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Messages - Runoved

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16
Mods / Re: [0.7a] ORI faction v03 Exerelin compatible
« on: November 27, 2015, 08:24:04 AM »
After a long long break once again the new version of my unpretentious mod:
https://www.dropbox.com/s/n7uax6i6jrfhmz8/ORI_v_0_3.zip?dl=0

Mod given in accordance with the requirements of new 0.7a version of the game. Economics and other parameters certainly require more adjustment. That would be difficult to do it without your feedback.
Thanks in advance for your feedback.

17
Mods / Re: [0.65.1a] ORI faction v0.2.1 Exerelin compatible
« on: March 11, 2015, 08:40:36 AM »
This mod hasn't been updated for over a year, so yes, it's going to crash.
It is not exactly true. Just checked with the latest version of the game on windows - it works. Unfortunately I was not able to reproduce the error on Linux, since I do not have Linux. Perhaps some of the characteristics of game objects in this mod do not meet the balance of the final version of the game. But mod does not have to crash. Now I examine possible causes of this problem.
By the way, I will be glad if someone of the Linux users will tell in which direction to look.

18
Mods / Re: [0.65.1a] ORI faction v0.2.1 Exerelin compatible
« on: December 04, 2014, 03:57:17 AM »
Again, a minor update.
https://www.dropbox.com/s/8pbvb4c8au9lqfy/ORI_v_0_2_1.zip?dl=0

With development of the game economy has increased role of transport ships. Therefore I decided to add more ships of these class. And I am very glad that HELMUT allowed me to use his sprites for these ships. Many thanks to him for that. This update adds two freighters and four combat freighters. I tried to make them more diverse in characteristics. For example, the green series has a good armor, but low maneuverability. While on the contrary, the yellow series of combat freighters has good speed and damage but poor protection. Hopefully this will allow merchants to collect caravan able to defend themselves on their taste.
Also  this update added unusual torpedo bomber. In fact, it is a pair of connected  Eyed interceptors, one of which is the carrier, and the other turned into a big homing torpedo.
Also in this update, I tried to improve a little quality of ships sprites.
As always I welcome your feedback and suggestions.

19
Modding / Re: Project Galaxy Zero
« on: December 01, 2014, 11:31:36 AM »
So you do not like the idea of a ground battles involving battle mechs?

20
Modding / Re: Project Galaxy Zero
« on: November 30, 2014, 01:45:31 AM »
Then I suggest this format of ground battles.
No infantry and small tanks. We have the same goes the battle for the planet. So the scale should be appropriate. And who in the world of the future will want to personally run with a gun on the battlefield when there are various combat vehicles. Therefore I propose to make a major force units huge walking robots and moving fortress. On the scale they will meet a small ship. Plus in the battle in the sky can participate fighters and small ships, able to enter into the atmosphere. Alternatively, walking robots could participate in space battles, with dramatic penalties of course.
Thereby increasing the scale of ground battles, we not only make them more epic, but also to bring them closer to the original mechanic battles in space, which will facilitate their development. Admit it, when at the orbit there is a battle between the fleet consisted of battleships, and then the decisive battle on the planet passes between dozens of tanks and a couple dozen of marines is somehow strange looks.
The most difficult thing here I think will make a motion tween for walkers. Although it is possible to simply make a decorative legs weapons and just play animation when the subject is moving. At this scale, that should be enough.
The main thing that the scale of in pixels for land and space battles are the same. Then do not have to redraw many things such as fighter aircraft and frigates. If to think it is possible to adapt the weapons from warships for walkers. Imagine a huge slow walker with medium ballistic slot in each hand.
You can try to use the mechanics of fighters to make flying machines were able to fly over the ground machines.
In general, if desired, it should be possible to implement all of this, but it will require a lot of work.
I propose to create a clear design document and make a proposal to the modders. There is clearly necessary to unite efforts of several experienced developers.

21
Modding / Re: description.csv
« on: November 29, 2014, 06:09:27 AM »
I had a similar problem. Pay attention to the separator character. Excel often replaces them with incorrect. At first, I had to edit the csv files in Excel, and then manually replace separators in Notepad. It was uncomfortable and could easily be mistaken.
Try to edit csv files with a special editor like CSVed. The main thing when you open the file correctly identify which character is considered as separator. Or edit them manually using something such as Notepad++. But in the second case it is necessary to closely monitor the separator.

22
Modding / Re: Alchemy: powerfull tool to find interesting ship silhouettes
« on: November 29, 2014, 05:55:48 AM »
Interesting program. Can you tell more about the transition from step 2 to step 3? Very impressive shift from color stains to clear geometry.

