Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tartiflette

Pages: 1 ... 195 196 [197] 198 199 ... 235
2941
General Discussion / Re: Explanation of boarding mechanics?
« on: March 12, 2015, 04:40:36 AM »
The boarding event is almost purely random as long as you send enough crew/marines. The damage an exploding target deal is pretty much the same as in combat: is proportional to it's flux capacity, mitigated by armor and hull.

For explicit numbers:
Code: Java
public static final float SELF_DESTRUCT_CHANCE = 0.25f;  
public static final float CIV_SELF_DESTRUCT_CHANCE = 0.05f; 
     
public static final float ENGAGE_ESCAPE_CHANCE = 0.25f; 
public static final float ENGAGE_DISABLE_CHANCE = 0.5f; 
public static final float ENGAGE_DESTROY_CHANCE = 0.25f; 
     
public static final float LAUNCH_CLEAN_ESCAPE_CHANCE = 0.5f; 
public static final float DOCK_SUCCESS_CHANCE = 0.5f; 
public static final float LAUNCH_SUCCESS_CHANCE = 0.25f; 
     
public static final float DEFENDER_BONUS = 1.5f; 
public static final float DEFENDER_VS_LAUNCH_BONUS = 3f; 

Check this post from Dark.Revenant for the complete code and some discussion about boarding.

2942
Suggestions / Re: Omni-shield Control Conflict.
« on: March 09, 2015, 02:12:29 PM »
Maybe there is something to test along the lines of putting Omni shields under AI control with a hullmod, but then if you hold the right click it's back under your control (and the hold prevent the shield toggle of course)...

2943
Suggestions / Re: Ship Variants and Utility slots
« on: March 09, 2015, 02:20:35 AM »
Why a new slot type? It's perfectly doable as a "normal" weapon with a support effect instead of a shot.

2944
It only need to match. Windows don't care about case, so it's easy to make mistakes in the names or path, and Linux will throw an error.

2945
Discussions / Re: About space rpg
« on: March 08, 2015, 05:35:17 AM »
Given the first game has been installed between "100,000 and 500,000" times according to the Android store, with a 0.99c in app purchase, I'm quite sure the dev has the money to hire somebody to do his art. If he like Starsector's style so much, he could even hire one of the spriters on the modding forum!

He knew he was doing something illegal, and from his messages, he don't even try to deny it. We can assume all the sprites in his game are derivative from other games as well:
"I am not an artist, I can make planets and nebulas easily but had a harder time with spaceships. My approach to making spaceships, especially for the 2nd game, was to combine hand drawn stuff from myself with heavily modifying elements from images from the net." So
good graphics ships
Is a bit easy when you steal professional artworks (or mods artworks witch is maybe even worse).

So I do hope he quickly get an artist to make original art and re-release his game soon, but in the meantime I don't have much sympathy for him.


2946
Mods / Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« on: March 08, 2015, 01:48:48 AM »
Hum, Scy will need an update on my end to be compatible, since I removed the "Exerelin" check. But at least it should work as soon as I release something.

2947
It's absolutely terrific against carrier and missile heavy Cruisers/Capitals because it prevent them from fulfilling their role. Having one against an Onslaught almost completely neuter the rocket spam, and and Astral becomes a huge practice target.

I'll test it with a anti_fighter flag but I fear it would loose too much time tracking small targets instead of concentrating on their carrier. I'm interested in hearing about your result playing with the variables. Right now it's true it produce a lot of flux but the damage potential is quite impressive too: the tool tip use the damage used in auto-resolve, but the real damage potential is 4000 frag per second for 1000 flux/sec, but of course some is always lost.

Be warned, you'll need to modify the projectilesEffectPlugin.java and recompile to change the total damage or the number of sub shots as it override the weapon_data values.

2948
Mods / Re: [0.65.2a] Nexerelin v0.2 (release 2015-03-07)
« on: March 07, 2015, 02:53:31 AM »
Nice to see (N)exerelin back, good work Histidine. I'll have to release a Scy update to make it compatible, but in the meantime here's an updated faction file: the current one is lacking a lot of new stuff.

