Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 39 40 [41] 42 43 ... 64

Author Topic: [0.9.5a] Hiigaran Descendants v2.0.4/v5  (Read 467078 times)

Sproginator

  • Admiral
  • *****
  • Posts: 3592
  • Forum Ancient
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #600 on: February 20, 2015, 12:08:09 PM »

I've always loved the art style and design of this wonderful mod. Glad to see it's being looked after with some loving people :) Good work guys!
Logged
A person who's never made a mistake, never tried anything new
- Albert Einstein

As long as we don't quit, we haven't failed
- Jamie Fristrom (Programmer for Spiderman2 & Lead Developer for Energy Hook)

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #601 on: February 20, 2015, 01:32:34 PM »

Could someone please explain the structure of Ships roles and how to use these to spawn ships?

For example I've been looking into the vanilla files and found a structure like this.

"shipRoles":{
      "interceptor":{
         "talon_wing":10,
         "thunder_wing":10,
         "fallback":{"fighter":1},
      },

I assume that talon_wing is a variant, but I don't know what the number after the variant is supposed to mean. Also I can't find any talon_wing variant files in the main game.
What does fallback acomplish ?
« Last Edit: February 21, 2015, 01:23:59 AM by DefiasOne »
Logged

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #602 on: February 21, 2015, 01:36:02 PM »

Progress Update:
  • Weapon rebalance:
    • Removed ammo from all projectile weapons
    • Slightly increased corvette weapon range 500 -> 600
    • Increased energy weapon damage by 25%, slightly increased flux generation to compensate
    • Missiles do not reload since they are quite powerful, slightly incresead their max speed
  • Ship changes:
    • Made all the ships slightly faster both in burn and in tactical speeds,  roughly +1 to burn and + 10/25 to Tactical speed
    • Slight changes to cargo/fuel space in all ships
    • Modified wing sizes, Heeshk wing 3 -> 5, Raachok wing 5->6
  • Added planet descriptions and liked markets to them(still need to figure out how to control item availability)
  • Finally manged to get fleets to spawn(and boy are they big, need to figure out how sizes are managed)
  • Temporarily removed the second star system

To do:
  • Station and internal market custom descriptions
  • Events
  • A better way to manipulate fleets and markets
  • Interaction and combat music
  • Compatibility test with other popular mods running
  • Relationship with the other factions(they are buddy buddy with pirates atm, they all flock to trade with New Hiigara its ridiculous :D)
  • ShaderLib pretty lights and effects

The mod contains some pirate ships, it possible to add them to the current roster of pirate ships that are currently in the game?
Still have a long way to go, but if all goes well I could have a playable version by tomorrow night  :)

In the mean time some screens:

Spoiler
[close]
Spoiler
[close]
Spoiler
[close]
« Last Edit: February 21, 2015, 01:53:44 PM by DefiasOne »
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #603 on: February 21, 2015, 05:04:29 PM »

A warning for you right now, be careful with how many asteroids you use as too many can cripple machines
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #604 on: February 22, 2015, 03:22:19 AM »

Thanks I'll change it up a bit  :)
Logged

EI

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #605 on: February 22, 2015, 04:07:25 AM »

Spoiler
[close]

You're in my spot! )o)

Oculians are located due West -4000,-11000 parsecs near Corvus territory~ >-<
Logged
You know what happens when I raise the "alarm"~ <3

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #606 on: February 22, 2015, 04:09:18 AM »

Thats only a temp location, hiigarans are supposed to be in a somewhat remote location in the sector :)
Logged

EI

  • Commander
  • ***
  • Posts: 100
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #607 on: February 22, 2015, 04:11:01 AM »

Oh. )o)

I hope I know where you sleep though~ @w@
Logged
You know what happens when I raise the "alarm"~ <3

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #608 on: February 22, 2015, 10:59:58 AM »

Playable version is here:

https://www.dropbox.com/s/l1uc2bkysp6iuns/Hiigaran%20Descendants%5B0.65.2a%5D.zip?dl=0  - Works with 0.65.2a !

Will require you to start a new game.
Tested and it can be played with all of the current mods without any apparent problems(at least while I was playing).
Still have to add some stuff, and adjust the market(it's a tad out of whack atm but it works).
Open to any suggestions, especially about market/system balance.

Hope you enjoy it  ;D (Wish i could update the thread title).
« Last Edit: February 22, 2015, 11:37:30 PM by DefiasOne »
Logged

Jsay19

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #609 on: February 22, 2015, 08:40:12 PM »

Playable version is here:

https://www.dropbox.com/s/l1uc2bkysp6iuns/Hiigaran%20Descendants%5B0.65.2a%5D.zip?dl=0

Will require you to start a new game.
Tested and it can be played with all of the current mods without any apparent problems(at least while I was playing).
Still have to add some stuff, and adjust the market(it's a tad out of whack atm but it works).
Open to any suggestions, especially about market/system balance.

Hope you enjoy it  ;D (Wish i could update the thread title).
Which Version is this for?
Edit: Nevermind, I see the filename is 0.65.2a.
« Last Edit: February 22, 2015, 10:36:36 PM by Jsay18 »
Logged

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #610 on: February 22, 2015, 11:37:02 PM »

It's for 0.65.2a.
Logged

omatkoicorko

  • Ensign
  • *
  • Posts: 21
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #611 on: February 23, 2015, 01:38:02 AM »

very nice :)

is this going to work with STARSECTOR + ?
Logged

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #612 on: February 23, 2015, 03:25:04 AM »

It should work with all currently updated mods including starsector+
Logged

MindsEye

  • Lieutenant
  • **
  • Posts: 91
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #613 on: February 23, 2015, 07:04:41 AM »

Thank You Sir!!
Logged

DefiasOne

  • Commander
  • ***
  • Posts: 205
    • View Profile
Re: [0.6.2a] Hiigaran Descendants v1.1.0
« Reply #614 on: February 23, 2015, 07:59:30 AM »

A little effect i'm trying to emulate for the Skaal laser.

http://youtu.be/wOSEXi4Dm6w?t=50s   ;D
Logged
Pages: 1 ... 39 40 [41] 42 43 ... 64