong or off. When I load the ship file in the editor, it opens the ship image normally.

1310
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

1311
Silly question:do comments (// texthere ) in .ship and .variant files work?


I would really help with turret groups, especially since I'm working with similar ships with different weapon setups

1312
WEll, I checked hte shadow order mod and I followed hte logical steps..still n oworky...

What I did:


Added this to the hullmods folder:

Code
package data.hullmods;

import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

import java.util.HashMap;
import java.util.Map;

public class InfusedHull extends BaseHullMod {

public static final float REPAIR_FRACTION = 1f;
public static final float REPAIR_BONUS = .99f;

private static Map mag = new HashMap();
static {
mag.put(HullSize.FIGHTER, 3f);
mag.put(HullSize.FRIGATE, 1f);
mag.put(HullSize.DESTROYER, .75f);
mag.put(HullSize.CRUISER, .5f);
mag.put(HullSize.CAPITAL_SHIP, .25f);
}

public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
stats.getHullRepairRatePercentPerSecond().modifyFlat(id, (Float) mag.get(hullSize));
stats.getMaxHullRepairFraction().unmodify(id);
stats.getMaxHullRepairFraction().modifyFlat(id, REPAIR_FRACTION);
}

public String getDescriptionParam(int index, HullSize hullSize) {
if (index == 0) return "1";// + ((Float) mag.get(HullSize.FRIGATE)).intValue();
if (index == 1) return ".75";// + ((Float) mag.get(HullSize.DESTROYER)).intValue();
if (index == 2) return ".5";// + ((Float) mag.get(HullSize.CRUISER)).intValue();
if (index == 3) return ".25";// + ((Float) mag.get(HullSize.CAPITAL_SHIP)).intValue();
return null;
}
}



Added this line to hullmods.csv

"Nano-Infused Hull","infusedhull",,0,0,0,0,"data.hullmods.InfusedHull","Repairs %s/%s/%s/%s percent of the ships hull per second."



And this is how my fighter variant looks:
Code
{
"displayName":"Advanced Fighter",
"hullId":"PhnH",
"hullMods": [infusedhull]
"variantId":"PhnH_standard",
"fluxVents":0,
"fluxCapacitors":0,
"mods":[], # array of strings

# mode is either LINKED or ALTERNATING
# slot ids (WS ***) must match what's in the .ship file
"weaponGroups":[
{"mode":"LINKED",
"weapons":{
"WS01":"20mm_rc",
"WS02":"20mm_rc",
   },
},

{"mode":"LINKED",
"weapons":{
"WS03":"stingerx2",
   },
},
],
}

1313
Yeah I did put it in.....
unless.... I removed it by accident when I was re-workign all the stats. Now I'll have to check.

1314
Suggestions / Re: Self-repeairing hull
« on: April 29, 2013, 11:51:14 PM »
Actually, I was thinking it more as part of a standard ship stats... as % of armor(or HP) repaired per second ...which defaults to 0.
This makes it far more flexible as you can give different ships different rates.

And than you can add a system/module that adds to this value.

1315
Suggestions / Re: Abandoned Station Loot
« on: April 29, 2013, 11:44:23 PM »
The thing with the abandoned station is that if you can bump into it and store stuff there, someone else can bump into it and take your stuff.

Would be cool if you get a pop up "Pirate Scavengers heaaded for abandoned station" and then you have to defend your storage.

Of course, one thing that HAS to be there is for ship to eventually abandon an attack after a few failed attempts. It would be tiresome to chase off a pirate fleet, only for it to outrun you and then turn back around, trying to attack that outposts again and again and again.

1316
Suggestions / Re: Fighters and heavy weapons
« on: April 29, 2013, 11:33:55 PM »
Chance as a game mechanic can create extremely bad situations.
A Fighter has a miss chance of 30%. So 2 misses in a row have a 9% chance. 3 misses in a row have 2.7% chance.

Meaning this:
If you get attacked by a wing of Dagger bombers (3 fighters iirc?) and you have 5 PD slots. For simplicity I go with 2 salvos per PD, only salvos get calculated. What PD system is not important right now.
Of 5 salvos, only 2 hit. Of the next salvos, only 1 hits. So 3/10 hit. 1 fighter got hit twice, 1 got hit once, and the last one got away without getting hit anytime. The next attack goes exactly the same way, and so on.

On one side you have a "heroic" dagger pilot, on the other the very annoyed capship pilot who wants to kick the gunners of the PD out of the airlock.
Point being, it is improbable, but not impossible. Reduced damage however is consistent.

And if you're worried about lore before gameplay: PD is not capable of hitting fighters with the entire salvo, but only with 30%. Chance in lore, stats in gameplay.

If you ever bothered to read real accounts for wars and battles, you will find that it was choke full of just the situations you describe.
Chance and luck play a big part in combat.

I for one welcome chance and percentages, because it makes sense and adds a sprinkle of unpredictability.
You might think of that as bad, but that's something any REAL commander has to deal with.

1317
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?

1318
Shielded fighters?

I saw one or two in the screenshots, but so far I'm unable to replicate it. I tried several types of shields and various values, but my fighters still don't have shields.

1319
General Discussion / Re: Interesting game
« on: April 29, 2013, 05:15:03 AM »
Please excuse me, I have to go die from shame....

1320
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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