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Author Topic: OP Fighters >> A Mod to make fighters do damage  (Read 3852 times)

gruberscomplete

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OP Fighters >> A Mod to make fighters do damage
« on: February 21, 2015, 07:36:21 AM »

Hi!
I really like fighters, but they are weak and too armored. I am going to try to take the vanilla fighters and edit them in trylobot's ship editor, where I will increase the number of weapons and speed and maneuverability and number of ships in the wing, but decrease armor.

So take the talon, 1 small MG, slow and stupid and pointless, and add another MG, make it fast, make it a wing of 10 fighters, decrease armor and hp, and now it's way more like an actual fighter.

I don't have time to do it this week, but next weekend I'll start trying it out. If anyone likes my Idea and wants to try it out, please post your results and thoughts and comments!
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WKOB

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #1 on: February 21, 2015, 09:14:07 AM »

I do like fighters and lament their general ineffectiveness in the current format of the campaign.

Just leaving you a note that fighter wings are essentially hard-coded at 2-6 per wing before you have to contend with that.
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #2 on: February 21, 2015, 09:32:49 AM »

well I really wanted small fighters like the talon to be a wing of 10 but for now ill just edit the basic stuff and not go into any programming cuz i dont know java. but my ultimate dream for fighters is that you dont start the game with a frigate, but a fighter, and a wing of one fighter, and fighters have cargo space etc.

Update:
Yeah I'm having a bit of trouble working with the ship editor. It won't let me specify the fighter weapons, though I can add more slots...
« Last Edit: February 21, 2015, 09:52:56 AM by gruberscomplete »
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Silver Silence

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #3 on: February 21, 2015, 10:53:53 AM »

Wouldn't it be easier to edit the variant and then tweak the fighter's hull stats in ship_data?


You can skirt the 6-ship limit by giving fighters a drone system which deploys a slightly altered copy of themselves. Slightly altered because you do not want the drones to have the drone system or they will multiply like bacteria and your game will die seconds after they enter the field.
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celestis

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #4 on: February 21, 2015, 01:19:39 PM »

Quote
You can skirt the 6-ship limit by giving fighters a drone system which deploys a slightly altered copy of themselves.
I wouldn't advice to do that. This will mess up with AI heavily. There was such a problem with Ironclads (and some other mods perhaps), if my memory doesn't fail me.
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #5 on: February 21, 2015, 02:12:25 PM »

well I added another weapon slot, something like ws0001 and now I checked in the .ship and it has no guns set up. Like before it said vulcan cannon for ws 001 and now its just pretty much not there... Take a look at the talon.ship file (also I tested it in-game it has no guns):

My old talon.ship file:

{
    "bounds": [
        8,
        1,
        -6,
        10,
        -6,
        -9,
        8,
        -5
    ],
    "center": [
        12,
        10
    ],
    "collisionRadius": 16,
    "engineSlots": [
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 24,
            "location": [
                -10,
                5
            ],
            "style": "LOW_TECH_FIGHTER",
            "width": 8
        },
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 24,
            "location": [
                -10,
                -5
            ],
            "style": "LOW_TECH_FIGHTER",
            "width": 8
        }
    ],
    "height": 24,
    "hullId": "talon",
    "hullName": "Talon",
    "hullSize": "FIGHTER",
    "shieldCenter": [
        0,
        0
    ],
    "shieldRadius": 16,
    "spriteName": "graphics/ships/talon_ftr.png",
    "style": "LOW_TECH",
    "viewOffset": 0,
    "weaponSlots": [
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 001",
            "locations": [
                -1,
                3
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "BALLISTIC"
        },

        {
            "angle": 180,
            "arc": 5,
            "id": "WS 002",
            "locations": [
                -9,
                0
            ],
            "mount": "HIDDEN",
            "size": "SMALL",
            "type": "SYSTEM"
        }
    ],
    "width": 24
}


xxxxxxxxxxxxxxxxxxxxxxxxx     My New one:
{
  "bounds": [
    8,
    1,
    -6,
    10,
    -6,
    -9,
    8,
    -5
  ],
  "center": [
    12,
    10
  ],
  "collisionRadius": 16,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 64,
      "length": 24,
      "location": [
        -10,
        5
      ],
      "style": "LOW_TECH_FIGHTER",
      "width": 8
    },
    {
      "angle": 180,
      "contrailSize": 64,
      "length": 24,
      "location": [
        -10,
        -5
      ],
      "style": "LOW_TECH_FIGHTER",
      "width": 8
    }
  ],
  "height": 24,
  "hullId": "talon",
  "hullName": "Talon",
  "hullSize": "FIGHTER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 16,
  "spriteName": "graphics/ships/talon_ftr.png",
  "style": "LOW_TECH",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 001",
      "locations": [
        -1,
        3
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BALLISTIC"
    },

    {
      "angle": 180,
      "arc": 5,
      "id": "WS 002",
      "locations": [
        -9,
        0
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "SYSTEM"
    },
   {
      "angle": 0,
      "arc": 5,
      "id": "WS0001",
      "locations": [
        -1,
        -1
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BALLISTIC"
    }

