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Author Topic: [0.8.1a] Disassemble Reassemble v0.8 - Another lovingly kitbashed ship pack!  (Read 16922 times)
Death_Silence_66
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« Reply #60 on: September 12, 2017, 09:53:17 PM »

The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
oh yeah, i forgot about that.. that's actually a bug. fighters are supposed to keep escorting the target you had at the moment they were set to Engage, even if you then target something else. iirc, the same goes for attacking enemy targets as well (in the case of non-support fighters). so hopefully that will work in future patches, whenever that may be. ^^

still though, support fighters are often worth using for hanging around your own flagship, imo. they'll protect the parent ship and attack enemies in range just fine without any targeted orders.

not something you want to spend OP and a fighter bay on in every loadout, obviously, but i think you're missing out on quite a bit of battlecarrier potential by disregarding them entirely.
When supporting a ship they tend to hang around behind it instead of using the range of their needlers.
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Sy
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« Reply #61 on: September 13, 2017, 06:33:12 AM »

When supporting a ship they tend to hang around behind it instead of using the range of their needlers.
hmm, can't say i've had the same experience, with Xyphos or Nadirs. they didn't approach enemies, but they didn't generally hang around behind the parent ship either. rather at the flanks or above it (as seen in my screenshot), and moving in front whenever the ship was vulnerable. might be that Needlers' 800 range is a bit too short for support fighters though. Nadirs' kinetic gun has 900 range, and they did use it, but primarily i used them for their proximity fuse PD and ability to body-tank enemy fire. on a capital ship with 600-1200 range guns + DTC/ITU, i imagine Argents might often not be in range to use their Needlers, even if they hang around at the flanks or slightly in front of the ship.

could be easily solved by giving the Argents more range, either through using a specialized version of Needlers, or a range-boosting hullmod. on the other hand, on small ships and against small enemies, that might be too powerful. :/
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DatonKallandor
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« Reply #62 on: September 13, 2017, 07:09:04 AM »

Fighters tend to hang behind the mothership when set to regroup. You might need to give an engage order to make support fighters not hide.
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Sy
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« Reply #63 on: September 13, 2017, 09:19:44 AM »

You might need to give an engage order to make support fighters not hide.
no, setting support fighters to Engage (an enemy target) doesn't make any difference at all in how they move or position themselves, as far as i can tell.
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alguLoD
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« Reply #64 on: September 13, 2017, 09:36:46 AM »

II's Scutums are support fighters and like to hang out in front of the mothership even when set to Regroup (as is their role). Might be worth checking out. Suspect it's coded directly into their AI in some fashion, though.
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MajorTheRed
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« Reply #65 on: September 13, 2017, 12:07:49 PM »

Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Also, I've got a bunch of ships I've painted and/or kitbashed to fill some gap that were worrying me when playing. I've not yet made a mod to play then (no skills in programming/modding at the moment, on the to-do list), but when implanted I would be glad give you the sprites and data if you want to include them in your mod.
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MesoTroniK
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« Reply #66 on: September 13, 2017, 04:07:29 PM »

Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Even mods that require GraphicsLib to work are "low-performance PC friendly". Just go into its GRAPHICS_OPTIONS.ini and set "enableShaders":false, # Default: true

Then it has no significant performance cost, but the other things it does that mods leverage that are *not* related to shaders are there for them.
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AxleMC131
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« Reply #67 on: September 13, 2017, 10:49:04 PM »

Does this mod need specific graphic mods to work? Or is it low-performance PC friendly?

Nope! If any additional stuff was required I'd put it in the original post.  Wink Shouldn't be any more intensive than the stock game.

Also, I've got a bunch of ships I've painted and/or kitbashed to fill some gap that were worrying me when playing. I've not yet made a mod to play then (no skills in programming/modding at the moment, on the to-do list), but when implanted I would be glad give you the sprites and data if you want to include them in your mod.

I'm happy to look at sprites from other users, but they'll only end up in this mod if I seriously consider them worth it. I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP. Quality and uniqueness are also important to remember - in other words, feel free to show me your sprites, but if you want them in the mod I can't guarantee everything or anything will get in.

