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Author Topic: [0.9.1a] Star Conquest (WIP)  (Read 20240 times)

Mongreal

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Re: [0.7.2] Star Conquest (WIP)
« Reply #15 on: November 22, 2015, 11:19:05 AM »

@StarSchulz Thanks :) I played S.P.A.Z. a lot, and I'm adding here the ships that I use the most.

@Toxcity : Yup, first I'm gonna update when my bandwidth will allow it (50kB/s of download actually, and I'm trying to download Fallout 4 too..). But when that will be done, I'm gonna update everything in the mod and try to balance it to stay inline with the vanilla stats. And I'm going to use a lot of Hybrid slot on the DarkStar Syndicate ships =3

Actually with my job, I'm kinda busy and I don't have much time to work on the mod, but things will get better in a few months.
Thanks you again for your support :)

Edit : Here are some news :
Spoiler

The GSE Crusher, a heavy mining hauler. Cruiser sized, The large turret slot will carry a built-in Heavy Laser Drill (strong energy beam). Not really well armored or weaponized, but you can see a large cargo hold under the turret support.


The GSE Mammoth, a destroyer sized light carrier/support carrier. I'm going to reword the decks and where they're attached to give it a better overall look. The standard version use two decks but can't do anything beside anti-fighter/missiles defense. The asymetric version can fire missiles but loose a fighter deck. Actually, it's two small and one medium hardpoint, but I may change it for two medium hardpoint.


The GSE Butcher, a fast strike frigate. Actually a bit OP, I need to remove the turrets, since it's fast and maneuverable enough to dodge or face missiles swarms. Two missile hardpoints, Two hybrid hardpoints.
I said that the DSS will use a lot of hybrid hardpoints, but the GSE will do that too, since they often use missile & hybrid main guns, and ballistic and a few missile as side arm, but their energy and ballistic weapon are a bit outdated when compared to other factions (including vanilla too).
[close]
« Last Edit: November 15, 2016, 12:31:23 PM by Mongreal »
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Mongreal

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Re: [0.7.2] Star Conquest (WIP)
« Reply #16 on: November 15, 2016, 01:10:21 PM »

Hi there guys ? How long did I sleep ? Seems like the cryotube was using an outdated software and I end up stuck in there for a while...
More seriously, I've been busy (new work, new home, new peoples, good & bad things. Life.) and I didn't have any time for myself, nor for modding either.

But I'm back now, and I tried my best at editing some of my sprites, and creating new ones !
I'll be looking for some help on the forum I guess. I'm not that good at drawning or kitbashing, and I won't talk about my elusive skills when it comes to coding. I tried messing around with hullmods (lots of try and retry xD), but I can't make any plugins or advanced system, weapon, or hullmod.

Spoiler

DSS No-Dachi
First attempt at making a DSS ship. This one is (like the Tachi) a broadsider with a little twist : I'll like to make a "Phase Blade" system that will disable some weapon slots (the hardpoints on the "blade thingy"), while activating a small damaging anomaly that will both deal contact range energy damage (at ~20 to ~50 pixels from the blade), some short range EMP damages (100 to 200su), and annihilate any projectile that come in contact with it, while generating tremendous amount of hard flux for the ship.


DSS Tachi
The first DSS frigate. Looks a bit odd, like the No-Dachi, but at least I got the basic shape and texture. Same system with less damages and range.


LNC Arbiter
The modified, lighter version of the Arbiter with only four medium turrets.


LNC Saucer
This one looks less like a sphere and more like an actual ship made to fly through space.


NRT Avalon
Destroyer sized version of the Union. One communicating flight deck, two built-in medium fragmentation turrets to lower it's weapon rating.


NRT Carnwennan
Believe it or not, this is the new sprite for the former Pelican. NRT doesn't actually use asymetric designs, and I needed to make a new sprite for this one. Keep the medium ballistic hardpoint, loose a small missile hardpoint, but the two medium missile hardpoint became composites ones to better fit the missile/artillery destroyer role.
Oh, and don't worry for the old Pelican design. I'll use it in the GSE as a light missile boat.


