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Messages - Tartiflette

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2761
Blog Posts / Re: Terrain
« on: May 27, 2015, 11:32:26 PM »
Regarding visualization of a star's corona: you might have "god rays" or some such extend out from around ships, achieving a sort of extreme shadowing effect.
Hmm - not quite sure exactly what you're describing. Something like an "atmosphere reentry" kind of glow? (I should say, ships already do glow when they enter the corona, but the effect is rather subtle.)

I think he meant a "shadow" like this station:


2762
Blog Posts / Re: Terrain
« on: May 26, 2015, 10:36:10 AM »
Not a huge fan of the aurora personally, a bit too rainbow-ish to my taste and also most of the time the gradient is in the altitude not the length. But the corona is quite pretty.
[edit] also does those effects occur only in the 2D plane or do you plan to place them everywhere on the shape of the planets/stars???

2763
I find it pretty realist: Subsidized major industrial empires thrives, small independents dies or get exploited by the big ones...  ;D

2764
Blog Posts / Re: Terrain
« on: May 24, 2015, 05:33:36 AM »
[...] the ability to hide in a gas giant upper atmosphere layers [...] being realistic [...]
Wut?  ???
It's already a mess to enter earth-like atmospheres (only a handful of ships are atmospheric capable in the lore) But a giant one? Sounds like a baaaaad idea to me. Besides if you want realism, making your ship hot as the surface of a star due to reentry heating and radiations hardly sound like camouflage to me.

2765
Blog Posts / Re: Terrain
« on: May 23, 2015, 12:24:38 PM »
Terrain is a regular entity, so yeah, you could do that. I don't think a different tooltip would be required - you can only see the tooltip once you're already in it, but perhaps you're thinking of this differently than I am.
Oh right, I thought tooltips where bound to the terrain all the time like with the fleets... But dynamically changing terrains open a heap of new possibilities (I smell asteroid ring mining coming)

2766
Blog Posts / Re: Terrain
« on: May 23, 2015, 12:15:50 PM »
You could probably do it with custom terrain. Don't think it'd be all that complicated, even - just don't render the thing until the player "knows" about it.
If it's possible to add and remove terrain on the fly that would be perfect: I could switch from a "Weird looking nebula" terrain to a "Oh my gosh! This is no dust, it's a swarm of hull eating nano-machines!" terrain with the same render but different tooltips.

2767
Blog Posts / Re: Terrain
« on: May 23, 2015, 11:31:05 AM »
Yes, terrain is done in a mod-friendly way, including rendering custom graphics. For example, the nebula rendering, both in the main campaign view and on the campaign map, is done *entirely* in plugin implementation code. There's even a nice API for creating custom tooltips.

One issue might be making fleet AI aware of new terrain types - looking at some options there.
Great! I suppose the basic way would be to assign a/some vanilla types with a scale factor for each... We could even create a modding library like lazyLib with custom types to call.

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Automatically known - nebulas and asteroids show up on the map. Rings don't, but they probably/maybe will eventually. In any case, none of that is subject to sensor interactions, you just see it and can tell what it is based on the graphics. Once you're in it, it shows up on the "current terrain" list above the ability bar and you can see the exact effects in the tooltip there.
Dang it. I'm sure I could have used that for a secret project I'm working on.

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Neat ideas, yeah. Trying to keep it simple for now, but can see adding more terrain later. (Particularly keen on "battle graveyards", though they wouldn't necessarily be expressed as terrain - but perhaps they could.)
Yeah, adding all of them would be too much anyway, just dumping ideas in case one grab your attention. Mods will do the rest ^^

Btw, could battle terrains be affected by weapons and vice-versa? Would be interesting to see beams diffracted by nebulae shortening their range, or nukes and ship explosions dispersing them, or push asteroids...

2768
Blog Posts / Re: Terrain
« on: May 23, 2015, 11:01:53 AM »
That is AWESOME!
Questions:
 - What about hyperspace? Is it one of the "2 other terrains that might not cut it"? Would be sad to liven up the systems when fleets also spend an awful lot of time traveling in Hyper.
 - Are Terrain automatically known or do you have to fly through them to find their exact type?
 - I want to know about modding too! Seems a rather logical thing to add to the API but better be sure than disappointed.

Suggestions:
 - The return of the gravity well? Like you are faster while going toward a massive object than getting away. Would allow more maneuvers to intercept or avoid a fleet but might be tricky to convey and to code the AI for.
 - Hydrogen nebula that slowly replenishing fuel as long as you are still. (can be expended but slowly replenish)
 - Battle graveyards that allows to replenish some supplies (will be expended over time)
Those two could smooth the difficult early start, while not providing enough resources to make a difference later with a large fleet.
 - Hyperspace instability that raise the fuel consumption but reduce the supplies use (because energy handwaving). Also reduce both Detection and Sensor ranges. (temporary)
 - Different types of Minefields! From the good 'ol Megaton nukes that have no IFF and damage ships as you move like Frag971 suggested, to the high tech Laser mines that on the contrary damage more if you stay still and slowly replenish as they can recharge their batteries.
 - Deep space, the space between the two stars of a binary system is quite empty and allows higher speeds and sensor range.
 - Pulsar Gama radiation waves that kill some crew after you went through a few (temporary and does not kill them immediately) => this totally calls for a Medbay hullmod, and other deadly terrains.

