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News:

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

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Author Topic: The Infernal Machine - Vanilla Factions Expansion Pack  (Read 88108 times)

Talkie Toaster

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #30 on: January 03, 2014, 12:07:46 PM »

Hello Piemanlives,
Do you know the answer to this question? The pack doesn't operate properly, how do I fix this?
Just so you know, this is like walking into a mechanics and saying 'My car doesn't operate properly' and expecting help. It's such a broad statement as to be useless.
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MesoTroniK

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #31 on: January 04, 2014, 10:21:30 PM »

@ LiquidStang, if you can be more specific as to the issue you are having I should be able to help you. Is it crashing, if so please provide me the log file.

@ Shield, I presume you are talking about the Remnants? It is not available yet, they are an extremely complicated faction that utilizes many scripts like my Exigency guys. When they are ready you will know, and it will kick ass.

We appear to be having technical issues
Spoiler

Hint, missiles should not be passing through the ship especially when normal guns and beams do not.
[close]

Vinya

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #32 on: January 05, 2014, 12:22:15 PM »

 :-[ Bounds not set right?
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.

ValkyriaL

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #33 on: January 05, 2014, 01:08:39 PM »

Yup, no armor bounds.
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silentstormpt

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #34 on: January 05, 2014, 03:30:18 PM »

Yup, no armor bounds.
:-[ Bounds not set right?

Make sure your bounds are inside the radius
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MesoTroniK

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #35 on: January 05, 2014, 03:49:08 PM »

Oh believe me the ship bounds are inside the collision radius, was trying to solve the issue of the ship not having a "normal" shield but it is still there and invisible and about 5 degrees wide. Unfortunately setting the shield radius to really low numbers produces artifacts like that picture. The damn scripted factions are always busting my ballz in some manner.

silentstormpt

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #36 on: January 05, 2014, 03:57:42 PM »

Oh believe me the ship bounds are inside the collision radius, was trying to solve the issue of the ship not having a "normal" shield but it is still there and invisible and about 5 degrees wide. Unfortunately setting the shield radius to really low numbers produces artifacts like that picture. The damn scripted factions are always busting my ballz in some manner.
Consider that radius, just like the bound radius
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LiquidStang

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Re: [0.6.1a] MesoTroniK's mini mods and musings - TIM pack v0.1a released
« Reply #37 on: January 05, 2014, 04:39:06 PM »

@ LiquidStang, if you can be more specific as to the issue you are having I should be able to help you. Is it crashing, if so please provide me the log file.

@ Shield, I presume you are talking about the Remnants? It is not available yet, they are an extremely complicated faction that utilizes many scripts like my Exigency guys. When they are ready you will know, and it will kick ass.

We appear to be having technical issues
Spoiler

Hint, missiles should not be passing through the ship especially when normal guns and beams do not.
[close]

No, it's not crashing. I opened the pack it seemed to have some difficulties. I get the error 'This mod pack seems to have problems associated with Starsector. Please try again later'

Whenever I try to operate, the packs are not showing up like they should. That's the matter.
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David

Starsector is challenging, but what's more challenging is dealing with people who encourage you to try real hard.

MesoTroniK

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #38 on: January 14, 2014, 02:07:03 AM »

« Last Edit: November 13, 2014, 02:38:02 PM by MesoTroniK »
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Jonlissla

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #39 on: January 14, 2014, 05:23:45 AM »

I think Cycerin got some serious competition. That is hands down one of the best sprites I've seen.
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Shield

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FasterThanSleepyfish

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #41 on: January 14, 2014, 08:03:34 AM »

Mucho snazzy, Mr.MesoTroniK!
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MesoTroniK

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #42 on: January 14, 2014, 01:11:31 PM »

I can has?


But in all seriousness, just putting together a demo for those three ships requires a ton of scripts because they are so abnormal in mechanics. And my plan for actual campaign implementation is going to take a little while also.
« Last Edit: November 13, 2014, 02:38:10 PM by MesoTroniK »
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Gotcha!

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #43 on: January 14, 2014, 01:28:42 PM »

Aw, gross. Look at all that crap dripping off my screen now. Thanks, man. :(
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HELMUT

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Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« Reply #44 on: January 14, 2014, 02:42:50 PM »

But in all seriousness, just putting together a demo for those three ships requires a ton of scripts because they are so abnormal in mechanics.

Something else aside the weird shield effect? Also, what is that blue thing that open on the front? Looks a bit like Phase ships cloak generators. Oh, and (very) nice sprite too!
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