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Author Topic: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible  (Read 70551 times)

Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #45 on: February 03, 2013, 04:33:48 PM »

It's possible, yeah. I looked through the list of mod-added ships on Hard Light. It's quite possible, but would have to be specific ships to fill out missing roles in each fleet, and is going to be after everything else.

Aye! Well they did create 2 factions. So both factions should have ships from fighters to capital ships and everything between. (Interceptors,Bombers,Frigates,Corvettes,Capital Ships)

Edit on this. Vishnans have only a few ships it seems.

UEF: http://www.hard-light.net/wiki/index.php/UEF#Ships

It's a diffirent story with vishnans though... i didnt remember it clearly enough it seems.. even though its a full blown factions it only has a very limited selection of ships... in the story it was mostly on a few missions and the weaponry was pretty interesting as well.

Edit2: Personally the most interesting ship on the UEF fleet on my opinion is the UEFg Karuna. (It even has 1 of those weird rotating middle parts to create artificial gravity inside the ship... maybe?) http://www.hard-light.net/wiki/index.php/UEFg_Karuna

In any case thanks for considering to do this. The UEF ships are rather interesting and totally diffirent compared to the GTVA.. No fancy sci-fi lazer stuff but instead more ballistics!

Edit3: On another note is that it seems that the UEF ships are more about numbers. a single UEF frigate or is that karuna a corvette? Doesnt stand toe to toe against a GTVA ship of its size. Something to consider somewhere long into the future.

Cheers!

-Sandremo
« Last Edit: February 03, 2013, 04:39:29 PM by Sandremo »
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #46 on: February 03, 2013, 11:49:15 PM »

Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #47 on: February 04, 2013, 12:03:46 AM »

Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
I initially considered adding it, but it unfortunately doesn't really fit in very well--I actually don't think it would be a particularly interesting ship to fight or pilot, and the Shivans will already have several other Capital options.

It may go in, but while it is fun to think about, I don't think it would add much to the mod since the armament is pretty pathetic.
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #48 on: February 04, 2013, 12:35:32 AM »

Btw What are your thoughts on SD Lucifer? Are you going to stay "Lore friendly" and not add it or since it's starsector and supposed to be fun and add it anyway?
I initially considered adding it, but it unfortunately doesn't really fit in very well--I actually don't think it would be a particularly interesting ship to fight or pilot, and the Shivans will already have several other Capital options.

It may go in, but while it is fun to think about, I don't think it would add much to the mod since the armament is pretty pathetic.

Hmmm... true... the only advantage that ship had in freespace was that it's the only capital ship known to man to actually have shields. :p

Btw is it normal for a group of 3 ships 1 deimos class corvette and 2 leviathan class cruisers to be able to take down a pirate armada? :D
Spoiler
[close]

Then again not sure if you even bothered to balance the freespace 2 ships agains the vanilla one's since the uomoz corvus has alot more stuff to add.

Edit1: Or it might be that the pirates just flatout suck. :D

Edit2: And now that i'v flown around with some of the ships i was wondering why doesnt the Deimos class corvette have any beam weapons? By default it's supposed to have 2. Then again considering how much damage the leviathan class cruisers do with their 1 i dont want to imagine the corvette. damn it... i'm already starting to see problems with the Blue Planet ships.... there's 1 new ship for GTVA in that mod that has 4 forward facing beam cannons... and it has 2 friends that both have atleast 2-3 beam cannons as well (In the mod they moved around as a "wolfpack" of sorts..)

Oh well i'm already increasing the work load on your list by asking for you to do this so i wont ask anything related to the Blue Planet untill we actually get that far! :D

Cheers!

-Sandremo
« Last Edit: February 04, 2013, 12:59:07 AM by Sandremo »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #49 on: February 04, 2013, 07:14:30 AM »

So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

I'll be the first to admit that they aren't perfect replacements.

As for why the FS2 ships are able to defeat much larger forces, I'm actually puzzled by this--I've also seen that happen, but if you are piloting the ships manually it's a much more difficult battle.
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Andy H.K.

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #50 on: February 04, 2013, 07:59:56 AM »

I suppose the large burst damage of the beams gave them an edge during autoresolve?

In practice the beam weapons are quite hard to use IMO, and the AI cannot adapt to the relatively long burst of the weapon and a lot of damage is wasted. Their usage of anti-fighter beam is downright disappointing, although its limited range may play a role.

And I don't know if the power of flak weapons are supposed to be that low...

PS. I do remember anti-fighter beam was mentioned to have a range of 1500m in FS2 (mission: Feint! Parry! Riposte!), so maybe its range need a little buff?
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LazyWizard

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #51 on: February 04, 2013, 08:04:10 AM »

So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

Can you do something with WeaponAPI.setCurrAngle() and a custom weapon plugin?
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #52 on: February 04, 2013, 10:29:00 AM »

So the Deimos is only supposed to have Slashing beams:  http://www.hard-light.net/wiki/index.php/GTCv_Deimos

Unfortunately that is the one weapon that I cannot even come close to simulating, so depending on the ship I've replaced those slots with LR Tac Lasers or Graviton Beams.

Can you do something with WeaponAPI.setCurrAngle() and a custom weapon plugin?
Actually, that's a good point. I suppose I hadn't looked deeply into this since before I started really diving into Starfarer's APIs.

I'll look into it further tonight, then. It *would* be nice to have slashing beams!

