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Messages - Regoso

Pages: 1 [2]
16
Suggestions / New Boarding Fighter Concept
« on: July 23, 2017, 04:30:42 PM »
Fighters that "Board" enemy ships once there armor has been lowered. They can either take over the ship, blow it up, Reduce combat readiness or take out weapons and other systems (just 1 option would be enuf or could use fleet commands to do all of them). The bigger the ship the longer it takes for them to do there thing. Would give space marines a point as they can be the ones boarding. Have a bar that fills up on the targeting UI the more marines you put in the faster it goes up. Give ships a boarding defense mechanic with the more marines you have in your cargo hold the better your defense against boarding actions based on hull size or number of marines the ship can hold like it can hold crew members... something to that effect.

17
Modding / hullmod help
« on: July 22, 2017, 05:55:15 PM »
 Feel like crap that i need to ask for help....... i have no idea what to do as i know 0 java.  im attempting to in effect create a fighter wing based Heavy Ballistics Integration hullmod. Except it increases there cost not decreases.

the code im dealing with "bolded the parts iv edited""enlarged the one part i know i need to change but have no idea what to put in there":
Spoiler

package com.fs.starfarer.api.impl.hullmods;

import com.fs.starfarer.api.combat.BaseHullMod;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;
import com.fs.starfarer.api.impl.campaign.ids.Stats;

public class IncreasedHangarLogistics extends BaseHullMod {

   public static final float COST_INCREASE  = 10;
   
   public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
      stats.getDynamic().getMod(Stats.LARGE_BALLISTIC_MOD).modifyPercent(id, -COST_INCREASE);
   }
   
   public String getDescriptionParam(int index, HullSize hullSize) {
      if (index == 0) return "" + (int) COST_INCREASE + "";
      return null;
   }

   @Override
   public boolean affectsOPCosts() {
      return true;
   }

}
[close]
Any help at all would be awesome even if it just points me to were i can make the things to replace the things that needs to be replaced.

18
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.3/v0.0.4(WIP)
« on: July 21, 2017, 05:30:38 PM »
Alright new Update is out hope yall like the changes and new Anti-fighter Buffalo.



Update(12/4/17):

Added new ship (Hairyback)and gave ships names  ;D

Also added art file so yall can make your own buffalos or see how i did it

19
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.2(WIP)
« on: July 19, 2017, 05:19:13 AM »
Next Update will have a Anti-Fighter Buffalo. Real life has been punching me in the face as of late so iv been out of sorts dealing with that stuff.

Sneak peek:
Spoiler
[close]

20
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.1(WIP)
« on: June 29, 2017, 02:09:38 AM »
Had to push the update to today. Because i have bad weather on the way so i might not have had internet on friday.  All the changes i wanted to do arnt in yet but its something.  Hope yall like the changes if not sorry.

21
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.1(WIP)
« on: June 28, 2017, 11:30:29 AM »
My opinion on the ships (still haven't been able to play because Compulsive Updating Disorder)

All good and thanks for the feed back its given me thing to chew on. Before i get started i am just going to say these things are by there very nature bursty and the bigger the battle the worse they tend to do from my play testing so far. There lack of armour (150-230) and Combat Time (40-120sec) should be considered when looking at stats as it makes them VERY weak to fighters and beams this goes for all of them. Also they all have some form of shield because if the players is going to add a makeshift shield onto there as soon as they get one its something i should just add to the hull so in lore they just keep the old buffalo shield some are forward facing some arnt

MkII/1: a total of 6 missile slots, put a bunch of Sabots and Harpoon/Reapers to taste and say hello Cheese; frigates, destroyers, cruisers, heck i can easily see two or three of them completely brutalizing capital ships in the blink of an eye. Unless it has so little OP that mounting weapons and a makeshift shield hullmod is prohibitive and/or the flux stat is absolute garbage even for a normal Buffalo MkII i can easily see it being extremely overpowered.

its very bursty atm the lack of armour makes it super vulnerable to fighters. IF the AI acts right and its 1v1 it can kill things bigger than it but after 1 or 2 bursts its done and becomes almost useless

MkII/26: don't know exactly what it brings but i guess High Resolution Sensors, possibly ECM?

its got alot of things and iv yet to get one or even see one so its rare for sure

MKII/28: from the description sounds like a destroyer sized Sheperd

effectively but its slower and less economical than the Shep or Salvage Rig but alittle of both worlds

MkII/31: i don't exactly know what to expect from it, if it has the flux stats of a normal buffalo and a lack of shield then it might be ok, shouldn't be able to run those weapons for long, can see it swooping in and firing phase lances since the sustained damage of a pulse laser might not synergize with the Buffalo's low durability, however i'm worried about mod interaction (SCY pulse lasers in particular since they don't produce too much flux and have great burst damage)

its fast and turns like a dead cow and its hard to hit anything with it. flat out its the worse ship atm. might take energies off and add missiles

MkII/32: might be too strong but i'm not familiar with the vanilla phase destroyer so it might be ok too, and since i have managed to say nothing with all of this then be sure to vote for me in the next elections

This one is hard for me too (i dont normaly do phase ships) its great fun for sure and IS AMAZING if you can fire reapers but the AI is derp on it big time its a pure player ship

MkII/33: a worse Drover, i'd say give it converted flight decks (or whatever hullmod gives it worse decks) included so it doesn't outshine the "proper" destroyer carrier too much (this is a pirate ship after all)

This one needs a nerf and its gettign one but the Drover is still miles better with its system

MkII/34: fortress shield=PITA, the normal Buffalo MkII's flux stats may be too much, also it has better anti-ship firepower than the Monitor, either remove some weapons, tank the flux stats or both

Another super rare one it has less stats than the Monitor also Flux and Dissipation if you need a escort and you can find a monitor its better but if you see one of these in the mean time it well hold over.

