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Messages - MajorTheRed

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241
Modding / Re: Need help on some weapon effects
« on: November 29, 2017, 04:18:02 PM »
Oh ok now I understand what you mean!

242
Modding / Re: Need help on some weapon effects
« on: November 29, 2017, 10:41:53 AM »
Hum, seems like a possibility to try, and I think I will be able to work with that as its similar to other waepons files.

Also, I figure that the Salamander, with its high EMP value, is able to ionize several weapons or engines in one shot. Maybe the EMP value I set for the Ion torpedo is to low.

243
Modding / Re: Need help on some weapon effects
« on: November 28, 2017, 10:47:20 AM »
OK, I think I will leave it aside for now. Thank you for taking time to answer my questions.

244
Modding / Re: Need help on some weapon effects
« on: November 28, 2017, 08:54:47 AM »
Quote
Then the only way available to you would be to have the missile split in a cloud of invisible ion cannon shots a bit like the sabot but all around, you probably won't be able to do it without programming otherwise. (ion damage doesn't work with vanilla AOE, vanilla missiles don't have proxy fuse).

Thanks for responding (so quickly!). I was worried it might end up with something like that, as it's clearly implemented in the game mechanics.

Do you mind explain why the "behavior":"PROXIMITY_FUSE" is not working? As far as I understand it, missiles are considered as projectiles in the game, so why the behavior will apply to a shell and not to a missile? Is it because of the firsts lines    "specClass":"missile" and "missileType":"ROCKET" which lead the game to consider both projectiles differently?


245
Modding / Need help on some weapon effects
« on: November 28, 2017, 08:12:58 AM »
Hello everyone,

I'm trying to make some kind of ion AoE torpedo for my mod (Stop Gap Measure). So far I've manage to integrate the weapon in the game (sprite, .proj and .wpn files) but I fail to introduce two effects :

-Ion effect on all the ship : so far, each team I hit a ship with it, only one system is ionized. I don't think it is a problem of EMP damage to low (1000 dmg in the .csv file), but rather an understanding of how ion damage work. I don't need fancy effect like arcing, but at least several systems/weapons need to be tested by the ion effect.

-Proximity fuze : I want the torpedo to explode with a large detection radius. I took the specs in the flak cannon .proj, but I think I've miss something.

Here is the .proj file, it is based on the reaper torpedo if it can help.

Spoiler
Quote
{
   "id":"ion_torp",
   "specClass":"missile",
   "missileType":"ROCKET",
   #"sprite":"graphics/missiles/missile_torpedo.png",
   #"size":[16,28],   
   #"center":[8,14],
   "sprite":"graphics/filgap/missiles/Ion_torpedo.png",
   "size":[10,30],   
   "center":[5,15],
   "collisionRadius":20,
   "collisionClass":"MISSILE_FF",
   "explosionColor":[100,170,255,255],  # purely visual, will get a white additively blended core on top of this color
   "explosionRadius":350, # purely visual
   "behaviorSpec":{"behavior":"PROXIMITY_FUSE",
               "range":100,
               "explosionSpec":{"duration":0.1f, # not visual
                "radius":300,
                "coreRadius":100, # full damage within core radius
                "collisionClass":HITS_SHIPS_AND_ASTEROIDS,
                "collisionClassByFighter":HITS_SHIPS_AND_ASTEROIDS,
                "particleSizeMin":5.0,
                "particleSizeRange":3.0,
                "particleDuration":1,
                "particleCount":200,
                "particleColor":[155,220,255,255]},
   },
   "flameoutTime":5, # total time from flameout to full fadeout
   "armingTime":0.5,
   "noEngineGlowTime":0.5, # time spent without the engine glow being rendered
   "fadeTime":0.5, # fadeout duration               
   "engineSpec":{"turnAcc":0,
              "turnRate":0,
              #"acc":35,
              "acc":500,
              "dec":0},
   "engineSlots":[{"id":"ES1",
               "loc":[-11, 0],
               #"loc":[-14, 0],
                #"style":"TORPEDO",
                "style":"CUSTOM",
               "styleSpec":{
                  "mode":"QUAD_STRIP", # PARTICLES or QUAD_STRIP, determines which params are used
                  "engineColor":[155,220,255,255],
                  "contrailDuration":2,
                  "contrailWidthMult":1.5,
                  "contrailWidthAddedFractionAtEnd":1,  # can be negative. makes trail spread out/narrow at the end
                  "contrailMinSeg":5, # min segment length, in pixels
                  "contrailMaxSpeedMult":0f,
                  "contrailAngularVelocityMult":0.5f,
                  "contrailSpawnDistMult":0f, # how far away from engine it starts
                  "contrailColor":[100,200,255,50],
                  "glowSizeMult":2.5,
                  "glowAlternateColor":[0,115,255,255],
                  "type":"GLOW" # GLOW or SMOKE; additive or regular blend mode
               },
                "width":10.0,
                "length":80.0,
                "angle":180.0}]
}
         
[close]

Please understand I'm modding mostly by iteration, I've some basic knowledge of how to type these file, but java programmation is largley unavailable for me to do.