Can we actually run a script on-fire? I know there is an on-Hit...
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LazyWizard

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #53 on: February 04, 2013, 10:36:51 AM »

A BeamEffectPlugin is created for the lifetime of each beam, as far as I know.
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #54 on: February 04, 2013, 11:24:02 AM »

Is it possible to change the way the current beams work? In freespace when the beams are "Loading" you just see the weird colored ball on the weapon and after a while it fires a "short" high damage burst. If this would be possible i think it might give some extra time to actually aim at the enemy or maybe aim off so you wont fire at your friendlies like i tend to do. xD
(Note this is an SFX video.. please dont change the sounds of the beams... XD They sound awesome anyway)
Quote
In practice the beam weapons are quite hard to use IMO, and the AI cannot adapt to the relatively long burst of the weapon and a lot of damage is wasted. Their usage of anti-fighter beam is downright disappointing, although its limited range may play a role.
Dont know for sure but maybe changing how the beams work like i mentioned above would help with this?

Second thing is with the Anti-fighter beams that they arent supposed to be continuous like the normal beams. It's more like a pulse of 3 shots that gives it the much needed accuracy against agile fighters. Not sure is it possible to create this with the starfa... *krhm* starsector engine....?

3rd and last thing.. is it possible to make beams to go through the enemy wrecks? Like cutting through a single part of the wreck and possibly hitting an enemy on the other side? Of course if all thease 3 things would be done the weapons would probably be even more "overpowered" (i use that word lightly for now).

Alot of diffirent things to ask for but the only thing i can do is ask since i have no idea how to create it myself. xD

Edit1: Almoust forgot. The thing in freespace with the beams was that after the beam stopped loading and fired away it was fixed at the target... hence the pulse with the Anti-fighter beams. You could correct the aim after each pulse making it more effective against fighters... though since the speed of fighters in starcontrol isnt that big dont think this is needed.... maybe?

Cheers

-Sandremo
« Last Edit: February 04, 2013, 11:36:42 AM by Sandremo »
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #55 on: February 04, 2013, 11:51:14 AM »

Another question... Does the station get resupplied with weapons and ships? Asking for supplies might be a bit useless when the "Campaign" is only 1 area long but.. i still havent got enough money to test the Hecate and Orion class destroyers. Q_Q
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #56 on: February 04, 2013, 12:58:33 PM »

Is it possible to change the way the current beams work? In freespace when the beams are "Loading" you just see the weird colored ball on the weapon and after a while it fires a "short" high damage burst. If this would be possible i think it might give some extra time to actually aim at the enemy or maybe aim off so you wont fire at your friendlies like i tend to do. xD
I don't know if I can do that in Starsector, but as this one is mostly (not entirely, I know) cosmetic it will be low on the priority list.

Keep in mind that as the beams are starting they are doing significantly less damage than once they are going full-bore.

Second thing is with the Anti-fighter beams that they arent supposed to be continuous like the normal beams. It's more like a pulse of 3 shots that gives it the much needed accuracy against agile fighters. Not sure is it possible to create this with the starfa... *krhm* starsector engine....?
I had forgotten about this.

Yes, it should be possible. I'll have to mess with the sound effects so that this works, though--I'm not sure that Starsector supports a warm-up sound played before a burst of three beams (without playing it for each of the three).

3rd and last thing.. is it possible to make beams to go through the enemy wrecks? Like cutting through a single part of the wreck and possibly hitting an enemy on the other side? Of course if all thease 3 things would be done the weapons would probably be even more "overpowered" (i use that word lightly for now).
Possibly, there is a flag. That said, I don't really want to do it because as you said, it'd be overpowered. Of course, these beams will easily destroy most wreaks, so it'll "punch" through that way.

Edit1: Almoust forgot. The thing in freespace with the beams was that after the beam stopped loading and fired away it was fixed at the target... hence the pulse with the Anti-fighter beams. You could correct the aim after each pulse making it more effective against fighters... though since the speed of fighters in starcontrol isnt that big dont think this is needed.... maybe?

Cheers

-Sandremo
I think with LazyWizard's suggestion for how to do slashing beams I might be able to do this, yes. However, they might get it for free with the triple-burst since it is a Point Defense weapon. It depends on if the game engine allows the weapon to re-aim between bursts.

Another question... Does the station get resupplied with weapons and ships? Asking for supplies might be a bit useless when the "Campaign" is only 1 area long but.. i still havent got enough money to test the Hecate and Orion class destroyers. Q_Q
Yes, it does get resupplied. (or it should--if it isn't, let me know)
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Sandremo

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #57 on: February 04, 2013, 01:06:43 PM »

Quote
I had forgotten about this.

Yes, it should be possible. I'll have to mess with the sound effects so that this works, though--I'm not sure that Starsector supports a warm-up sound played before a burst of three beams (without playing it for each of the three).

Not sure if you really have to make it so the game registers each pulse as an individual beam. Is it possible to fade in and out the effects? IE the beam? And make it so that instead of continuous damage you could make it act like it fires 3 "bullets" that do from X to Y amount of damage?

Like i said i dont know a thing about modding but i'll still try to help where i can. ^^"

Edit1: Or i could actually read the previous post completely before making any funny ideas.

Cheers

-Sandremo

« Last Edit: February 04, 2013, 01:08:54 PM by Sandremo »
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EnderNerdcore

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #58 on: February 06, 2013, 07:11:51 AM »

Ok, I have a working prototype of the slashing beams.

There's a lot of work to be done yet, but I'll see if I can make any headway with refining them this evening. If I don't have any luck... I'll be asking around for help.
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Cycerin

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Re: FreeSpace 2 Mod v1.2 Release - Uomoz's Corvus 17 compatible
« Reply #59 on: February 06, 2013, 07:13:23 AM »

Slashing beams will be really useful for a Battleships Forever mod too. ;D
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