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Messages - Inventor Raccoon

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331
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
« on: April 23, 2017, 04:20:15 PM »
Hey @Raccoon, I know it's gonna sound pedantic, but do you think you could credit me alongside the Miner Mule sprite? It's not a big issue to me (and I know some people are already aware I kitbashed the sprite), but best not to get into bad habits.

Otherwise, great to see the mod updated!  ;D
Oh, yeah, sure. I'll credit you with the idea (technically I made the sprite myself but it's basically the same as the one you did with a little bit of empty space filled in).

332
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.1 - Mule Miner
« on: April 23, 2017, 03:31:27 PM »
Does this mod have any custom hullmods? If so, is the Converted Ballistic Mounts hullmod from it? I found it as a modspec that can be installed for 0 OP.
Oh. Yep. Converted Ballistic Mounts was supposed to be a built-in hullmod for balancing. It doesn't need to exist anymore, and I'll probably remove it.

ooh, Miner Mule! \o/

Hooray for miner Mule! I remember you and Axle making it and asked him if I could use the idea. It's a pretty neato concept, and fits well with the general feel of this mod.

333
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 02:49:07 PM »
Is there any way I could request a couple ships BESIDES the Apogee with High Res Sensor Packages?
Yeah, sure. PM or a post here, I don't mind. Already have an idea of what the next update will hold (something a little special), but I'll try to fit suggestions in.

334
Modding / Re: How Station Mechanics are Handled
« on: April 23, 2017, 01:42:48 PM »
I got non-stations to use modules. Here's 4 different examples of what you can do using only modules that produce frontal shields:

1.
Spoiler
An undershield, protecting your hull from damage if anything sneaks through.

When hit, this particular shield overloads immediately on taking a single hit, emitting long purple arcs to show this (an unintentional effect). After the overload subsides, the shield returns.
[close]
2.
Spoiler
A back-facing shield. Funnily enough, the placement of this invisible module makes Salamanders not even consider trying to hit the engines, they'll go straight for the front of this ship.
[close]
3.
Spoiler
A frontal shield on a phase ship. The shield does block fire while phased, and moves properly with the parent ship. A weird side effect is that it prevents you from normally unphasing - you'll have to vent.
[close]
4.
Spoiler
Broadside shields. Yep.
[close]

Lots of possibilities.

335
I forget exactly, but if you're thinking that the base of the station could be destroyed and the modules could survive and fight on, that's going to be tricky for various reasons. For one, the station will register as disabled post-combat.
Grargh, I must have had a brain fart and left out some very important words. What makes a station explode when the MODULES are destroyed? My example is a small station with 2 weapon platforms, and a large mount on the base, and no Vast Bulk. There's no need for the station to die immediately when both modules are disabled, because it can still fight and can still be destroyed. Another example would be a theoretical Onslaught with both wings as modules. Instead of just immediately suffering a catastrophic failure and detonating, you'd expect it to fight on.

Independent modules that can fight on their own sounds very funky.

And by the way, did you fix that bug with non-stations having modules? My Conquest with broadside shields is now working perfectly (except for the shields deciding not to raise themselves, while I think can be fixed with a hullmod just like how Axial Rotation forces a ship to always turn right)

336
After dabbling in station mechanics, got a couple of questions.

Firstly, any way to make it so that stations will appear in markets with modules? If you stick a variant into the .faction file, it'll appear in markets, but only as a blank base, no modules, and there isn't a way to attach modules. I don't think it works like a built-in weapon, just putting in the variant name of the module instead of a weapon name isn't accepted.

Secondly, what makes it so that stations explode on death? STATION tag? Presence of modules? It's great for large stations where all of their defenses and weapons are on modules, but on a smaller (around the size of a destroyer) station where the main section isn't invulnerable and has weapons, it makes balance trickier. You either have to make the modules very strong (so it's harder to actually make any progress in weakening the station) or risk having the entire station just blown away by two bombing runs.

337
Mods / Re: [0.8] Useable [REDACTED] 1.0
« on: April 23, 2017, 09:26:23 AM »
Awesome!
do you plan on making the [REDACTED] usable too?
They are useable, or should be, anyway.

338
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 09:24:23 AM »
I came across a Reaver Drone Drone LPC in an abandoned Habitat

I'm assuming Drone Drone is a typo?  :D
Yep. Already fixed.

