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Messages - Lakis

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31
One more coding technical note. If you are trying to get your ships in balance with vanilla I would have to tell you that a frigate sized carrier is not a good idea. It is impossible to balance, hence why you don't see any in vanilla. If you want some good reasons, talk to Mesotronik, he and I had an in depth conversation on the subject when I tried the same thing.

If you want to still be able to launch the Nail fighter from the Aenet, consider changing them to a drone. That would make it more balanced. If you want to keep the PD drones as well, keep in mind that you can give drones drone systems effectively giving your ship two drone sets. Just be careful not to go overboard with that.

Anyway, keep it up! You have the talent and potential you just need to refine it (hell I still have a long way to go). Everything is a step toward getting better.

Hehe, we've never really had the intention to do a frigate carrier, but a frigate drone Carrier though is far more likely! Hence the Drone ship system.

I have no plans currently to do that, it sounds fun for a test, but for overall game play it wouldn't be as much fun simply because you'd stomp too many people too fast with such a swarm... *shudders*

===============================================================================
Spoiled to reduce size.

Spoiler
Alright, I gave your two ships (I skipped the fighter) a run through. Here are my findings :)

First, aesthetically, the ships look a little color-pencil-y. This obviously doesn't fit in with the vanilla ships. but that is up to you. Spriting (as I know from experience) is not easy and people all have their own styles. IF you want to get closer to SS style ships, I would read some blogs on spriting which I posted links somewhere and if you want them I think I can dig them up.

Operationally, both ships ran out of their effectiveness very quickly. (much quicker than the vanilla ships) Which made it difficult to have longer battles which will come up in my next point.

Next, the weapon choices forced any engagement to be very long. In my example I made a quick mission pitting the ships against 1 brawler and 1 hound.

The Aenet was dreadfully slow which made it hard to go toe to toe with the hound. Though, I was able to fend it off with the hypervelocity driver enough to be able to vent when needed. I definitely would have been able to win that fight (eventually) if the Aenet didn't run out of combat effectiveness so quickly. The inevitable malfunctions meant my demise as no matter how hard I tried I could not destroy either ship quick enough with the HVD.

The Spade was definitely more maneuverable (almost too maneuverable with the turning speed)and I think had a balanced level of flux for its speed. I couldn't head on with the brawler but that I think is justified. The two ion cannons were useful in fighting the hound, but the low real damage of the weapons meant I had to rely on the others to actually destroy it, unfortunately the PD laser was always pointing the wrong way and the sabot SRM was easily defeated by PD with a salvo of only 2. Again I could have eventually won that battle basically doing ion drive-bys but the combat effectiveness wasn't enough and again the malfunctions killed me.

So, in summary, this seems like a start, From your description this seems like this will be a mining industrial/civilian fleet. These two ships didn't really feel industrial or civilian with their "military grade" style weapons, but it is still early. Consider creating your own civilian conversion style guns like re-purposed welding lasers etc. It would make it more believable and interesting. Also definitely up the peak CR and CR/second, these ships will get murdered otherwise.

Keep it up, this mod has potential to fill an interesting niche not particularly filled by another faction mod (the Free Miner's Guild might be relatively similar though I don't know how complete or supported that is right now).
[close]

Regarding ship stats:
Aenet I'll bump up it's speed just a little bit.
The Spade will get a slightly lower turning speed.
Both will be getting a revamped Peak CR time and CR loss per second.

Regarding ship weapons:
Civilian grade weapons won't be in effect until we figure out the sprite work and the code. (Which I'll take a more in depth look at today and get a head start on.)

Good point on the PD laser, but if it were omni directional it might lend a little bit to much power for the frigate (at least I would think that). The Swarmer SRM was chosen due to the lastest set of dev notes, especially regarding it's change from fragmentation to Explosive Damage.

Spoiled quote below.
Spoiler

Miscellaneous
  • Randomized ship deployment order within each row between ships of the same size class
  • Ship AI:
    • Much better survivability/not rushing into a bad situation
    • More dangerous with missiles (aware of how many missiles are in play & how many to fire for a kill)
    • Harder to bait out missile fire
    • Conserves higher-capacity missiles (e.g. Harpoon/Sabot Pods)
  • Missile overhaul:
    • Changed missile behavior to reduce clumping and slightly increase pressure on PD
    • Added nicer-looking continuous missile trails (rather than current particle effects)
    • Harpoon MRM: significantly improved maneuverability, increased hitpoints by 50%
      • Sabot SRM: fires 5 2nd stage projectiles instead of 1. Higher overall damage, much worse vs armor due to being distributed across 5 hits. Fired in a spread, less likely to miss completely.
      • Annihilator: increased speed to 400 (from 250), increased acceleration
      • Reaper torpedoes: faster, much higher acceleration
      • Atropos torpedoes: faster, higher acceleration, very poor tracking
      • Salamander MRM: improved maneuverability and top speed; much more reliable.
      • Swarmer SRM: doubled ammo, first 4 shots per burst, 75 points of HE damage per missile instead of 300 fragmentation
      • Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD
      • All missile pods: increased burst size to 4 and doubled rate of fire
[close]

That being said, the Spade's loadout makes it very lethal to low Tech. frigates, fighters, and some destroyers if you can keep out of the LOS!

