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Author Topic: The Automated Menace official release 0.10 0.53.1a  (Read 42585 times)

Doom101

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #15 on: August 23, 2012, 01:29:26 AM »

So i've been busy so i haven't been able to work on this mod too much lately but tonight i've had some time to get back to work, now i'm using Starfarer edit to make my ship files and it worked extremely well for my capital ships but it does not support fighters, ( i think it just doesn't support the .csv files) so other than that how could i go about making my fighters because almost all my ships are "fighters"
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medikohl

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #16 on: August 23, 2012, 01:35:12 AM »

make the hull.
make the variant.
move the variant to the fighters folder.

open the wing data csv (it's in the hull folder)

add the fighter to it
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Doom101

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #17 on: August 23, 2012, 01:38:13 AM »

thanks much! now i can go back to work.

Also for anyone that cares i should have actual screenshots and possible gameplay video up at some point soon. well once i get the fighters worked in since i already have my cap ships.
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medikohl

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #18 on: August 23, 2012, 01:48:44 AM »

Code

id,variant,fleet pts,hyperdrive,formation,num,role,refit,base value,number
plus_longsword_wing,plus_longsword_fighter,7,,V,3,FIGHTER,3,6000,



      hull                      variant                  fp  frm   numb  role          refit    value
plus_longsword_wing,plus_longsword_fighter,7,  ,V,    3,     FIGHTER,     3     ,6000,
« Last Edit: August 23, 2012, 01:50:24 AM by medikohl »
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Doom101

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #19 on: August 23, 2012, 01:55:57 AM »

so i need to point the hull to the .ship then point the variant to the .variant correct?

do i need to put anything into Ship_data? because i know the vanilla fighters still have lines in the ship_data. should i just follow suite?
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medikohl

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #20 on: August 23, 2012, 03:07:19 AM »

so i need to point the hull to the .ship then point the variant to the .variant correct?

do i need to put anything into Ship_data? because i know the vanilla fighters still have lines in the ship_data. should i just follow suite?

yes, it determines the hit points, armor, crew, flux cap, flux dis, speed, turn, for your fighters.

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medikohl

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #21 on: August 23, 2012, 03:09:52 AM »

tip, open a fighter ship_data line in trylobots editor, then change what's needed
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Sweetraveparty

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #22 on: August 23, 2012, 01:09:42 PM »

This looks freakin' awesome, although I feel like the ships would look better if they had moar... texture? Like scratched/burned looking hulls and more shades of grey. Although I'm no expert on spriting, I feel that would add a lot to the overall look and feel of the ships.

Great looking mod, I'm definitely looking forward to the release of this mod :D
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Doom101

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Re: The Automated Menace ( WIP almost ready :D ) Need fighter help!
« Reply #23 on: August 23, 2012, 06:08:22 PM »

This looks freakin' awesome, although I feel like the ships would look better if they had moar... texture? Like scratched/burned looking hulls and more shades of grey. Although I'm no expert on spriting, I feel that would add a lot to the overall look and feel of the ships.

Great looking mod, I'm definitely looking forward to the release of this mod :D

thanks i know for sure i would like to have better sprites but as it is that is literally the best i can do, i'm no great and powerful spriter myself. i wish i had half the skill of some other people IE Mendonca, psyion, Medikohl.

anyway i'm glad your looking forward to the release, i'm still working on it. and at this point im balancing a few ships IE figureing out what how many vanilla ships it takes to kill one of mine :D
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Doom101

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Re: The Automated Menace ( WIP progress stall. )
« Reply #24 on: August 27, 2012, 07:55:48 PM »

a bit of an update so first major update is that work IRL has picked up and i no longer have time to develop this mod at the rate i have been, so any progress from now on will be slow going.
Secondly i added an arse ton of info to each ship and even some mission outlines *gasp*
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Also I totally had the name BEFORE the cruiser.

Doom101

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Re: The Automated Menace ( WIP progress stall. ) WORKING DEMO
« Reply #25 on: September 02, 2012, 07:34:07 PM »

So since it's labor day weekend I've had time to work on this mod :D here are the results of me screwing around and loosing like 4 hours of work time to bugs which i eventually hammered out with help from my fellow modders.

Demo download: http://www.mediafire.com/download.php?18o1e9lfgdf6fh4
WAIT don't click that yet! so i'd just like to mention that this is a demo like 0.001 or something and right now if you start the campaign it replaces your starting ship with a fleet with a carrier and a multitude of other ships for it. you can also look at some of the ships in the codex. im working on a new ship atm then a mission involving that ship however i'm getting maddeningly close to my sleep cycle.

I'm aware some ships are massively imbalanced and that the destroyer sized ships do not look good going into the given carrier that's just temporary for the testing of the ships. for example the given carrier is made to carrier mass amounts of fighters, not frigates and destroyers. and since i'm making the missions and fleets you'll never see destroyers going into tiny carriers in the finished mod. unless an AI fleet in the campaign captures a vanilla carrier...
« Last Edit: September 03, 2012, 01:29:59 PM by Doom101 »
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When you can't go on, just accept your doom. It comes to all, it is inevitable.

Also I totally had the name BEFORE the cruiser.

Doom101

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Re: The Automated Menace ( WIP ) official release 0.10 0.53.1a
« Reply #26 on: September 09, 2012, 09:11:17 PM »

it's been some time since i posted, and then BAM just when you thought i was gone, a new release with actual missions because i had some time to mod over the weekend and i'm out of the learning stage and into the mass production of modding awesomeness.
enjoy the new release and also i'm completely serious about my offer on the bonus mission 1, if you beat that, you will get many things, you will be hall of fame-ified, and get to design a ship and every last aspect of it, and all you have to do is give me the general idea and some specs, if you want to. it can be as overpowered, underpowered, silly, or serious as you want it to be, and to sweeten the deal i will design a mission around that ship and will even make it purchasable in all the campaign stations so you can have as many as you want.

or i can make it so only you, the person who beat the impossible bonus mission have a special version of the mod with that ship included, and no one else gets it.

its all up to you.
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When you can't go on, just accept your doom. It comes to all, it is inevitable.

Also I totally had the name BEFORE the cruiser.
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