MkII/36: i have more to say against the spritework in this case, it's literally a Phaeton overlaid on a Buffalo, i'd tone the "tanker" part of the sprite down a bit and say, since i don't have numbers right now, that it should carry less fuel than the proper tanker (though if this is already the case then the latter part is pointless)

It use to look worse... it had BooBs and it is less economical tho it carries the same amount of fuel atm which i might lower

MkII/39: this might be too powerful unless the flux stats disallow the use of the more powerful weaponry, even then mod interaction can easily bring it back to OP (see SCY pulse lasers)

Its not o man its not its probly the 2nd worse its a Mudskipper MkII 2.0 if it fires guess Cannons it needs to vent and it doesnt turn so good to Aux Thrusters are a good bet. It does however work OK with low flux weapons aka (Hellbore, Devastator)s

MKII/41: see MkII/1, might end up disgustingly powerful, though i can see it becoming a nice Pilum spammer, maybe give it one or two in-built pilums and designate it as a long range artillery support ship?

Its good atm but only against other ships its lack of decent smalls to put swarmers on makes it vulnerable to fighters
With all that said some of these only have around 45 OP and i took 5 OP away just for the built in shields. the real big killer is the Lack of CR (1/3 most combat ships) and how bursty they are so if you mess up or the AI messes up the ships become useless.

PS Lots of tweaks to stats coming in update

22
Mods / Re: [0.8.1a] Buffalo MkIIs v0.0.1(WIP)
« on: June 28, 2017, 01:35:11 AM »
MkII/41 has a bug atm and has smalls on the sides instead of mediums this well be fixed in the next update and prices well be going down for alot of the ships aswell as other small tweaks

23
Mods / [0.8.1a] Buffalo MkIIs v0.0.4a(WIP)
« on: June 26, 2017, 12:41:39 PM »
(Name of the mod well be changed at a later date)

!!!This is a work in progress!!!

If there is a gap to be filled in your fleet i want there to be a Buffalo for it.
Ships
Spoiler

Buffalo Mk.II/Rumble-Hoof
Flexible Missile Boat

Weapon slots:
   2 Medium Missile Hardpoints
   4 Small Missile Hardpoints
   4 Small Ballistic Turrets
   1 Small Energy Turrets

Ship System: Rear Flares
description coming soon


Buffalo Mk.II/Longtail
Anti-Fighter

Weapon slots:
   1 Large Missile built-in (Locust)
   1 Small Energy Turrets

Ship System: Rear Flares
description coming soon



Buffalo Mk.II/Big-Eyes
Fleet support

Weapon slots:
1 Small Energy Turret
1 Small ballistic Turret
description coming soon



Buffalo Mk.II/Tender-Hoof
Salvage Drone Tender

Weapon slots:
1 Small Energy Turret
1 Drone Flight Deck:
    Built-in Borer Drones
description coming soon



Buffalo Mk.II/Fleet-Hoof
High Speed Drag Racer

Weapon slots:
2 Medium Energy Hardpoints
1 Small Energy Turret

description coming soon



Buffalo Mk.II/Booffalo
Phase Buffalo

Weapon slots:
   2 Medium Missile Hardpoints
   4 Small Ballistic Turrets
   1 Small Energy Turret

description coming soon



Buffalo Mk.II/Long Horn
Light Carrier

Weapon slots:
   2 Small Missile Hardpoints
   1 Small Energy Turret
   2 Flight Decks

description coming soon



Buffalo Mk.II/Hardhead
Fortress Shielded

Weapon slots:
   2 Small Missile Hardpoints
   1 Small Energy Turret
   2 Small Ballistic Turrets

description coming soon



Buffalo Mk.II/Big-River
Tanker

Weapon slots:
   2 Small Energy Turrets
        2 Small Ballistic Turrets
description coming soon



Buffalo Mk.II/Big Hoof
Big Gunned
Weapon slots:
   2 Large Ballistic Hardpoints
        1 Small Energy Turret

description coming soon



Buffalo Mk.II/Thick-Hoof
Thicc Slotted
Weapon slots:
   3 Medium Missile Hardpoints
   1 Medium Energy Hardpoint
   1 Small Energy Turret
   
description coming soon


Buffalo Mk.II/Hairyback
Broadsided
Weapon slots:
   6 Small Missile Hardpoints
   1 Small Energy Turret
   6 Small Energy Hardpoints


[close]
What this mod adds:
  -Just Buffalo's.....
  -All kinds of different types of Buffalos MkIIs Ranging from Flexable Missle Packing MkII/Rumble-Hoofs to Heavy Gunned Mk.II/Big Hoofs to fortress shielded Mk.II/Hardheads and many more.
  -Ships spawn in 3 different factions: independent, Pirates and Scavengers

Stuff that still needs to done:
   -Mod page descriptions are on the way.
   -Much more mod page stuff on the way.
   -Nexerelin compatibility.
   -Other incompatibilities if needed.
   -Descriptions for ships in game.
   -More ships well be coming(once i feel the ones in game are decent).
   -Need to do another art pass to clean up some of the stuff alittle bit more.

