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Messages - WarStalkeR

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61
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 12, 2012, 02:33:44 AM »
What exactly do you work as? (It's very interesting to know what pepole work with, i can tell you ;))
Computer Forensics, Malware Analysis. Does it satisfies your interest now? :P

62
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 11, 2012, 11:40:05 AM »
As much as I would love to see the other 4 factions implemented by the next release, Warstalker is just one dude. So, it'll be ready to release when it's ready to release.
Thanks for understanding. IRL work takes much time.

63
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 10, 2012, 08:11:50 PM »
WAR STALKER YOU MOD SPAZ TOO :D. I just found this mod on there that you are working on too :P, How long you played it for?
Finished it a couple of times - when it was beta, when it just came out, and once more before mod tools arrived.

i got SPAZ too but starfarer is so much more awesome
They both got their cons and pros. In SPAZ you can equip shield generators, new armors and new engines and new reactors. In addition SPAZ has speed reductions weapons as well as cloaking/detections system and tractor beams. In addition in SPAZ there are lot of damage types and you can change resistance of shields and armor freely.

While Starfarer provides realistic physics and drive system. Weapons in Starfarer are far more realistic then in SPAZ. In addition Starfarer has quite big possibilities in weapons' effect modding part.

Strafarer is more tactical. SPAZ is more arcade like. In addition SPAZ 2 will have multiplayer, something that Stafarer will never have. In addition Tiy (developer of Starbound, you can find him on IRC and ask questions) told me, in order to make a multiplayer game, you must start implementing it when you're writing game engine from scratch. So that means Starfarer will see multilayer, only if Alex will decide to do it in Starfarer 2.

64
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: June 06, 2012, 06:26:18 PM »
i did permitted myself in boosting their dmg a tad... which was more effective vs flux used so if finally happy to use railgun and feel awesome
In my dev version I changed all railguns damage type to ENERGY in order to keep them balanced, but not useless against Hierarchy's armor.

65
Announcements / Re: Blog Posts
« on: June 04, 2012, 07:31:34 PM »

66
Announcements / Re: Blog Posts
« on: June 04, 2012, 10:39:40 AM »
I took down *many* battleships.
But you never took down Rifter with Chimera :P
http://xpri.killmail.org/?a=kill_detail&kll_id=7673147

So, it looks like lots of players here are from EVE Online :) Nice to know, nice to know :)

67
Announcements / Re: Blog Posts
« on: June 04, 2012, 04:09:11 AM »
Alex, you've said these system can't be disabled, but can they be suppressed by other subsystems?

I vote for radar jammers and stasis webifiers next as ship systems! :)
Only if I can get my energy neutralizers and tracking disruptors... and cloaking device for my pilgrim
Hey! Both of you! It's my ideas sent to Alex 100 years ago!

Tractor Beams - to catch ships and bring them closer to you.
Lockdown Modules & Stasis Webifiers - modules to slowdown/stop enemy ships.
Weapon Disruptors - decreases weapon range and accuracy.
Stealth Devices - hides ships from radar, but not from eye.
Cloaking Devices - hides your ships from enemy. Uncloaks (or not, depends from device) when starts shooting.
Scanners - to scan the ships for additional information or for cloaked ships.
Scramblers - to resist scanning (scanner strength vs scrambler strength)
Missile Jammers - jams the missiles from course or even redirects it back at enemy.
Damage Over Time - something like acid on the ships hull, or sprayed in space waiting for victim.
Remote Repair Systems - that can temporary fix ships hull.
Energy Focus Systems - ship A transfers its energy/flux regen to ship B to increase its weapon output.

For example:
Burn Drive and Combat Thruster could be countered by Stasis Webifier & Lockdown Module (disable main engines, but allows rotation).
Weapon Disruptor that can affect weapons accuracy and Targeting Module that can suppress or decrease effect of Weapon Disruptor.
Stealth Device that will hide ship from tactical display and Combat Radar that will reveal hidden ship and increase detection range.
Cloaking Device that will make ship invisible, but can be disrupted by Combat Sensor and damage from weapons of enemy ship.
Scramblers that can hide info about your ship like damage and what weapons installed and Scanners that can suppress Scramblers.
Missile Jammer unlike flares can redirect incoming missile to another location or back at enemy ship.
Teleporter and Jump Drive can be countered by Warp Disruptor, that within limited range can block them & etc.

68
Mods / Re: Independent Defense Force
« on: June 01, 2012, 11:26:27 AM »
Glad to see you over at SPAZ dude.
I'm not wasting my time :)

69
Mods / Re: Project Ironclads, version 2.6 (0.52a with campaign)
« on: June 01, 2012, 11:25:45 AM »
That ship turned out to be far too large...
That's what I call a Battleship! Will ISA have one like this too? :)
With this ship RSF surely will be able to put good fight against Hierarchy :)

70
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 31, 2012, 12:14:43 PM »
Can you reduce the upkeep cost of supplies or reduce the amount of crew required for the ships while making the crew more expensive to make up for it?
Upkeep can't be reduced, but amount of troopers in ship can be. It's fixed already in my developers version.

71
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 28, 2012, 09:38:52 AM »
Because it was unique :D
Now it's not :D

72
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 28, 2012, 03:56:33 AM »
Updated look for TimCORP ships:

Next ones are TimCORP-style weapons :) Because every race must have own weapons to look unique :)

73
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 27, 2012, 04:41:54 AM »
Actually, now after some testing in simulation mode, it turns out the Autofire AI does not use the Phase Inversion Emitters at all.
All other weapons turned off and only the group with the beams turned on, they will not even point in the direction of the enemy, let alone fire.
Replace current weapon_data.csv with this one downloaded from Mediafire. It wasn't issue on 0.52a, but when 0.52.1a came out I found about this problem too.

74
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 26, 2012, 09:11:12 PM »
How you manage to get the signatures of some functions, only by looking at the script done by Alex and others or you have some kind of doc on the API? I would be very interested to get more details.
It's easy. In .\Starfarer\starfarer-core\ you will find file starfarer.api.zip, just unpack it and read through its files. All Java functions are in there other things that used by people, but not written in there is Java Magic ;)

Also, you spoke some days ago of the possibility of adding a spawn point outside of Corvus.java, how would you do that without spawning again and again a spawn point each time the code trigger?
You just add some global variable like bool spawnpointenabeled = false; and add part to function that checks status of variable.

By the way, everything is handled by spawn point right now? How to trigger an event that would not be a spawn point and still fire every x days or under another condition? Say I would want to have in corvus.java an event that fire every day, but not tied to a faction, how can I do that?
That I don't know, I think in this case we need ask Alex how to use in-game timer without being tied to faction.

75
Mods / Re: Fight For Universe: Sector Xplo (1.0.1.7)
« on: May 26, 2012, 06:11:05 AM »
What are the tools you use to debug your scripts warstalker? Currently I need to run, get a crash, check the log, rince & repeat.
Yep, it's what I use. I launch game, getting a crash, then checking the log.

I would want to get something more along the line of visual studio compiler, i.e first verify syntax, and then compile the code before launching the game.
Hmm... The game itself is compiler for scripts, but for syntax verification you can use Notepad++, it helps with it, just don't forget to set language to Java.

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