  ],
  "width": 24
}



UPDATE:

Nevermind!
I meant this:
{
   "quality":0.0,
   "displayName":"Interceptor",
   "hullId":"talon",
   "variantId":"talon_Interceptor",
   "fluxVents":0,
   "fluxCapacitors":0,
   "mods":[], # array of strings
   
   # mode is either LINKED or ALTERNATING
   # slot ids (WS ***) must match what's in the .ship file
   "weaponGroups":[
      {"mode":"LINKED",
       "weapons":{
                "WS 001":"vulcan",

                },
      },
   ],
}


My new one:

{
  "displayName": "Interceptor",
  "fluxCapacitors": 0,
  "fluxVents": 0,
  "hullId": "talon",
  "hullMods": [],
  "variantId": "talon_Interceptor",
  "weaponGroups": [
    {
      "autofire": false,
      "mode": "LINKED",
     "weapons": {}
    }
  ]
}
« Last Edit: February 21, 2015, 02:18:57 PM by gruberscomplete »
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #6 on: February 21, 2015, 02:22:56 PM »

IT WORKED!!!!!!!!!!! YEAHHHH!!!!!!!!!
talon.variant:
{
  "displayName": "Interceptor",
  "fluxCapacitors": 0,
  "fluxVents": 0,
  "hullId": "talon",
  "hullMods": [],
  "variantId": "talon_Interceptor",
  "weaponGroups": [
    {
      "autofire": false,
      "mode": "LINKED",
      "weapons": {
                "WS 001":"vulcan",
                "WS0001":"vulcan",}
    }
  ]
}

Now talons shoot 2 streams instead of one!
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #7 on: February 21, 2015, 05:29:23 PM »

BTW should I make this a mod? Because if anyone wants this mod, it should be compatible with 0.65.2a. I just don't know how to make a mod.
And by make a mod I mean adjust every fighter, and not just one.
And I also plan to make the game more reliant on fighters, by making them cheaper and increasing wing sizes. So I might need some Java help.
I was thinking for wings greater than 6, that you could just have a wing of one type of fighter, and you can buy a certain number of fighters from a station, and they add to the wing, and at the beginning of battle, the entire wing just deploys and deployment points are PER-Fighter, but like .25 for a fighter.
« Last Edit: February 21, 2015, 05:33:28 PM by gruberscomplete »
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #8 on: February 23, 2015, 06:47:47 AM »

HELP!
I'm trying to make a mod that allows you to mine an asteroid through rules.csv, but I don't have the tag... I know it should look like this: $tag:comm_relay
I have $tag: ... but I don't know what they call asteroids! Like they call comm relays comm_relay .
What I want this to do is be able to fly onto an asteroid, then, select mine, then it starts mining for a day, and If you have mining wings then you get twice as much ore. You can get ore / rare ore from mining. Then gas giants will give you volatiles. mining takes a day, and small asteroids have like 1x ore, medium sized ones have 2x, and large have 3x.
At that point you can go to a planet and "craft" with your ore to make metals and rare ore to make rare metals. Volatiles can be used to make fuel. And later on you can build ships and everything else out of that stuff you mined.

Like I have this so far:
#AsteroidOpen           #OpenInteractionDialog             #$tag:                       #ShowDefaultVisual

#AsteroidInit             #InitCommRelayDialog             #$tag:                     #$menuState = main 0
                                                                                                         #FireAll PopulateOptions


#AsteroidMine           #DialogOptionSelected           #$tag:


And does anyone know the tag for gas giants?
 
Also I tried increasing the amount of fighters in a wing of talons to 20 and it wont go past 4, and I tried reducing their cost to 1000 which didnt work either... maybe it doesn't apply the changes? but they ARE saved!
« Last Edit: February 23, 2015, 08:11:05 AM by gruberscomplete »
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Agalyon

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #9 on: February 24, 2015, 03:23:24 PM »

Since this is a thread about fighters, I think ill just ask here: how do you edit the min/max crew members in a wing of fighters? I'm not experienced with modding at all, but I figure I could handle it if I knew where to look.
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #10 on: February 24, 2015, 05:34:11 PM »

Have u ever looked at rules.CSV? Its an excel grid and u modify where it says min max crew or whatever. Honestly  I tried adjusting fighter prices and it did nothing so this probably might work.
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Agalyon

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #11 on: February 24, 2015, 05:41:03 PM »

Have u ever looked at rules.CSV? Its an excel grid and u modify where it says min max crew or whatever. Honestly  I tried adjusting fighter prices and it did nothing so this probably might work.
Don't worry, Im a total idiot, I already figured it out. I looked literally everywhere but in ship data, I figured fighter stuff would all be in wing data. Its in ship data.
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gruberscomplete

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Re: OP Fighters >> A Mod to make fighters do damage
« Reply #12 on: February 25, 2015, 08:50:56 AM »

Nice. Wanna share what you plan on modding?
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