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

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Messages - DinoZavarski

Pages: 1 2 [3] 4 5 6
31
General Discussion / Re: The end goal
« on: May 06, 2017, 03:11:26 PM »
Wow, then maybe Mass Effect Andromeda will be more in yous taste. I watched my colleague play it. It started with a ship that brings 20000 humans to a new galaxy and ended with a baby that was born while the main hero killed ~4000 of them (16001 left for next parts i guess).

32
General Discussion / Re: Independent suddenly go hostile?
« on: May 06, 2017, 02:57:26 PM »
Not sure if it is the same bug, but i had similar problem: While on Remnant probe mission for the Independents i was detected by an independent scavenger fleet and got a message about -150 points drop of my relation with Independents (from +100 to -50). They did not attack me however.

33
Hegemony version of the cerberus is.... well... the cerberus.

Aww, when I've hoped ;)

Unfortunately Cerberus is really military transport, so paramilitary version will be actual downgrade for it, that's why i don't use the sprite. If you want fun to play refit however PM me, i can send you the Cerberus (BR) - a blockade runner i made for a WIP mod. It has safety overrides, composite hull/armor and custom engine refit - nice flux stats, 50% sensor profile, nearly immune to EMP, 214 speed, burn 11, 30% less hull/armor (no future upgrades possible for hull/armor/engines) and ~50% weapon range. It's burn drive has also been replaced with courier drive that projects damper field while burning (flameout on collision remains).

For more fun it also has Delicate machinery, so your default peak performance time is ~30 seconds.

34
If you are interested in up to date variants of Mantha and Titan i can send them to you. I port them to each new version for own use. The Titan looks really great with some weapons from the old Firestorm Federation mod.

I also always port both impulse assault point defense line and Thor and Rift cannons. They look great when used with the Gekelonian mod (http://fractalsoftworks.com/forum/index.php?topic=4320.msg67048#msg67048) fleet that i have nearly ported to .8 with permission to release from it's author. If you want we can combine work on this faction in your mod, as without those 4 guns the Gekeloninan fleet in it's current state will just be incomplete.

35
Use this paintjob if you want.


36
Mods / Re: [0.8a] Green Knight Security (v0.5)
« on: May 05, 2017, 06:19:54 AM »
[Do you want to name that Sunder (GKSec) variant? I can add it to the mod as a goal variant if you want  ;D

Wow, a Green knight on a quest to find the Holy Locust Launcher! Sound like the beginning of a long story... :P

37
Mods / Re: [0.8a] Green Knight Security (v0.5)
« on: May 04, 2017, 04:56:01 PM »
Hi. Nice modifications, look like actual tech mixing. Makes them feel immersive.

There are some file name case typos that prevent game from booting on Linux:

Code
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/collier.ship GKsec/data/hulls/collier.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/collier.ship 2017-04-26 20:10:51.000000000 +0300
--- GKsec/data/hulls/collier.ship 2017-05-05 01:20:55.277537242 +0300
***************
*** 127,133 ****
      -0
    ],
    "shieldRadius": 80.622574,
!   "spriteName": "graphics/ships/collier.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
--- 127,133 ----
      -0
    ],
    "shieldRadius": 80.622574,
!   "spriteName": "graphics/ships/Collier.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/dualkrio.ship GKsec/data/hulls/dualkrio.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/dualkrio.ship 2017-05-02 17:03:14.000000000 +0300
--- GKsec/data/hulls/dualkrio.ship 2017-05-05 01:22:34.303206128 +0300
***************
*** 51,57 ****
      -0
    ],
    "shieldRadius": 30.5,
!   "spriteName": "graphics/ships/dualkrio.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
--- 51,57 ----
      -0
    ],
    "shieldRadius": 30.5,
!   "spriteName": "graphics/ships/dualKrio.png",
    "style": "MIDLINE",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/ghent.ship GKsec/data/hulls/ghent.ship
*** /home/dino/Downloads/games/starsector/08/GKsec/data/hulls/ghent.ship 2017-05-04 22:51:00.000000000 +0300
--- GKsec/data/hulls/ghent.ship 2017-05-05 01:21:32.766169172 +0300
***************
*** 115,121 ****
      -0
    ],
    "shieldRadius": 67.5,
!   "spriteName": "graphics/ships/ghent.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
--- 115,121 ----
      -0
    ],
    "shieldRadius": 67.5,
!   "spriteName": "graphics/ships/Ghent.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
diff -crB /home/dino/Downloads/games/starsector/08/GKsec/data/weapons/privateers.wpn GKsec/data/weapons/privateers.wpn
*** /home/dino/Downloads/games/starsector/08/GKsec/data/weapons/privateers.wpn 2017-04-28 16:24:29.000000000 +0300
--- GKsec/data/weapons/privateers.wpn 2017-05-05 01:24:40.801336403 +0300
***************
*** 4,12 ****
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/privateerS_turret_base.png",
! "turretGlowSprite":"graphics/weapons/privateerS_turret_glow.png",
   "hardpointSprite":"graphics/weapons/privateerS_turret_base.png",
! "hardpointGlowSprite":"graphics/weapons/privateerS_turret_glow.png",
   "glowColor":[200,0,200,150],
   "turretOffsets":[10, 0],
   "turretAngleOffsets":[0],
--- 4,12 ----
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/privateerS_turret_base.png",
! "turretGlowSprite":"graphics/weapons/privateers_turret_glow.png",
   "hardpointSprite":"graphics/weapons/privateerS_turret_base.png",
! "hardpointGlowSprite":"graphics/weapons/privateers_turret_glow.png",
   "glowColor":[200,0,200,150],
   "turretOffsets":[10, 0],
   "turretAngleOffsets":[0],