Hrm... the reminds me, the Aenet will be getting it's own drones soon, so the ones you see will be no more! ^^ Some time this month, November will likely be a very dead month due to black Friday’s fast approach.[/list]

32
My suggestion is that you add missions for people to test your ships out in.   ;)

That is something I should definitely do... and that is what'll happen for the next upload. Ver. 0.0.2!

I will try to look at it this evening after work, If that makes you feel better. I haven't really played much of anyone's mods lately as I have been trying to work on mine...

Thank you, I know i sounded hurt in that post, but I'm not actually. That just means people are living their lives and I'm okay with that. ^^

33
Was tinkering with adding ships to the Simulator and I've run into this odd Null pointer exception.

Spoiler
Code
202140 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.FighterAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.void.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]

It happens when ever I try to get the fighters for our faction to come out and fight.

34
So... Nobody has tried the mod?

No feedback, no "It's horrible try again!" or "It's great, but it's missing something!"?

Anyone?

Edit: Also forgot, thanks to MShadowy the Problem with the fighters has been fixed. (Their overlapping in and out of combat.)

New Ver. is attached.

[attachment deleted by admin]

35
Status as of Sept. 30th 0154 -0800 UTC

Playable demo is now out and released. Versions 0.0.1

Features:

Two Frigates and one Fighter wing.

Frigate one: Aenet

Frigate two: Spade

No station, system, or any other custom bits till I can sit down and figure out those bits at a later date.

'Bugs' :

Balance work still needs to be done, but things should play relatively well.

Fighter wings might not separate into the formation they should be in. Claw or Box, can't remember at this moment in time. (This will happen in and out of combat, though in combat they like to separate. Any suggestions to fix this would be greatly appreciated!)


Old postings spoiled to save space.
Spoiler

Status as of Sept. 29th 0201 -0800 UTC

A playable demo is now ready, the NOTA fighter isn't quite finished and might be added either this demo release or the next; There's a little more balancing I need to do before we release it, that will happen tomorrow morning and then a demo release should come around later this week. The Spade has a few extra's from when I was tinkering with things that I need to clean up and I think that's 'bout it!

Thoughts so far:

Hull-mod ideas as well as how to implement them are wandering around, mostly based around drone systems as well as something geared towards explosives and mining...  Dwarf MLS? (Mine Layer System?)

Have to figure out hull-mods and making weapon animations and things of that nature...

Before that though, sleep, work, and life!   and destiny...


Speaking of doing work, I've got a playable demo coming along nicely. I've got the Aenet support Frigate setup right now, the Spade Multi-role Frigate is next and then I'll be fixing up the nail fighters and the NOTA Coffins.

_____________________________________________________________________________________________________________________________________________________________________________________________________________


Status as of  Sept. 24th 23.46 -0800 UTC


I've finished The Spade and The Aenet, The NOTA and the Nail fighters are next after I finish up balancing the Spade and Aenet,

The NOTA and Nail Fighters will be a project for my next day off, so till then I'm off!
[close]

36
Figured out previous question, now I've got to figure out why the fighters won't separate and form a claw or box like they should...

That's not happening during travel or in combat...

[attachment deleted by admin]

37
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 10, 2014, 02:03:49 PM »
@Viymese

She looks like a mini space outpost without obvious engine parts like most of Starsector's ships do. Your sprite needs some more depths ( was comparing the deck and that chocolate edge thingy, are they in the same height? ) nor greebles to make it look like worn-out or at least.. not as empty as that. [/spoiler]

Huh, I never thought of her like that, cool idea.

As far as the chocolate edge and the deck goes I should actually just make them one solid piece with some shading to show that the main deck (where the guns are seated) is lower than the bridge.

I'll come back after a bit of tinkering...

38
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 10, 2014, 03:43:07 AM »
I'd like a little input on the Aenet, I realize it's certainly not the prettiest and there's lots of room for improvement, but at this time what do you guys think?


39
Thank you Flash, I was waiting before I headed towards the actually debugging for an answer.

Spoiler
Tried to start, fixed a myriad of issues due to first time testing things out. mostly captializations and stuff. as soon as I hit my modplugin though is has this issue, spoilered to reduce size.