NRT Crusader
Yes, I said that the Crusader won't get a large turret. There, it got it. Since the Crusader is a standard cruiser and the Gungnir a light cruiser, that didn't seemed logical at all to find a turret on the light one and a hardpoint on the heavy.


NRT "Gemini" (needs a new name)
Greatly modified version of the old Gemini escort cruiser. Keep the two large built-in fragmentation turrets, but got two new medium composite turrets to give the player more customisation options.


NRT Gungnir
As said on the Crusader, the Gungnir changed from the large ballistic turret to a large ballistic hardpoint.


NRT "Hound" (needs a name too)
Slightly changed the front section of the hull, making it look better around the small composite hardpoints.


NRT Manta
The Manta got an all new hull design, yaaaay.


NRT Nest
The former Prey, newly named the Nest, is the NRT drone carrier. Mainly used to harass target, the Bird of Prey drones can't even fight missiles or fast fighter crafts. The Nest itself got two medium missiles hardpoint, two medium composite turrets, and a large composite hardpoint, making it quite versatile in any long-range fire support operation. It lacks the armor and the maneuvrability to became an actual battle capable ship.


NRT Prey
Little brother of the Nest, it only got one Bird of Prey bay, but can build replacement chassis quicker. Not really weaponized, it's just capable to defend itself against small ships, and is mainly used behind the battlefront.


NRT Pridwen
Light modifications to give it a better look.


NRT Turtle (old)
This one was a heavier version of the Turtle with more weaponry and a better defense array.


NRT Turtle
The actual Turtle looses a big chunk of defensive turrets, but got two composite hardpoint to strike hard and fast before venting.


NRT Union
The Union was always weak compared to other fight-capable carriers. With the two medium composite hardpoint, it can now be used as a fire-support ship, or fight against smaller cruiser without high risk of getting destroyed.
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« Last Edit: November 15, 2016, 01:25:47 PM by Mongreal »
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kazi

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Re: [0.7.2] Star Conquest (WIP)
« Reply #17 on: November 15, 2016, 01:58:51 PM »



This one from the original post. Hnnnnnnnnggggg... A whole faction of those please.
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Mongreal

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Re: [0.7.2] Star Conquest (WIP)
« Reply #18 on: November 15, 2016, 02:03:35 PM »

@kazi : Glad that you like it ;) I replaced this one on the NRT faction, but the sprite will be used for the DSS. I just hope you don't have anything against dark grey & purple colored ships :p

(I'll tell you a secret : I actually buffed the Manta a little bit, he got some long-range kinetic snipers and use two-stage (slow guided => fast unguided) torpedoes instead of bombs).
I'm catching up on everything that I missed from last year on Starsector so expect a little wait between update, as I try to make multiple ships at a time.
The next ones are a NRT Aegis Siege Cruiser, and either a GSE Starcruiser.

Do you know where can I ask for help ? I can't script anything and that would really make modding easier. I tried to compile some java but sadly without any satisfying results. At this point, any help is accepted if I want this mod to became something.
« Last Edit: November 15, 2016, 02:09:17 PM by Mongreal »
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Harmful Mechanic

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Re: [0.7.2] Star Conquest (WIP)
« Reply #19 on: November 15, 2016, 02:23:50 PM »

The golden rule of modding is; make anything.

Once you have any bashed-together, actually existing work, you can improve it or ask for help with it or start using it as a springboard to learn new things. Until then, you're stuck with an elevator pitch, which isn't compelling to those of us who have our own, actually existing projects that require maintenance and polish.

You don't need scripting to set up weapons and ships and test them; you can copy a mission from vanilla Starsector and make a few minor changes. That'll give you a small, playable mod that you can expand into your sprawling vision as you learn.
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Mongreal

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Re: [0.7.2] Star Conquest (WIP)
« Reply #20 on: November 15, 2016, 02:40:41 PM »

Actually, most of my ships and weapons are already tested ingame, I use the console command mod to get them in the campaign.
Most of the simple weapons work as intended, but I'd really like a plugin like the NotAShotgunPlugin from Exigency. Most of the complex guns and missiles I've failed to make this far could work with some tweaking on this kind of plugin.

