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News: New blog post: Building Better Worlds (2/21/17)
 
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 1 
 on: Today at 06:13:40 PM 
Started by Thaago - Last post by heskey30
A red dwarf would give off even less harmful radiation than our own star. Maybe that is a bad thing though, maybe life needs a kick start from radiation.

 2 
 on: Today at 06:03:39 PM 
Started by Sapling - Last post by Sapling
Nice!

(One special case to watch out for, in case you haven't already, is to unapply the stat modifications when the player switches flagships. Not much of an issue if you don't do that until the ship is destroyed/retreated, naturally.)

What happens if i do not unapply the bonuses?
Also,  when modifying stats like this,  should i be worried about overwriting existing stats (from hull mods or skills)?

 3 
 on: Today at 05:55:41 PM 
Started by Alex - Last post by AxleMC131
probably, yeah. ^^

Right. Time to get to work. Wink

 4 
 on: Today at 05:44:08 PM 
Started by Cycerin - Last post by Drokkath
Was making a separate customized version of the Hermit-class from TUP mod yesterday for myself and well, the config along with sf-ship-ed program show all green but once ingame that's where the big issue starts, let me show you because I'm stumped here big time. Huh

First I'll start this lite second variation of the ship both in-game and in the editor, variation2:

In-game:

All's ok here but not whatsoever with the first variation I intended from point A, variation1:
should be okay as far as I'm aware currently but..

..now the big elephant in the room, in-game:

What the? Huh
Don't mind the mining laser there, just a byproduct temporary hick-up due to rushed Print Screen session.

I would love to sort this out ASAP. All I seemed to notice was that there's something up with trying to add about 7 extra pixels to the image file which I need for those extra hardpoints so it's all aligned and not have the game squish my extra pixel room from the canvas to something minus 7.  Sad

And before anyone asks, I use Paint.NET program for a few years now to do my random texturing stuff with.

 5 
 on: Today at 05:36:27 PM 
Started by David - Last post by Dark.Revenant
The reason for the lack of story missions is that they're a lot of work.  Ask Histidine, who created a mod that essentially does what you want (Steiner Foundation), how much effort it requires.

However, the biggest issue is the lack of options with regard to story missions.  Until 0.8, just about anything you'd do is a variation of "trade X good", "escort Y fleet", or "kill Z fleet".  SWP's IBB chain of missions is a bunch of "story missions", strictly speaking.  But because of the lack of context or deeper interaction, they're more just a set of challenges than an actual story.

 6 
 on: Today at 05:17:16 PM 
Started by Alex - Last post by Sy
probably, yeah. ^^

 7 
 on: Today at 05:12:35 PM 
Started by AxleMC131 - Last post by AxleMC131
FWIW I like the designs you have in those screenshots, OP. With mods, the more the merrier.

Thanks, glad you like the look of things!  Grin

 8 
 on: Today at 05:10:50 PM 
Started by David - Last post by nomadic_leader
David why aren't you making more paintings about Dominions 4?

Now about starsector: Basically there are already a lot of ships in vanilla, and a mod that adds like 50 more, no matter how well balanced it is, and no matter how much sprites look like vanilla, well there's a point of diminishing returns. I want there to be optional quests with stories, characters, life. Maybe i'll check those mods you mentioned midnight.

From Alex' post, it sounds like this can be done with rules csv, but modders and players just aren't that interested. Perhaps this is because most testers only care about combat in starsector. Starsector was just combat in the beginning, so most of the testers/modders that it attracted were only interested in that sort of thing.

If I didn't have other things to worry about now I would build some framework that made this easier to do, by creating a few basic templates for missions/quests with a bit of randomness thrown in and a way to define them all in csv files that the java would read from.

 9 
 on: Today at 05:09:22 PM 
Started by Alex - Last post by AxleMC131
i imagine just adding a built-in wing will be as easy as adding a built-in hullmod. but it would be nice if the sprite also got a shiny flight deck similar to the Shepherd's, maybe replacing the rear turret. Borers are gonna be pretty good though, so it would likely need additional nerfs in other areas as well.

If I'm honest I've never tried "Kitbashing" or "Frankenspriting" or whatever you call it, but I'd actually be down for making a bunch of mini-mods that do things like this. Just small changes and additions that some people might say, "You know what, I've always wanted this in the game," without creating a whole huge mod.

Hmm... This is sounding less and less silly.

Sy. Purely out of interest, if I went and made a tiny mod that added a new Mule variant accessible in the game, with borer drones and some other balancing changes, d'you reckon you'd use it?

 10 
 on: Today at 05:07:04 PM 
Started by Alex - Last post by majorfreak
Thank you - fixed the "is is" thing.

savlageCargoFraction - it would break if you "corrected" it Smiley Fixed on my end, both the setting and where it looks for it.
hahaha yup! who would have thought correcting it would crash me to desktop? lol

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