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31
Mods / Re: Relics v4.7 (0.54.1a compatible - vanilla balanced )
« on: December 08, 2013, 10:23:51 AM »
With the permission of the author at the request of members of the forum and spread their attempt to adapt latest version of mod for the game version 0.6.1. While unfortunately only managed to establish a company, mission for some reason do not work. All changed data type consumption supplies balanced by Codex 20. Just for some reason, not quite correctly displayed new small star. If someone tell me what's the matter will be grateful. As well as for any error messages.
While compatibility issues Exerelin, apparently there is no variant exerelin_atlas_b_Standart. With this I will continue to investigate. Again, if anyone knows the reason happy to hear advice. Thank you for your attention.
https://www.dropbox.com/s/x8mjx37yw1tqm4o/relics_v_4_7_%280_6_1%29.zip

32
Mods / Re: [0.6.1a] ORI faction v0.1.4 Exerelin compatible (WIP)
« on: December 07, 2013, 12:41:42 AM »
Leduspick37,thanks!
Actually make your mod is not as difficult as it may seem at first glance.
For starters, if you want to add your new faction for example, need to learn how to build ships. At the forum you can find many good guides how to draw your ship depending on what you do best is obtained, draw or build 3d models. And insert your ship in the game will help you Trylobot's ship editor.
http://fractalsoftworks.com/forum/index.php?topic=375.0
This is a wonderful thing to create a file of the ship, set all its features and create variants of his equipment.
I advise you to start to create something small, to make it easier to learn the basics and have mastered them to start something grand.
How to arrange the files in your mod better look at the example of the existing or the main game.
Now you need to insert a ship in the game. If done correctly while he will only appear in the Codex.
The easiest way if you dig into complicated scripts or laziness, the easiest way, in my opinion, to use Exerelin mod.
http://fractalsoftworks.com/forum/index.php?topic=6053.0
It makes it very easy to integrate new ships and factions in the game.
To insert it in his first ship, you can simply follow the instructions in his theme to insert it as a start ship for one of the factions and start a new game for this faction immediately see your ship in action.
The same a new faction, is enough to create a faction file for example existing, insert there all needed to run in Exerelin fleets, carry out all instructions on installing a new faction in the subject Exerelin and launching new game with Exerelin can choose your faction and play for her.
If you want to add a faction in original campaign, so that, for example, the new ships can be bought at the new station will have understand with scripts that create a station in the game world. Here again, it is best to start from the basics to borrow an example.
Borrow from any mod where new stations are, for example from my, files from the data \ scripts \ world, see how it all arranged and changed coordinates of created stations. And of course there write at appliances to replace your faction and ships in the list for sale on your own.
To your  fraction combined good with already existing do not forget to balance it with Codex 20 or Ship BalanceSuite 5000.
http://fractalsoftworks.com/forum/index.php?topic=2382.msg31058#msg31058
http://fractalsoftworks.com/forum/index.php?topic=2749.0
Something like this, in this case the main thing to start.
If you have questions - ask. I am glad to answer what I can.

33
Mods / Re: [0.6.1a] ORI faction v0.1.3 Exerelin compatible (WIP)
« on: December 06, 2013, 09:20:56 AM »
https://www.dropbox.com/s/11h9mwglfm1betn/ORI_v_0_1_4.zip
Another version is ready. Managed to more or less balance ships by the Codex 20. Some characteristics had to seriously change. Added a new ship system, while in test mode.
Added three new frigates, one of which is specially tuned for boarding operations. Also added a new wing of phase fighters.
Finally managed to get a fine display of ships in the subject. It now remains to draw a good logo.
If using Exerelin v0.623 not forget to add new ships to ORI fractions file in "exerelinGenericFleet".
As always your feedback are welcome.

34
Modding / Re: How to turn 3D models into sprites. [TUTORIAL]
« on: December 05, 2013, 07:25:31 AM »
Many thanks for the excellent guide. And will it work if you use this method using engineering software for creating and rendering models such as Solidworks or ProEngineer? By the way, this music really helps.)

35
Thanks again for answering my previous question. I need your advice again.
I created a ship whose main weapon is a slow but powerful built-in long-range laser. And testing has shown that it is quite effective when controlled by the player. But when it is run by AI, strange happens. He just flies in circles around the enemy using only his PD weapons. At the same time from the main weapon he shoots an average of two - three times per battle. What could be the problem? May need to specify some additional tips for AI in the properties of the ship or weapons?
Or may need to somehow adjust the performance ship or weapons so AI understood how to use them?
Thanks in advance for your reply.

36
Mods / Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
« on: November 23, 2013, 01:30:31 AM »
Planeswalker,  probably should add a line like this:

Code
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "ox_Standard"));

37
Mods / Re: [0.6.1a] Ilkhannae Mayorate v0.1
« on: November 20, 2013, 10:20:30 AM »
 Excellent sprites! Share the secret of how you managed to so perfectly add textures and details to the render of 3D model? :)

38
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 17, 2013, 03:34:33 AM »
Thanks again for a wonderful mod. I would just like to clarify one issue. Will be added another faction of the already issued, such as the Neutrino Corp (they are very necessary), the Hiigaran Descendants Bushi or Project Valkyrie? And if not then why? Perhaps in the future will be a separate more extended edition or an opportunity for the authors of the mods to include  compatibility in their mods?

39
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: November 17, 2013, 03:16:10 AM »
I join the suggestion to make compatibility with Exerelin. The more I was able to see thanks to Zaphide do this quite simply by following his instructions. The main thing do not forget to add the check whether Exerelin turned on or not in your ModPlugin. So I propose to complete the entourage of your faction to add her unique heavy cargo ship like Atlas and passenger ship like Valkyrie. And don't forget to add these new ships in the corresponding list in the ExerelinData.java in section "Valid ships for special fleets". Then your faction will have their own unique fleets to capture stations.

40
Hi all again. Many thanks for answering my previous question. Again I need a piece of advice. Is there a way to make hullmod, which would have increased the effectiveness of boarding with the participation of the ship on which it is installed? Thanks in advance.

41
Mods / Re: [0.6.1a] ORI faction v0.1.3 Exerelin compatible (WIP)
« on: November 16, 2013, 11:02:24 PM »
Now, thanks to the efforts of Zaphide all already integrated in the latest version of Exerelin. My fault for not indicated in main message. Now I'll make it right.

42
Mods / Re: [0.6.1a] ORI faction v0.1.3 Exerelin compatible (WIP)
« on: November 13, 2013, 10:31:12 AM »
https://www.dropbox.com/s/mpq6xadugjnyymp/ORI_v_0_1_3.zip
Another version is ready. Several cut characteristics of too strong Romb. Added the first ship with a built-in weapons. Made some experiments with animated weapons. Perhaps too many gatling like weapons for a single update. Awaiting to your feedback.

43
Mods / Re: [0.6.1a] ORI faction v0.1.2 Exerelin compatible (WIP)
« on: November 11, 2013, 07:01:16 AM »
Count, thanks for the feedback. I will consider the comments in the next update.

44
Mods / Re: Magician's mod (wip)
« on: November 06, 2013, 08:20:42 AM »
Good idea. Fusion of fantasy and technology implemented well, always interesting. Remember at least Arcanum. From myself I propose to add a ship being covered with magical dome flying island with a castle. I think if you draw and to issue not like anime toy,but seriously and relatively realistic it will be very beautiful. But this is my personal opinion.) In any case, a good initiative.

45
Sorry if the question has already been asked. How to make activation shipsystem play frame-by-frame animation of decorative weapon and stopped as soon as the system stopped working?

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