The other real issues for me are the fact that most of my sprites aren't as good as I would like them to be, compared to your mod or other highly polished mods here, and the balancing that I find kinda frustrating, especially for weapons.

I have an idea already of what's missing (like, hulls variants, a few skins that will also improve the mod quality, like pirate variants with some destroyed weapons mounts, descriptions for hulls, weapons and hullmods, systems, that I reaaaally want to make but I've got no clues on how to actually create anything other than a basic stat modifier, etc...)

Does uploading the actual version of the mod here could help with any of that ? Getting some feedback and advices will certainly help me for the main spriting and outfiting of the ships, but it's not really brilliant at the moment. More like a draft or a patchwork actually x)
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kazi

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Re: [0.7.2] Star Conquest (WIP)
« Reply #21 on: November 15, 2016, 06:42:26 PM »

@kazi : Glad that you like it ;) I replaced this one on the NRT faction, but the sprite will be used for the DSS. I just hope you don't have anything against dark grey & purple colored ships :p

(I'll tell you a secret : I actually buffed the Manta a little bit, he got some long-range kinetic snipers and use two-stage (slow guided => fast unguided) torpedoes instead of bombs).
I'm catching up on everything that I missed from last year on Starsector so expect a little wait between update, as I try to make multiple ships at a time.
The next ones are a NRT Aegis Siege Cruiser, and either a GSE Starcruiser.

Do you know where can I ask for help ? I can't script anything and that would really make modding easier. I tried to compile some java but sadly without any satisfying results. At this point, any help is accepted if I want this mod to became something.

Send me a pm. Also there's this tutorial here: http://fractalsoftworks.com/forum/index.php?topic=10057.0. If you're having trouble with the actual Java, I recommend working through this: https://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-092-introduction-to-programming-in-java-january-iap-2010/ (that's actually how I got started with Java).

Keep in mind that you can do most cool stuff with just the Starsector .wpn/.hull files, no Java required. As programming languages go, Java is a pretty hard one to start with, I recommend staying away from it unless you  absolutely need it to start scripting things.
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Mongreal

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Re: [0.7.2] Star Conquest (WIP)
« Reply #22 on: November 16, 2016, 09:45:49 AM »

Hi there Kazi :) I already tried IntelliJ IDEA before changing my computer, but I'm not exactly good with an IDE. Actually I'm stuck with the Starsector's own addition more than the basic java stuff. I even compiled a working jar but most of the script had broken dependencies since they were litteraly code patchwork... x)
I'll send you a pm but what should I tell you exactly ? Do you have any questions for me to answer ?
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DrakonST

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Re: [0.7.2] Star Conquest (WIP)
« Reply #23 on: November 16, 2016, 02:28:24 PM »

@kazi : Glad that you like it ;) I replaced this one on the NRT faction, but the sprite will be used for the DSS. I just hope you don't have anything against dark grey & purple colored ships :p

(I'll tell you a secret : I actually buffed the Manta a little bit, he got some long-range kinetic snipers and use two-stage (slow guided => fast unguided) torpedoes instead of bombs).
I'm catching up on everything that I missed from last year on Starsector so expect a little wait between update, as I try to make multiple ships at a time.
The next ones are a NRT Aegis Siege Cruiser, and either a GSE Starcruiser.

Do you know where can I ask for help ? I can't script anything and that would really make modding easier. I tried to compile some java but sadly without any satisfying results. At this point, any help is accepted if I want this mod to became something.

Send me a pm. Also there's this tutorial here: http://fractalsoftworks.com/forum/index.php?topic=10057.0. If you're having trouble with the actual Java, I recommend working through this: https://ocw.mit.edu/courses/electrical-engineering-and-computer-science/6-092-introduction-to-programming-in-java-january-iap-2010/ (that's actually how I got started with Java).

Keep in mind that you can do most cool stuff with just the Starsector .wpn/.hull files, no Java required. As programming languages go, Java is a pretty hard one to start with, I recommend staying away from it unless you  absolutely need it to start scripting things.

How to force the compiler to ignore mistakes? This stupid rubbish can't just take and convert the file.
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King Alfonzo

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Re: [0.7.2] Star Conquest (WIP)
« Reply #24 on: November 16, 2016, 05:14:07 PM »

How to force the compiler to ignore mistakes? This stupid rubbish can't just take and convert the file.

