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News: New blog post: Minefields (03/25/18); The Circle Can’t Be Trusted: Drawing Battlestations (03/14/18); Starsector 0.8.1a is out!
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1  Starsector / Suggestions / Re: Fighter replacement time at low Replacement Rate on: April 12, 2018, 09:37:18 PM
Yeah, I think increasing replacement times across the board, but narrowing the range of replacement times between expensive and cheap fighters, would be the way to go.
2  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d on: April 07, 2018, 07:37:38 PM
Besides random drops, no, not yet. The procgen code for spawning Remnant-style enemies is way over my head, and it might be 0.9 before a really good solution arrives.

I'm looking at interim solutions, but it's slow going.
3  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d on: April 05, 2018, 12:41:44 PM
Yeah, turret angle on the carrier is intentional, Hellrider Rafale is explicitly not supposed to be something you can mount - this is a general problem with fighter wings; you can't make them inaccessible in mission refit screens - I'm tempted to just remove it at this point, but I kept it initially because it might be nice as a built-in on something later.

The Jeanne d'Arc is getting tweaked a good bit right now. System included; it's currently down to 25% extra damage, which feels okay. Still finding that balance between mounted weapons and fighters.
4  Starsector / Modding / Re: [WIP] United Aurora Federation on: April 03, 2018, 11:11:09 AM
Nex compatibility isn't really that hard (I'd estimate it's about an evening of work), but it can be one more thing than you need to deal with when you're just trying to make it to release on your first mod. You're going to be wrestling balance demons and hunting bugs anyway; same deal with GraphicsLib integration (although once you know how, there are advantages to integrating it from day one).

Looking pretty good so far, if a little flat (mostly notable because your weapon sprites aren't). Kind of annoyed by the reversed painted text on the sprite; I'd probably make that actual type on a separate layer with a gentle distortion.
5  Starsector / Blog Posts / Re: Minefields on: March 28, 2018, 02:58:31 PM
You could do minefields as allied fleets that defaulted to siding with the player who had the highest ECM rating (if the discrepancy were over 5, say) at the start of the battle. Assume the AI always wants to use minefields; the player could have a dialogue saying something like "reprogram this minefield for your own use in this battle? (Y/N)" with the minefield fading off the campaign map afterwards.
6  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8d on: March 28, 2018, 12:13:24 AM
More tournament balance, get it >HERE<. EDIT: if your version is broken, redownload, it's hotfixed.

0.9.8d - Minor balance!
- Perforator rocket damage reduced to 150 from 240, ammo and burst counts (9 for Damselfly, 18 for Katyusha) tweaked where relevant. DPS values remain the same. Missile HP reduced to 40.
- Jeanne d'Arc costs raised to 60/60.
- Samoyed built-in AMMs forked from fighter AMMs (more ammo).
7  Starsector / Blog Posts / Re: Minefields on: March 25, 2018, 04:32:48 PM
I'm thinking about good minesweeping gear right now, so nothing super finished; just wondering if I can think of specialist built-ins or ship systems that would be handy for countermining, weak area damage, etc. Still very unformed thoughts.
8  Starsector / Blog Posts / Re: Minefields on: March 25, 2018, 04:20:30 PM
Dammit Alex, you spoil us. And you're a tease.

Super excited to play with this system's code, and with mines - also, dedicated minesweeping vessels and systems. I see we've potentially got the code to make missiles spin; gonna be fun to use that for grenade launchers and smoke dischargers.
9  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8c on: March 17, 2018, 03:32:14 PM
Tournament balance patch, get it >HERE<.

0.9.8c - Tournament balance tweaks.
- Reduced Hybrid Scrambler shot damage (15>10).
- Adjusted Zelenograd deployment costs to 45/45.
- Reduced Jeanne d'Arc flux capacity to 18000, changed system to Target Datalink.
- Removed third fighter bay on Zelenograd, swapped system back to MIRAGE Recall.
- Increased fire time of Med Pulsed Laser by 50% - longer burst (300>450), same total DPS.
- Improved SFX of Raker and Ripper.
10  Starsector / Blog Posts / Re: The Circle Can't Be Trusted: Drawing Battlestations on: March 15, 2018, 11:08:36 AM
Ohhh, but you're a vector guy aren't you! Black magic, all that business. Can't be trusted!