2769
The fun thing is, you take them so well that it made me no longer save-scum every-time I lost something bigger than a destroyer. Now I only do that if I loose everything or the battle went bad because of a AI mishaps... (like this time a frigate tried to evade a missile by ramming my engines, exploded, damaging my ship, flaming-out the propulsion, sending me spiraling into the deadly embrace of the opposing capital ship)

On the other hand, watching NemoNeamo enraged after losing ships is pretty entertaining too :p

2770
Oops tiny mistake in this update (as usual :-X ), it seems I was too eager to release it for Everlazy's next play-through... The best weapon Scy has to offer never spawn in markets, and that's just sad. Anyway, I updated the uploaded mod so you can re-download it, or simply overwrite the data/weapons/weapon_data.csv with this one (it won't break anything):

Sorry about that.

[attachment deleted by admin]

2771

Require Debido's TwigLib.
Require LazyWizzard's LazyLib.
Compatible with LazyWizzard's Version Checker.
Compatible with Histidine's Nexerelin.
Integrated to Dark.Revenant's Starsector+

Another small update, mostly around fighters and missiles balance. The SuFi has gone under a redesign phase and gained a turret in trade of one of it's hard-points, and all fighters weapons have been shuffled around. The AtFi got a Burst Thrusters ship-system like the Weapons Platform drones built on the same chassis, which give them a nice punch in the thick of the battle. Missiles have been a bit buffed: The Coasting Missiles are now "remote controlled", that is only one volley per launcher can be in flight at any time. On the other hand they are now as damaging as a Harpoon so beware. Rockets are now far more precise and should really hit their target reliably now. Laser torpedoes received a small buff to the number or ray produced too. Finally the Khalkotauroi and the Siren cruisers finally use often and correctly their main weapons.

Changelog:
Spoiler
Code
V0.93

NEW CONTENT
 - SuFi redesign: it lost a hardpoint but gained a full coverage turret to help it in it's escort role.
 - Also added a new fighter beam weapon.

BALANCING
 - Coasting missiles are now "remote controlled". That is only one volley per weapon can be in flight at any time.
 - Coasting missiles damage increased from 400 to 750. (now effectively a long range Harpoon that can't be spammed on vulnerable targets)
 - New very accurate AI for the guided Rockets.
 - Decreased Rockets launching speed and top speed but increased their maneuverability. Also increased their cooldown.
 - Shuffled all fighters load-outs.
 - Various adjustments on fighter weapons.
 - Increased the number of rays emitted by all the Laser Torpedoes warhead.

BUGFIXES/IMPROVEMENTS
 - Small adjustments to the coasting missile AI.
 - Finally fixed the Siren and Khalkotauroi cruiser not using their main weapons at their full potential.
 - Removed the built-in weapon of the Baliuses, added a universal slot instead.
[close]

2772
Suggestions / Re: Planetside Battles
« on: May 18, 2015, 11:35:23 PM »
But I strongly dislike backgrounds like this. I had serious trouble playing that mission because I could barely see anything, and I ended up skipping it.
That's pretty much why I put it for the first mission. In later fleet battles you just burn your eyes trying to see anything.

2773
Suggestions / Re: Planetside Battles
« on: May 18, 2015, 03:36:57 PM »
Scy first mission... (and there are more after)


There are several good reasons why it shouldn't be done in campaign though:
First, it's quite a distraction. The busier the background, the harder to read the battle get. Nobody like being rekt by a harpoon that happened to come "hidden" in a bright background area.
Secondly it's a big amount of work! You'd need a background for every planet type, probably two with the night side. Make that four for the cases a "battle happen on the ground". So yeah, that rise fast. And every mod would have to add his planets backgrounds too.
Thirdly, memory usage is already quite high, and backgrounds takes a lot if you add that many.

2774
For his defense, that tactic really works well with Exi once you get an Irithia. Ships cover each other with their temporary shields and the Carrier bring close and isolate priority targets.

2775
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.8
« on: May 17, 2015, 09:27:17 AM »
Oh they will consume more too and take their salary too, but you can also imagine having more extra crew will make the fleet slightly more efficient thus bigger.

In any case, 100 green crew gives you 1.4 logistics capacity, regular gives 1.65, veteran gives 1.85, and elites give 2.  As a result, each 100 green crew is a net +0.4 logistics capacity, regular is +0.65, veteran is +0.85, and elite is +1.  The excess crew is always taken from the bottom of your pool; if you have 300 elite, 300 green, and 400 skeleton crew, you have 200 green excess.

This is normally enough to boost up fleet size to 125 or something, at the cost of doubling (or worse) your daily upkeep costs.

On top of that you got skills that increase the max CR of all your ships, so you can increase your fleet further.

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