Also i think you really should add variant for your Sunder with Locust SRM, 2xCorsair Battery, 2xPrivateer and 3xBuccaneer. It is not only good all-round combo, but also looks great.

38
Not sure if this is a bug, or an intended "meditate while keeping the mouse button pressed" minigame, but it is really annoying - i even managed to fall asleep once while "playing" it, just to find myself somewhere outside of the visible system map (btw: is the hyperspace ruller with it's distances in light years supposed to appear on the in-system map?). If this is related to the new autopilot you may consider making "set waypoint" a selectable option (or even a "set waypoints" - path setting will be usable to go around various nav hazards).

Not directly related, but making "Lay in course" non-default option that has to be specifically chosen in the object popup menu was really bad choice, as in most cases that is exactly what one wants to do when clicking on object (at least you did put "set as destination" in the planetary menu where one usually ends instead). "Go to the system" may be arguably better on the hyperspace map, to allow one to set in-system destinations, but you really have to make "Lay in course" default for system maps with the next release.

39
Mods / Re: [0.8a] The Silent Armada (Demo) v0.10
« on: April 29, 2017, 04:58:35 PM »
Hey, given that explorer is the only cargo/support right now and that there are various new systems that are intended for such ships you may consider to increase it's OP.

Alternatively i cheated by adding Surveying equipment and HiRes sensors to it and made (TUG) skin equipped with Salvage Gantry and Tow Cable  instead (working on skin graphics).

40
I play a lot IC, as my home PC can't handle fully modded SS. This made me invest considerable amount of time to re-integrate VNC in 0.7.2 and add two more factions, one of them with quite distinctive features like matryoshka style drone swarms and evolving ships (still a lot of work to do). Given how well 0.8 new features fit all this i will definitely do my best to port IC to it. Still my scrappy knowledge of Java won't allow me to do it fast.

I also wanted for a long time to try to implement piracy in SS. What we have now is not even the behavior of privateers, but something more suitable for military raiders, that depend on being a part of a state army to survive. I want to replace this with several types of behaviors:

