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Messages - Tarran

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271
Skyrim, Oblivion, Europa Universalis III, Roma Surrectum II (RTW mod), and uhhh...

Umm...

Uhhh...

Huh, wow, I'm amazed how well 5 games are keeping me entertained. It helps that I watch a lot of Lets plays.

272
Modding / Re: Adding custom ships
« on: March 05, 2012, 01:56:54 PM »
Last night, I also wrote a short step-by-step guide before I decided to ask whether you wanted help on sprites or adding the ship. I'll post it here just in case you prefer text. And so I don't cry on wasted time.

((I wish this forum had spoilers, it would be easier for me to avoid cluttering up the thread))

First, I'd suggest making a mod directory with all the necessary folders. Including the Data/Hull, data/variants, and graphics/ships directories. I will be doing this step-by-step guide as if making a new mod since that's MUCH cleaner compared to just adding onto the core game.

After that:
Create the sprite;
Use a ship editor, like this one to get the rough idea of the ship and create a hull, if needed create a Variant;
Put the hull in the Data/hull directory, and the variant in the data/variants directory;
Manually edit the hull file with a text editor to point to the sprite, manually edit the variant to put weapons in slots since the editor I linked to doesn't seem to work with assigning weapons;
Copy a ship_data.csv from either the core game files or another mod and fill out the ship's stats, id, name... Fill in everything (except "8/6/5/4%", that's unused);
Put the ship_data file with the hull.
Now, you have a choice. The ship will work now, but it's not actually being used by the game. You have the choice of making an entirely new faction or just editing the ship to an existing one. If you chose the former, follow ALL the instructions on this and add your ships on step 1. If you chose the latter, copy the file mentioned in step 1 from the core game files and put it in a similar folder in your mod from where you find it. Then edit your ships into it. Note that any other mods that modify the faction will conflict if you just modify an existing faction.
Next, grab a "mod_info.json" from a mod and put it in the top directory of your mod. Edit it with a text editor to your liking.
Finally, you can start up the starfarer launcher, and select your mods. Select yours, then launch the game.

If you have devmode on, you can then edit your variants to see how off everything is with your ship right on the start screen and see if you messed up. Otherwise, you'll have to go fighting with or against your ship to see any mistakes. If you find any, I suggest messing around with steps 2 and 4 until your ship looks fine.

273
Modding / Re: Adding custom ships
« on: March 05, 2012, 09:20:30 AM »
I don't think there is a limit on how large or small the sprites should be. I'd suggest making them at least large enough to hold a weapon slot (see stock images, rip off of them) unless they're bombers or fighters.

I think everyone saves them as PNG.

274
Modding / Re: Adding custom ships
« on: March 04, 2012, 11:55:06 PM »
Do you want to make the ship-ship, or just the sprites?

275
Modding / Re: Zero Pixelation : The house of Dante
« on: March 04, 2012, 11:33:28 PM »
Yep, just like that. Looks less like it's under a giant sunglass.

276
Modding / Re: Zero Pixelation : The house of Dante
« on: March 04, 2012, 03:50:58 PM »
Looks better than what I can make.

But there are a few things I think you should change.

As mentioned, it doesn't look 3d enough.

And, it's a little too dark for my tastes. Especially the dark spots. Increase the brightness, moreso with the dark spots, and only a little with the bright spots.

277
Modding / Re: Zero Pixelation : The house of Dante
« on: March 03, 2012, 07:59:29 PM »
Ophis: Too 'dirty'. Unless it just recently came out of the junkyard and absolutely nobody has tried to clean it, I'd imagine it looking like the other older ships like the Lasher or Onslaught. Even if it just came out of the junkyard, I would imagine someone cleaning up and replacing the weapon slots so they actually work! It would also be nicer if you could fool around with the armor and engines, displacing them slightly and making the armor more like an Onslaught or Dominator's armor; more flat.

Cerberus: I don't think the shining slot is a good idea. Regardless, I never liked the look of the Hound, so I'm not sure what to say.

278
General Discussion / Re: A... typo?
« on: March 03, 2012, 04:01:37 PM »
Wait, when did he ever leave?

279
General Discussion / Re: other games like starfarer
« on: March 01, 2012, 03:19:30 AM »
Well then, if we're talking about any fun games in space, I see nobody has mentioned the Roguelike 'Prospector'.

http://code.google.com/p/rlprospector/

Grab it and get murdered by alien lifeforms on planets with seas of lava. Which also somehow have plants.

280
General Discussion / Re: Piranah vs Broadsword
« on: February 29, 2012, 10:28:21 PM »
In my experience, Piranahs tend to get chewed up much faster than Broadswords. So I gave up on them. So I'd have to say Broadswords are better.

Besides their high survival rate, they do a very good job at suppressing enemy fighter wings with missiles and machineguns and can cause a fair bit of distress to a frigate.

281
General Discussion / Re: What's your favorite ship?
« on: February 29, 2012, 10:20:47 PM »
2 hours of work? Isn't it just a copy and paste job? Is it really that slow to copy and paste those ships? ???

282
General Discussion / Re: HELP ME PLEASE
« on: February 29, 2012, 04:01:37 AM »
"Hey, guys, why don't we just offer him a drink with extreme sedatives? It's not like he's going to kill us with his fists, you know?"

283
General Discussion / Re: HELP ME PLEASE
« on: February 28, 2012, 05:11:18 PM »
"Commander, the moon is reporting a Tachyon Lance hit a car on the surface. I think it deflected off the target. Well, either that or the targeting system sucks. Oh, and the target is getting up again from the massive crater."

284
General Discussion / Re: What's your favorite ship?
« on: February 28, 2012, 05:03:10 PM »
I now have a tough contender for my favorite.

Originally, I had great success with a Hammerhead.

Now, I'm having unbelievable success with a 2 Sabot 2 Pulse Laser 5 LR PD laser Extended Shield Accelerated Shield combo.

It kicks so much ass.

285
General Discussion / Re: Frequency of Updates/Suggestions
« on: February 28, 2012, 10:23:55 AM »
4: Set escort, then give as many fighter wings as you want direct orders to carry out that escort. Inefficient, yes, but it does the job.

6: Mods, dude, mods.

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