By the way, just updated with a new version. Adds a miner version of the Mule, and some small fixes.

339
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 09:01:27 AM »
Having just spawned a bunch of stuff in for testing while waiting for stuff to update, oh god the artillery swarmers are so goooood. Not like, STRONG, since they do bugger all damage, but firing off six of 'em is just magical. Based off the ID and them only showing up on the drones I'm guessing they're not supposed to actually show up, like bomb bays - but they should! I'd totally use em, they're like much, much less dangerous fighters, just keep mild pressure on to make managing shields harder. But mainly it's the 'here's a hundred missiles have fun'.
Glad you like them. They originally weren't supposed to show up except on the Gryphon Hunter (originally it was a Guardian variant and had an artillery drone), and they don't, because none of the variants that spawn in fleets or markets have them. I'll remember to add more of the mod's weapons to variants.

340
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 06:24:32 AM »
I can reduce the spawn rate, yes. Will do so in today's update, specifically for pirates because it looks to me like other factions have relatively normal amounts of ships.

All hardpoints are taken from vanilla sprites.

341
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3
« on: April 23, 2017, 04:00:26 AM »
The interceptor missiles cause CTDs.

Fatal: com.fs.starfarer.combat.entities.Missile cannon be cast to
com.fs.starfarer.combat.entities.ship
Darn, must have slipped by the cracks while updating. Will fix today.

I'm curious, can these be acquired as derelicts/combat salvage or only through markets?
Both. They appear in markets and faction fleets.
Cool mod, though I have some issues. The blue onslaught's description says it has xyphos drones when I actually has reapers. If its meant to be a high tech onslaught then it should have the high tech engine plumes. The phase Tempest's cloak is unbelievably costly to operate. 750 flux/s is way too much (afflictor has 120 flux/s). 200 is a bit more reasonable.
Reavers are modified Xyphoses. I'll resolve some of the other stuff today.

Thanks for the quick update!
:)

342
Mods / Re: [0.8] Raccoon's Arms Pack v1.3
« on: April 22, 2017, 05:24:30 PM »
Guess what. New update. Now compatible with 0.8. I removed 6 different variants from the game, because I felt like they were too lazy and were not original enough. And the remaining ones have been overhauled. Check the OP for details. And do check out the new mission that replaces The Guardians. Another update will be coming soon.

343
Modding / Re: How Station Mechanics are Handled
« on: April 22, 2017, 04:52:07 PM »
I managed to make a working station myself, one that has campaign stats and could feasibly be used as a player's command ship. Turns out that Storm Needlers become extremely overpowered when you triple their range, however. They chew straight through shields and the AI can't handle the constant stream of fire, and even an Onslaught will die slowly to 1 Storm Needler and 2 Heavy Maulers.

Found another possible bug while doing so. Station modules can be refitted perfectly normally in the campaign and will keep their new weapons, but they will instantly revert to their assigned variant in the refit before doing a mission. Doesn't happen to the station base, that'll always keep any changes.

344
Code
34509 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Filenames are case-sensitive, [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Raccoon's Arms Pack\jars\raccoonarms.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Raccoon's Arms Pack\jars\raccoonarms.jar]
java.lang.RuntimeException: Filenames are case-sensitive, [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Raccoon's Arms Pack\jars\raccoonarms.jar] vs [C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Raccoon's Arms Pack\jars\raccoonarms.jar]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I know this is to stop Linux crashes, but how is it fixed? Everything seems to be in the same cases. And why is it pointing to starsector-core?

345
How difficult is it to utilize the ship editor & modify the bonuses Hullmods provide?

I would really like to try experimenting with some ship variants that utilize High Resolution Sensor & Survey Equipment Hullmods of various bonuses.

It seems odd that there aren't more ships added with .8a that already carry these. Beside the usual like the Apogee (Which is the only High Res Sensors ship I know of off-hand)
It's relatively simple, although you should use a program that can compile everything into a .jar file. I use Eclipse, personally. It's mostly just changing a couple of numbers and taking examples from Alex's code, if you aren't comfortable writing anything entirely new.

Ship variants are very easy, especially if you're making it as a skin (like ingame D variants or the XIV variants) of an existing ship. Look at vanilla skins for a template.

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