It's true, I'm shifty af.
(seriously though, thanks, it's great to have one of your working files and more of a look at your shortcuts to producing amazing spacejunk.)

(That brush tutorial is very cool, though man do I ever fear-hate Illustrator. I'll probably just ... keep doing it the hard way... )

Honestly, if you know how to use the pen tool, Illustrator doesn't have anything weirder to learn. I can't imagine not having the Perspective tool and the Pathfinder tools to lean on for some tasks, and they're stupidly cool. But you gotta know what you like.
11  Starsector / Blog Posts / Re: The Circle Can't Be Trusted: Drawing Battlestations on: March 14, 2018, 02:51:16 PM
"Trilateral symmetry is a pain because you can’t rotate a raster image 120 degrees and not get lots of gross pixel-artifacts." I'm biting back so much trash talk right now.

(I got around this by building a symbol library of major architectural elements that I could push around and rotate to my heart's content, but, you know. Vector art. One trick you might want to borrow for trestles in the future; in Illustrator, you can create custom brushes to lay along a path.)

This is super useful, since I'm going to have to do a few more stations of my own later. It's cool seeing your working methods; I might have built a displacement map for the texture on the station, for example, but your tricks get a nice result too.
12  Starsector / General Discussion / Re: 345 days - you've read this post before on: March 05, 2018, 11:30:31 AM
I've had my share of clients who want a level of quality that takes time without the whole inconvenient 'takes time' part, which just goes to show that when someone knows absolutely nothing about what they're asking for, they'll automatically assume it's easy, that equally polished updates could be run off in less time rather than the level of polish being the result of time.

(Really, everything about the OP is like a joke you'd hear at a freelancer meetup. And not a kind joke. A 'thank god I don't work for that guy' joke.)

If Starsector is the game Alex and David were born to make, it's the game I was born to mod. I've been tweaking and customizing 2D space games since I got a copy of EV Override on a shareware CD in 1998 and went poking around inside it with ResEdit. I've never stuck with a game longer than a couple weeks without going in under the hood and screwing around, and Starsector got me painting digitally again, got me mixing sounds and writing design docs and hiring out my skills to other modders. I've started writing up a few case studies for my portfolio, just because of this game. It'll help net me some new gigs. I've paid a lot more than $10 for worse networking opportunities.

So, OP: if there's not enough game for you, stock, the thing smart, talented people with applicable skills generally do is roll up their sleeves and make more game all by themselves. It's not easy, but it's pretty accessible and it's fun. There's always something new to do, and it'll humble you. And if you're too busy for that, then why is the long wait between updates so painful?
13  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b on: March 04, 2018, 06:31:35 AM
I'm glad you had fun bashing from DME bits and pieces; I'm surprised it worked out as well as it did, given that the original artwork is all vector shapes. (I don't have any plans for a DME battleship, but I appreciate the concept of a mega-Baikal).

However, I think further discussion belongs in the Spriter's Judgment Thread. There are a lot of aliasing, scaling artifacts, and other little production issues with your sprite, and that thread is a great place to learn how to fix problems like those.
14  Starsector / Modding / Re: Spriters judgement thread [non-sprite art allowed] on: February 28, 2018, 11:11:38 PM
Photoshop is my tool of choice (at least for raster spiriting and cleanup work), and has a lot of advantages; that said, go with what you're personally comfortable using.

Also, if you're on a Mac, you're going to need WINEBottler and Keka at some point, to use the Ship Editor and to open 7z files, respectively. I can't give too much advice on setting up NetBeans yet, but that's something to worry about once you have enough of a mod to want to compile scripts.
15  Starsector / Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8b on: February 24, 2018, 10:36:30 PM
Hi! You're very welcome.

Absolutely, it would be my pleasure; you've got my permission and my blessing. Feel free to ask me questions if something isn't clear. And thank you, for thinking my mod is worth the difficulty and time of translating.

I'd like to include a link to the translated version here, as well Wink.
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