Spoiler
Code
9655 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error compiling [data.scripts.world.msincModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.msincModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:744)
Caused by: java.lang.ClassNotFoundException: data.scripts.world.msincModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:165)
at java.lang.ClassLoader.loadClass(ClassLoader.java:425)
at java.lang.ClassLoader.loadClass(ClassLoader.java:358)
... 2 more

This is the modplugin that it is referring to.
Code
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;

import data.scripts.world.msincSpawnPoint;
//import data.scripts.omnifac.AddOmniFac;

public class msincModPlugin extends BaseModPlugin
{
    private static void initmsinc()
    {
        try
         {
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
            return;// Exerelin mod found so skip generation
       }
        catch (ClassNotFoundException ex)
       {
         // Exerelin mod not found so continue and run normal generation code
            new msincSectorGen().generate(Global.getSector());
    }

    @Override
    public void onNewGame()
    {
        // Calling a separate method avoids duplicate code with onEnabled()
        initmsinc();
    }
}
[close]

Trying to figure it out at the moment, but any input would be appreciated.
[close]

Figured out the problem, though after that there are more problems to solve... yay!

40
How would one start DevMode in Starsector?

I'm looking to test a couple ships and their new stats but I don't  want to spend the first hour or two building up the money required....

41
Mods / Re: Metelson Faction Mod developments [Sprite work]
« on: August 03, 2014, 04:47:58 PM »
I realize this is a double post, but what the hell.

Talked to azmond 'bout the mod and how is progress on things were and with the information I received I went ahead and began to make some of the sprites myself so that I could have more than just the Spade to showcase when a playable demo is put up within the next two-four days?

There won't be anything using Dark.Revs shader lib or anything else as I've no idea how to use that or Lazy Lib for that matter... Still figuring that stuff out...

In anycase!

Some pictures now!

Aenet (Viy. Ver.)

[Removed from imigur account.]

Not quite finished, this is what I've manager to pull off in the last couple of hours. I did use most of the ox to represent the engine because of its low-tech and industrial feel.

That and I can't make engines worth spit at the moment...

Aenet's PD Drone(s)


These little guys are unmanned drones, so no worries about the crew being set into small apartments that are just really really fancy coffins.  ^^
They'll be carrying a PD weapon of somesort, like dual MG... maybe something else, I dunno so I'ma have to ask Az for some input on the damned things...

42
Mods / Re: Metelson Faction Mod developments [Sprite work]
« on: August 02, 2014, 08:55:21 PM »
Right, so I'll be posting for the first time to simple say hello and that the mod is still being worked on, Work and sleep for us both have priority though and are unlikely to update frequently, at least I'm not one to update frequently.

That being said to put a finer point on the progress that has been made.

Azmond has continued his work on the sprites as I've been tinkering with the code as well as looking into making the initial product balanced enough to be enjoyably difficult...  It's stupid when the faction you start with is so OP nothings a Challenge.
^^

43
Vi: Spoilered to save space
Spoiler
i get a fatal:null error while playing and im not sure why.
i have exerelin 0.64
citadel 0.6b
hiigarans 1.1
imperial federation 1.27
lazylib 1.8
neutrino 1.75
patrians 1.1
gedune 1.51
mayorate 0.6
valkyrians 1.3
shaderlib 1.6 and
zorg v18

im not sure why the error pops up but it is while playing and not straight away
any suggestions
[close]

Imperial federation?

I'm pretty sure you meant Interstellar Federation, in anycase, that might be the cause.

The mod itself has only barebones support for 0.6.# of Starsector and since the factions must be installed separately from Exerelin... There's not much that Zaphide can do to fix the issue from the faction without splitting what little time they likely have between their own two - Three maybe? - Mods and slowing their own development plans.

I would remove factions and, through method of elimination, figure out what faction could possibly be causing the issue and report it on that factions respective forum topic, though that's just me. ^^

44
Mods / Re: [0.6.2a] Firestorm Federation [0.5.5]
« on: July 03, 2014, 02:23:19 PM »
Hey, just got done playing through the mod on a  mostly normal StarSector, I really love it!

Edit:

EM_Heavyfrigate.PNG -> EM_Heavyfrigate.png

'V' in /data/Variants should be lower case.

These are the only issues that cropped up on my linux Partition.

Otherwise, it works wonderfully. ^^

45
Mods / Re: [0.6.2a] Citadel v0.6.4 - Now with ShaderLib!
« on: June 08, 2014, 04:36:04 PM »
Any time, I'm more than happy to help make a mod better. Though, I have no real coding skills myself, I learn well enough.

edit: T'was myself rambling a little near the end. ^^;

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