Need feed back on(pretty much everything):
   -Costs
   -Stats
   -Variant Loadouts
   -spawn rates

And as always

Updates well be on Fridays if i have one ready.
Change Log:
Spoiler
v0.0.4a Change log:
Fixed a naming issue on the Buffalo Mk.II/Hairyback Variants

v0.0.4 Change log:
might not be save game compatible
Buffalo Mk.II/Rumble-Hoof:
Buffalo Mk.II/Longtail:
Buffalo Mk.II/Big-Eyes:
Buffalo Mk.II/Tender-Hoof:
Buffalo Mk.II/Fleet-Hoof:
Buffalo Mk.II/Booffalo:
Buffalo Mk.II/Long Horn:
Buffalo Mk.II/Hardhead:
Buffalo Mk.II/Big-River:
Buffalo Mk.II/Big Hoof:
Buffalo Mk.II/Thick-Hoof:
Buffalo Mk.II/Hairyback:
        (new boradsided buffalo)


v0.0.3 Change log:
Spoiler
   MkII/1 changes:
   MkII/22 changes:
      New Anti-Fighter Buffalo
   MkII/26 changes:
   MkII/28 changes:
   MkII/32 changes:
      Lowered Base cost From 40000 to 30000
      Lowered supplies/rec from 13 to 9
      Increased supplies/mo from 16 to 20
      Adjusted Small Energy Point
   MkII/33 changes:
      Increased chance to spawn from 5 to 10(under "carrierSmall")
   MkII/34 changes:
      Moved chance to spawn from "escortSmall" to "escortMedium" which should slightly increase chance to spawn
   MkII/36 changes:
      Altered Bound points
      Added 1 Small Missile
      Altered Variant to reflect new additions
   MkII/39 changes:
      Moved Center of Gravity back (should help it aim better)
   MkII/41 changes:
[close]
v0.0.2 Change log:
Spoiler
   Mk/1 changes:
      Reduced cost from 13000 to 9000
   Mk/26 changes:
      Reduced cost from 15000 to 9000
   Mk/28 changes:
      Lowered chance to spawn in Scavenger and Independent fleets from 3 to 2
   MkII/32 changes:
      Lowered Base cost From 50000 to 40000
      Lowered supplies/rec cost to 13 from 18
      Lowered Supplies/mo cost to 16 from 18
      Lowered Peak CR sec from 120 to 100
      Reduced Chance to spawn from Pirate Faction by as much as i can while still spawning
   MkII/33 changes:
      Increased Min Crew from 60 to 70
      Decreased Hull from 2500 to 1700
      Increased supplies/rec from 5 to 7
      Increased supplies/mo from 6 to 9
   MkII/34 changes:
      Lowered Cost from 17000 to 13000
   MkII/36 changes:
      Lowered Cost from 16000 to 8000
   MkII/39 changes:
      Lowered Cost from 18000 to 10000
   MkII/41 changes:
      Reduced Cost from 17000 to 10000
      Fixed the wrong hardpoints on the side missiles( they were small they needed to be Medium.
      Updated variants (Boom and Ripper) to account for Fixed Hardpoint size.
[close]
[close]
Downloads:
may not be save game compatible with old version of the mod for some reason
v0.0.4a http://www.mediafire.com/file/jic499gpo224c4h/Buffalo_MkIIs.zip/file

The file i use in photoship to make all the buffalos its in PSB for what ever reason:
https://www.mediafire.com/file/cg5c86tsdzquhy5/buffalo_ddd_3.zip
Old Downloads:

24
Suggestions / Re: Antimatter Blaster needs a ammo nerf
« on: February 16, 2014, 10:38:54 AM »
sorry i didnt relies the centaur was from a mod. it still seems really powerful compared to the laser weapons. But i see your point about how much it cost in OP for a light weapon.

25
Suggestions / Antimatter Blaster needs a ammo nerf
« on: February 16, 2014, 10:05:12 AM »
id suggest lowering it to 12~15 as atm i have never run out of ammo this well have a side effect of making the expanded magazines more useful for the weapon.

I mainly use it on a centaur-class cruiser i have 7~8 of them on and 2 volleys blows up pretty much anything that doesnt have a really powerful shield this includes Capital ships. It just feels OP like really OP to be able to blow anything out of space with 2 volleys.

Please note im still new to the game so maybe im wrong if so please ignore but i use them on everything to burst down ALL THE THINGS!!!

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