Incidentally, if you want to show off your spriting and maybe get some educated feedback from other users, I'd recommend posting some of your work in the Spriters Judgement thread ( http://fractalsoftworks.com/forum/index.php?topic=4264.0 ) and taking in what other folks have to say.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
passwalker
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« Reply #68 on: September 15, 2017, 05:04:17 PM »

I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP.
it would be nice of you to make a list of what ship roles you need sprites for Roll Eyes
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Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
- all my stuff in on place http://fractalsoftworks.com/forum/index.php?topic=12896.msg218548#msg218548
- Terraformer faction mod http://fractalsoftworks.com/forum/index.php?topic=12907.msg218093#msg218093 - very WIP, coder assistance needed.
my keyboard has malfunctioning buttons E and W. misspelling happens often.
AxleMC131
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« Reply #69 on: September 15, 2017, 06:04:32 PM »

I'm trying very hard to create ships to fill roles missed not just by the stock game, but also by other ship packs like SWP.
it would be nice of you to make a list of what ship roles you need sprites for Roll Eyes

You make it sound like I need sprites?  Wink No, the point I'm making is I'm not putting just any old ship in the game. Sure, if I make a cool sprite I might want it in-game, but if it would occupy a role too similar to an existing ship, I'll have to let it go.

I don't need anything for this stuff in reality. It's a mod for a game. I ain't on a deadline or anything.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
passwalker
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« Reply #70 on: September 15, 2017, 09:39:59 PM »

You make it sound like I need sprites?  Wink
sorry. still kinda difficult to english.
what i tried to say is "list of what roles are not occupied" so some random people can make something up, that you may or may not use afterwards. it's difficult to make something good without the end goal.
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Any and ALL sprites i ever posted on this forum are FREE to use. even if i'm using them myself. Don't ever, EVER ask for permission, or i will come to your home and EAT YOUR DOG!!!
- all my stuff in on place http://fractalsoftworks.com/forum/index.php?topic=12896.msg218548#msg218548
- Terraformer faction mod http://fractalsoftworks.com/forum/index.php?topic=12907.msg218093#msg218093 - very WIP, coder assistance needed.
my keyboard has malfunctioning buttons E and W. misspelling happens often.
AxleMC131
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« Reply #71 on: September 16, 2017, 12:35:52 AM »

what i tried to say is "list of what roles are not occupied" so some random people can make something up, that you may or may not use afterwards. it's difficult to make something good without the end goal.

Heh, that would be equally difficult, making a list of unoccupied roles. It might not be efficient, but personally I prefer just making ships for anything and finding a role for them as I go. If it's open, sweet I made a new ship! If it's not, I'll either think of another role or just leave the sprite out.
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"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
MajorTheRed
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« Reply #72 on: September 21, 2017, 11:37:52 AM »

I've tested (and adopted) your mod, I was thinking you may like some feedback. Funnily enough, I've found in it many of the ships roles I've started to sprite to fill some gaps.

I'm really found of the redoudancy brought by the mod which remove repeatitivity. I mean, it is not like the Sector is in good shape and fleet commanders can get the ships they want. The new weapons are fun, but for now I got difficulties to find them in market.

The only minor complains are :
Maybe the Taurus gunship can use a different ship system as for know it is nearly a copy/past of the brawler.
The Spectacle frigate is a little bit over the top, too much firepower, too much goodies. Maybe it could look like more the Serphim : a nice gadget, but with a disadvantage (like fire arc for the Seraphim).

The Junker seems more useless than the Mudskipper, but I should try it just to see. Maybe in a garbage ball perhaps...
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Death_Silence_66
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« Reply #73 on: September 21, 2017, 02:15:07 PM »

The new weapons don't seem to spawn very often.
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AxleMC131
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« Reply #74 on: September 21, 2017, 10:49:19 PM »

The new weapons don't seem to spawn very often.

Yeah, I'm not fully sure why that is.  Huh There are certainly plenty of variants of DaRa ships that equip them, so if all else fails you can fly around killing ships armed with those weapons and hoping for drops in the aftermath.

Maybe I need to make some variants of stock ships as well... Just feels a bit iffy.  Undecided We'll see.

EDIT: Actually, now I think about it, it could be a Dynasector thing. Since Dynasector'd variants use weapons from all the factions/mods it's explicitly compatible with, and (as far as I know) not otherwise, weapons from DaRa won't be installed on ships they would normally be found on if Dynasector is running. So, if you've got Dynasector, that could be the problem.

No way to fix that without making Dynasector support DaRa, and that's up to Dark.Revenant - not me.  Lips sealed
« Last Edit: September 21, 2017, 10:52:14 PM by AxleMC131 » Logged



"I ain't one to punch first, but if the mil' wants a piece of me tonight, then they're sure as hell gonna regret it in the morning!"
- Johnson "Johnny" Parker
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