- Faction spawned military raiders (current "piracy")
- Privateers, that accept to obey some rules and limitations to receive funding, bounties and protection from one of the factions. Give chance to bribe your way out (dialog options when attacked by one or attacking as one). Being caught in attacking units of the commissioning faction, it's allies or neutral ones leads to being branded as pirate (revoked commission, your standings with main factions synced to theirs with Pirate faction without changing your standing with pirates, also bounty is placed on your head)
- Pirate syndicates. Have to be completely self reliant, so unlike previous ones their main goal is getting income, instead of disrupting trade or destroying enemy logistics. Sell logistical services to pirate fleets. Organize the trade with syndicate insurance policies. Those allow to avoid attacks for some time but are considered contraband and confiscated on main faction scan. Have different priced varieties covering different fleet value ranges that last three months and be brought via com dialog on planets with black markets for a price that is modified by your standing with pirates (and if your standing with pirates is above vengeance). If piracy target has no insurance or it's policy does not cover it's value an emergency one month policy can be brought for dynamic price from attacking pirate (dialog options when attacked or attacking while being pirate faction member). When playing as pirate you get bounty for scanning each fleet that has insurance policy and 50% share in emergency policy sales. Being caught in attacking target with a policy results trowing you out of the syndicate and vengeance with pirates.
- Mad dogs. No rules for those and no rules for handling them. May offer to let you for a price or for a ship from your fleet. Or may not, nobody can fortell what their agenda is. Intercepting non-hostile target as a player without being pirate or having commission gives you mad dog options in menu.

A total conversion with relatively little dev activity may be much better place to refine this, compared to the mainstream.

41
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 28, 2017, 03:40:03 AM »
I honestly prefer current distinctive appearance. Ruining their tree-like image just to make them look closer to domain technology will be great mistake. I don't think it is immersive to make Tri-Tachyon the only faction that has own shipbuilding school with distinctive style. It is normal and expectable for factions, that existed regardless of Domain to avoid using domain tech and copping Domain style.

Also looking around at the real world you may see that even on a single planet that has become to small for someone to hide effectively most efforts to limit and control technology eventually fail. It is quite clear that at the imaginary Domain scale attempts to limit access to nanotechnology and control it's usability and development by enforcing copyrights, patents, DRM and so on will fail even more miserably. Actually if there is something that is really not immersive in SS it is the assumption that such powerful state system formation existed without enforcing ban on R&D of high-end nano, bio and field manipulation technology, destroying systematically anyone who attempts to violate it. Actually they would have preferred to simply bury such dangerous things. The fact that they still used nanotech is most likely evidence that control was lost even before the Domain was able to react to it's development and when they become aware of it the tech was already available to a number of presumable enemies.

This makes safe to assume that in Domain controlled territories nanoforges and their control chips have become available to the general public only after collapse (mostly due to uncontrollable scavenging), but remaining/new states still do their best to prevent any uncontrolled "creativity" in their use (including taming the population to perceive tempering with blueprints or chipless nanoforges as abomination on pair with unbound AI). Territories that where out of Domain reach however eventually gained their own nanotech infrastructure, developed own blueprints and enforced their own nano tech control policy long before the collapse.

42
Mods / Re: [0.8a] Rebalanced Pilums V1.1
« on: April 26, 2017, 03:26:43 PM »
In un-moded SS small LRM may be inappropriate (not sure, me playing without mods was long ago and not for long), but after installing some mods you will find that small LRM's are quite common addition. And most such missiles have better stats, compared to this one (at least enemies can hit them without having to put to much effort).

As for publishing in separate tread - may do a pack of ships and weapons, but some are ported from old mods and i have to find someone to give me permission. Won't spam with single weapon treads however.

43
Mods / Re: [0.8a] Rebalanced Pilums V1.1
« on: April 26, 2017, 12:10:52 PM »
Nice hit with the new stats.

Some time ago i modded small (1 tube) and large (5 tube) Pilums to complement the medium one. It is not best in terms of balance with stock pilums, but with your stats even small launchers are fairly usable, without becoming overpowered.

If you want i can publish link to your mod with small and large launchers added.

BTW: I also had versions with different color markings housing shrapnel warhead, salvo of 3 emp bomblets or single swarmer SRM. Stopped updating them somewhere around 6.3, as various mods offered more interesting alternatives.

44
Mods / Re: [0.7.2a] The Silent Armada (Demo) v0.5
« on: April 10, 2017, 12:34:39 PM »
Hey, i am working on backport of TSA to latest Ironclads. The reasons:

- It nicely fits the style.
- My Intel Atom @home barely fails to handle stock SS, however Ironclads+VNS is playable.

I do it for my own sake, but can publish it when ready if you allow.

45
There are some typos in latest version that prevent game from starting on Linux when the mod is installed:

- data/weapons/maser.wpn
  lines 7-9
  "irMaster" has to be "irmaster"

- data/hulls/mi_pala.ship
  line 62
  "Pala.png" has to be "pala.png"

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