Many thanks,

246
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: November 28, 2017, 08:01:45 AM »
Quote
You should PM a moderator and ask him to move this topic to the mods section.

Yes you're probably right... I will wait for the next batch of stuff to be implemented (in maybe 2 or 3 days). I still have some problems wit a new weapon I made.

247
Really like this mod, I was really surprise by the balancing of ships. Some of them seems overpowered on paper but manage to be not over the top with one or two drawback (Sagaris en Koncerz in particular).

My two main remarks are about the IA of some ships (I suppose you cannot do many things about it but still worth mentionning it) :
_The Lance cruiser charge needlessly on the ennemy using Ram Drive. I built a incredible dancing-laserball-of-death with Laser, graviton and ion beams for a cautious officer and this *** put himself in the middle of a pirat fleet with obvious results...
-The Kestros has the exact reverse problem. We need him to get close (ion cannon, pulse laser and plasma lance), but because it thinks he is a carrier he always pull back!

248
General Discussion / Re: Was mining removed from upcoming features?
« on: November 21, 2017, 08:02:58 AM »
I agree with, still, any mining would be part of the outpost mechanics
Still, it's not impossible that asteroid belt and cluster will be explorable and integrated to the closet outpost if something valuable is found.
Or better (but I'm dreaming) maybe we will able to create space station related to them.
I still think that non-planet stellar features should be part of the exploration mechanics (but not exploitation).

249
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: November 19, 2017, 01:54:04 PM »
Version V0.3 available :

https://www.mediafire.com/file/xh8gcit7wps40ca/Stop%20Gap%20Measure%20v0.3.rar

Include 3 new ships :
-High-tech quick freighter
-Mid-tech line cruiser based on the Valkyrie
-Mid-tech light carrier identical to the Drover game-wise

 3 new weapons:
-Small mid-range energy plasma gun. A salvo light pulse laser with poor accuracy
-Small mid-range flak shotgun. Fire 6 slug with a slow rate of fire.
-Small mid/long range HE gun. Slow and poorly efficient but accurate with EMP effect

250
Great news! I was missing this graphical style! Will (re)try it soon!

The number of skins fo each ship is pretty impressive!

251
Modding Resources / Re: Spiral Arms II - Free Community Sprite Resources
« on: November 14, 2017, 08:21:04 AM »
Quote
10-minute kitbash, on a completely random suggestion by Techhead in the Discord channel:

Give it a red paintjob, converted hangar hull mod and it will make a great pirate carrier!

252
Suggestions / Re: [0.8.1a] Improper FP values in ship_data.csv
« on: November 05, 2017, 09:45:39 AM »
Strangely enough, I found many value well priced because of two parameters which are not related to Comabat value itself : IA ablities to control it, and firepower-unrelated aspect.

Centurion
While it has not the firepower of the lasher, its hull and armor compensate largely in a fleet battle.

Wayfarer
Once again it's subpar against true combat frigate, but can still defend itsel. Add it a great cargo space and its a little be too much for 4 FP.
It is also available on civilian market. So if it was 4 FP, I fear people would spam it.

Sunder
I agree about the comparison with the Hammerhead and Enforcer. But the difference is that the IA is unable to use it properly, so pirate fleet and faction detachment should have an advantage in FP to have it.



253
General Discussion / Re: When will Economy and Outposts be released?
« on: November 04, 2017, 01:34:45 PM »
Do you think Alex will potentially release a bug-repair patch?
In my mind there is some troubling problem in the current release, more important than previously, that can benefit a fix patch (not-despawning scavenger, carrier IA and eternal war) as they somtimes takes all the fun off the game.

254
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: November 04, 2017, 09:32:02 AM »
This battlestation (?) is awesome (in every sense...). At first I didn't figure it sheer size until I saw that the big mount are not "large" but even bigger!!!

A kitbashed I made. It was intended to be a destroyer but I think it's more a cruiser now...


It's made up of Valkyrie and Vigilance (I like the color and plates on this ships).

255
Bug Reports & Support (modded) / Re: Crashes while saving
« on: November 03, 2017, 07:37:01 AM »
Yep got the same problem, with time as you progress in the game your saves take more and more time to save, until the software freeze.
Follow the indication of NightKev. There is also this post which explain a little bit more :
http://fractalsoftworks.com/forum/index.php?topic=8726

(There was another one about java-64 but cannot found it. Also I don't know how it's usefull for mac...)

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