If you're using Kazi's IntelliJay, you can't.

I suggest you abide by whatever program suggests you do and recompile.

DrakonST

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Re: [0.7.2] Star Conquest (WIP)
« Reply #25 on: November 16, 2016, 07:32:16 PM »

How to force the compiler to ignore mistakes? This stupid rubbish can't just take and convert the file.

If you're using Kazi's IntelliJay, you can't.

I suggest you abide by whatever program suggests you do and recompile.
I looked for other programs but in what I have found there was the same problem.

However. That what I wanted I after all could achieve. You can forget about my question.
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Mongreal

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Re: [0.8a] Star Conquest (WIP)
« Reply #26 on: May 12, 2017, 11:25:46 AM »

Well then, I managed to successfully compile some scripts, and I'm learning how to make new ones the hard way.
I'm a bit stuck with this thing right here :
Spoiler

Code
if (charge >= 0.05f) {
            cooldown = weapon.getCooldownRemaining();
            if (weapon.isFiring()) {
                fireInterval = new IntervalUtil(0f, cooldown);
                firedLastInterval = true;
            } else if (fireInterval.getElapsed() >= cooldown) {
                fireInterval = new IntervalUtil(0f, 0f);
                firedLastInterval = false;
            }
            fireInterval.advance(amount * 0.1f);

            nextFirerate = 0f;
            firerate = 1 / cooldown;
            if (firedLastInterval) {
                if (cooldown > minCooldown) {
                    nextFirerate = firerate + modifier;     //* spoolingInterval.getElapsed())
                } else {
                    weapon.setRemainingCooldownTo(minCooldown);
                }
            } else if (!firedLastInterval) {
                if (cooldown < maxCooldown) {
                    nextFirerate = firerate - modifier;     //* spoolingInterval.getElapsed())
                } else {
                    weapon.setRemainingCooldownTo(maxCooldown);
                }
            }
            if (nextFirerate != 0f) {
                nextCooldown = 1 / nextFirerate;
                weapon.setRemainingCooldownTo(nextCooldown);
            }
        }

[close]
I'm trying to make a gatling that can spool-up and down, and since I can only use the cooldown to change the firerate of certains weapons, this is the only thing that I have.
Actually, while I can increase and decrease the firerate, the first part doesn't seems to work, I don't know is the interval is too short and how much the amount can change between to reads.
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Deshara

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Re: [0.8a] Star Conquest (WIP)
« Reply #27 on: May 12, 2017, 11:41:32 AM »

If you're pulling from SPAZ, a large frigate-sized combat-carrier big brother to the kite remake of the SPAZ Raven would be awesome
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SCC

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Re: [0.8a] Star Conquest (WIP)
« Reply #28 on: May 12, 2017, 12:34:39 PM »

Is the Lunar Corporation female-only faction? You aren't the only one to use that name.
I like the ships, though they're unnecessarily monochromatic to me.

Mongreal

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Re: [0.8a] Star Conquest (WIP)
« Reply #29 on: May 13, 2017, 02:08:30 AM »

If you're pulling from SPAZ, a large frigate-sized combat-carrier big brother to the kite remake of the SPAZ Raven would be awesome
That's in my to-do list ;)
At the moment I draw most of the sprite when I have a good feeling of which faction should use that ship the most, that help me for the kitbashing.
It's going to be a large frigate (118*120 pixels, bigger than the Cerberus) so don't except much maneuvrability from it ;)

Is the Lunar Corporation female-only faction? You aren't the only one to use that name.
I like the ships, though they're unnecessarily monochromatic to me.
Yup, they're also in the Earth series, I kinda liked that game and the LNC in my mod does share some of their technologies (Energy and tesla weapons).
I didn't thought of that at the moment, I'm not sure if that will add to the faction or not, may look a bit sexist if the less combatives ones are the woman only faction.
Thanks. I know that the monochromatic paint is a bit agressive, but as long as I keep working alone on the mod, I'll fix the colors when most of the sprites and scripts are finished (I've already fixed some sprite, but only for the kitbashing and not for the colors at the moment).
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