23
Modding / Re: Project Galaxy Zero
« on: November 28, 2014, 08:46:17 AM »
Add my two cents to the reviews.
Overall, I think the idea is great. It would be very interesting to lead your faction to victory from a small colony to space empire in the living conditions of the sector, which gives us the 0.65.1 version of the game.
But I suggest to abandon the ground battles in real time. Not only that, they will be very difficult to implement, but as the practice of many similar games, like land battles in space strategy are tedious and not very interesting. Therefore I propose to do battle ground automatic. Their result might depends on a variety of factors, such as not only the number troopers and tanks (which can be a separate item), but also on the presence of specific ship in the fleet (type dropship transport), the buildings on the planet or skills of the player. It would be nice if the player and the other factions could colonize planets and build on them in different buildings, which will give for example market conditions, defensive ability and accelerate research. As well as build stations on orbit. By the way, research are another great idea. Research could open the possibility for a fraction of the construction of various ships, weapons, buildings and even hull modifications. I think it would be very interesting if it were possible to capture or buy a technology that allows to produce ships or weapons of other factions. And then we need diplomacy. Diplomacy is a very important part of such a game. The more that the latest version of the game we have the makings for its appearance. It would be nice, if the player can not only fight a sort of crusade against all, but also to create a trade fraction or a strong alliance.
In this regard, initially suggest not to go into the creation of new ships and arts, and focus on the gameplay mechanics. In my opinion the most difficult part will be artificial intelligence. If the  players colony is the only who develop, the interest in the game quickly disappear. For such a large-scale project may require the efforts of several developers. But unfortunately my skills leave much to be desired, as in the creation of sprites, as well as in programming. I even can not neatly write a text. Although I am willing to help any way I can.
So the idea is wonderful, its remains well-implemented, and that's what in which I wish you success.

24
Mods / Re: [0.65.1a] ORI faction v0.2 Exerelin compatible (WIP)
« on: November 25, 2014, 09:01:16 AM »
After a long break again the new version of my unpretentious mod:
https://www.dropbox.com/s/qpgyfquy0wzinr3/ORI_v_0_2.zip?dl=0

After much efforts still managed to move my mod to a new version of the game. For which many thanks to Kazi, his help is invaluable.
In this version, presented a draft version of a new star system Singula. By the way, thanks for the background to Tartiflette.  I tried to make the new system a variety of filling. The economy of the new system requires adjustment, therefore I ask for your feedback. Fortunately or not markets located and their properties? Was not whether the new system is overloaded by factions?
In the next update I will try to adjust ships of factions  to the new economy.
I welcome your feedback and thank you for your attention.

25
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
« on: November 24, 2014, 11:47:22 AM »
At first I thought so too, but then I began to start a new game every time I update any mod. Maybe it's due to the fact that I installed 8th Java?

26
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1
« on: November 24, 2014, 08:22:22 AM »
Firstly, I want to thank the authors for such a wonderful and interesting mod. Especially pleased with the new skill system.
But unfortunately I have one problem. I play in latest version of mod and use all currently available additional fractions except The Knights Templar.
At the same time I use 64 bits  java and set 6144/6144 as memory usage. And every time I reach 10 - 15 level, I can not load my save games. I tried to turn off different modes I think that the problem in a specific faction.  I tried to reduce the number of mods adding fractions. And it is also almost did not help.
Please tell me what I'm doing wrong? Maybe inside the mod there are any preferences?
Mod is too fun to play without it, but I was tired to begin anew each time.

27
Modding / Re: Testing Custom Ships
« on: November 23, 2014, 10:24:15 AM »
If you just need to try a new ship in battle, you can add it to the list of opponents for the simulation in the company and try it there. In developer mode you can bring it under control and try it's working capacity. I checked my ships in such a way.

28
Thank you for your answer to my previous question. Sorry for so many questions. Here are some more:
How market properties affect to the fact how often and what fraction fleets appear? Is the number of appearing fleets depends on how the market is filled? Or certain market conditions affect the composition of the fleet? In the end, what are the conditions for planet I have to give to round it was a lot of fleets of certain fraction?
Thanks in advance for your answers.

29
I apologize in advance if the answer to my question was already in this thread.
Why in the files of many mods is a file BaseSpawnPoint.java? Usually it is in the directory "\data\scripts\world".
How it affects the appearance of the faction fleets in the latest version of the game (0.65.1)?
Do the old methods of creating fleets through Spawn Points files works or now they depend only on the properties of the markets?
Thanks in advance for your answers.

30
Mods / Re: [0.6.1a] <UPDATE!> Blackrock Drive Yards v0.5
« on: December 08, 2013, 10:56:09 AM »
New ships are very interesting and beautiful, however as well as the old ones. Can not wait to try them in action. At first glance the new design seems darker, more gothic. Although it is possible so intended. Have to see how it will looks in motion.

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