Since it didn't worked in Exerelin, would it be possible to use ships instead of wings to mine too? I made a mining destroyer that beg to be put to good use, and should be more efficient than a wing since it's quite bigger. I already commented out the corresponding entry for when it become possible (unless you already changed that in this case thank you).

Well, gotta get back working on that update then.

[attachment deleted by admin]

2949
General Discussion / Re: optimal configuration for odyssey
« on: March 07, 2015, 01:57:22 AM »
The autopulse use 200 flux/s only when empty and dealing 250 dps, when firing at full 1500 dps it uses 1200 flux/s!

2950
Suggestions / Re: Changing shield radius during combat
« on: March 06, 2015, 08:14:11 AM »
Except shields collide with allies, so expanding it won't be very useful. On the other hand expanding the arc of a shield with a ship system is already done with one of the Shadowyard cruisers and my Talos frigate in Scy, and it's pretty cool to use.

2951
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 06, 2015, 03:48:40 AM »
Also an "upgraded" version of the Blitzkrieg since many people are bashing from it, and a weaponless Aurora exclusively meant to be kitbashed from:



To clarify since the situation is getting tense:
These and the other civilian ships I made from vanilla are okay to kitbash from without asking as long as it stay withing Starsector's context (as per the EULA and FractalSoftworks' authorization). However they aren't free to be used as they are. This is also true for Scy ships (CC license), but this is NOT the case for the few other original ships I posted or the ones I made for other mods.

[edit] While I'm at it, I'm making a whole set of those ready-to-kitbash sprites:

2952
Suggestions / Re: Hidden weapon slots modification
« on: March 06, 2015, 01:01:55 AM »
Actually, you can do that: use a normal slot, and with a script you force the weapon in there to be invisible.

2953
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 04, 2015, 10:58:27 AM »
Well, it's a civilian ship, it's no supposed to be deployed in combat unless absolutely necessary. But it can defend itself against pirates: the drones might just buy it some time to escape. Initially I though about removing all mounts! In the end I suppose the remaining turret could be universal: with the drones and a Annihilator pod it could be a tougher target than it look. Also, the "composite" in the same stand for it's mixed cargo/fuel capacity witch can be useful.

Anyway, it's all rhetorical as I'm not sure I'll ever make a mod from those civilian ships.

2954
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: March 04, 2015, 07:33:00 AM »
It has been a while since I posted anything here... So here's a new civilian conversion:


Crane class Composite freighter

   In 193, the Valis system went through a succession of uprisings that left the dominant government quite weakened. Dangerously close to bankruptcy, the planet could no longer afford its oversize military fleet. After securing the borders through a diplomatic agreement with the Hegemony against century long exploitation rights for the rich asteroid fields, the government went on to tackle on rebuilding the infrastructure in ruins. The idea was to fund the reconstruction by selling half the ships of the fleet, and keeping only a quarter of them in active duty to maintain the fragile peace. That sale attracted a lot of propositions from rather shady groups from every nearby stars. Worrying to willingly arm pirates, and not eager to further reinforce the local presence of the Hegemony in the system, the sale was postponed until they could have the insurance these weapons would never be used against them. The obvious solution was to disarm them, but then nobody would buy them. These were warships, even removing the mounts wouldn't create much usable cargo space without a serious refit of the interior space.

   The decision was taken to only sell Eagle class cruisers, redesigned as fast, lightly armored freighters to reduce the cost of the modification. The specification document asked to remove all but one turret, but also add two small drone bays in the space emptied from the frontal armament. The launching doors would also be used to load the cargo with great efficiency. This new class of ships was to place itself as an alternative between Mule and Venture class freighters. Fast as a Mule, but with the Cargo space of a Venture, and a drone system to avoid any damage should the ships encounter pirates.

   Sadly, the redesigning took quite some time, and the first conversions didn't go that well. While the Crane class Composite freighter is now a commercial success, the Valis system had to sink deeper under the Hegemony influence to secure reconstruction funds and avoid a total breakdown of the Planet infrastructure. Now the government is but a puppet of the Hegemony, but the system is renowned for its ship refitting industry and talented engineers in converting existing ship models.

2955
How very unlikely... Unless you didn't removed the old mod before extracting the new version? Also you might need to reset your variants for the missions if that occurred when starting one.

Pages: 1 ... 195 196 [197] 198 199 ... 235