Fractal Softworks Forum

Starsector => Mods => Modding => Topic started by: Erick Doe on August 22, 2012, 11:59:51 AM

Title: Fantasy Farer (archived, early development thread)
Post by: Erick Doe on August 22, 2012, 11:59:51 AM
Downloadable version now located here:
http://fractalsoftworks.com/forum/index.php?topic=4168.0 (http://fractalsoftworks.com/forum/index.php?topic=4168.0)

Following is the original thread by Erick Doe:
~Trylobot




[what the heck]...is he working on this time?

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grub.png)
Goblin Grub

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grunt.png)
Goblin Grunt

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Growler.png)
Goblin Growler

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Gore_Chief.png)
Goblin Gore Chief

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grudge_Bringer.png)
Goblin Grudge Bringer


Just felt like toying around spriting, seeing what I could come up with.  :)
Title: Re: What on earth...
Post by: Uomoz on August 22, 2012, 12:03:46 PM
WTF. WC2?
Title: Re: What on earth...
Post by: Erick Doe on August 22, 2012, 12:07:04 PM
It did inspire me a little. Just an idea that's been spinning around through my head. You control a hero character that can buy better weapons and spells, then equip and cycle through them in battle. You also get to recruit a number of creatures to help you, like these little Goblins, equipped with all sorts of weapons and spells.
Title: Re: What on earth...
Post by: SwipertheFox on August 22, 2012, 12:23:22 PM
...is he working on this time?

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grub.png)
Goblin Grub

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grunt.png)
Goblin Grunt

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Growler.png)
Goblin Growler

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Gore_Chief.png)
Goblin Gore Chief

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Grudge_Bringer.png)
Goblin Grudge Bringer


Just felt like toying around spriting, seeing what I could come up with.  :)

YEA!!! if they were brownish I think they would look like the Kirathi from wing commander.
VERY COOL!!!   :)
Title: Re: What on earth...
Post by: Erick Doe on August 22, 2012, 12:50:00 PM
Thanks  ;)

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Hornless.png)
Goatman Hornless

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Horned.png)
Goatman Horned

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Big_Horn.png)
Goatman Big Horn

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Horn_Lord.png)
Goatman Horn Lord

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Horn_King.png)
Goatman Horn King
Title: Re: What on earth...
Post by: ValkyriaL on August 22, 2012, 01:01:56 PM
Is there a weapon tutorial anywhere? (that stuff is good looking Erick! >.^)
Title: Re: What on earth...
Post by: Uomoz on August 22, 2012, 01:30:39 PM
Erick, if I may suggest, make a working prototype soon. It gives you concrete short and long term goals. I can help you with that if you want, but for the love of god don't let all your mods die xD.
Title: Re: What on earth...
Post by: Avan on August 22, 2012, 01:35:56 PM
Haha, thats cool.  :) I hope this pans out nicely.
Title: Re: What on earth...
Post by: arcibalde on August 22, 2012, 01:36:31 PM
Erick, if I may suggest, make a working prototype soon. It gives you concrete short and long term goals. I can help you with that if you want, but for the love of god don't let all your mods die xD.
lol
Title: Re: What on earth...
Post by: Erick Doe on August 22, 2012, 02:11:59 PM
Well. At this stage this is a mere idea. Not a mod (yet). But I get what you're saying.

(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Militia.png)
Human Militia

(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Footman.png)
Human Footman

(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Sergeant.png)
Human Sergeant

(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Man_At_Arms.png)
Human Man-at-Arms

(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Knight.png)
Human Knight
Title: Re: What on earth...
Post by: Uomoz on August 22, 2012, 02:25:04 PM
I tell you because your ideas are generally speaking amazing.
Title: Re: What on earth...
Post by: Erick Doe on August 22, 2012, 02:31:28 PM
I tell you because your ideas are generally speaking amazing.

Alright, alright.  :D I'll try and finish up a working prototype. Need to add three heroes still... I've got the "Yellow Knight" for the Humans, the "Greenhorn" for the Goatmen, and all I need right now is a funny name for a Goblin hero. Anyone?
Title: Re: What on earth...
Post by: Sunfire on August 22, 2012, 03:04:06 PM
I tell you because your ideas are generally speaking amazing.

Alright, alright.  :D I'll try and finish up a working prototype. Need to add three heroes still... I've got the "Yellow Knight" for the Humans, the "Greenhorn" for the Goatmen, and all I need right now is a funny name for a Goblin hero. Anyone?

I have to agree with Uomoz, how about the Green Goblin? or Zuk, Zark, etc...
Title: Re: What on earth...
Post by: medikohl on August 22, 2012, 03:09:49 PM
Gob
Beefcake the Mighty
Doug Dirk
Title: Re: What on earth...
Post by: Wriath on August 22, 2012, 04:20:03 PM
Really Big Goblin
Title: Re: What on earth...
Post by: Erick Doe on August 22, 2012, 06:25:04 PM
Some good suggestions there. I like "The Green Goblin" as it is a nice jab at that comicbook character. However, It didn't fit the Goblin hero I made. Maybe for another hero.


(http://i1022.photobucket.com/albums/af343/erick_doe/Human_Yellow_Knight.png)
The Yellow Knight could be considered a champion of Humankind, as he has lived to see many battles. Often while looking over his shoulder and running the opposite way.

(http://i1022.photobucket.com/albums/af343/erick_doe/Goatman_Greenhorn.png)
The Greenhorn is a Goatman warlord who loves to paint his horns with warpaint, in his tribe's colour. He is known to leave green marks on foes as he rarely waits to let the paint dry.

(http://i1022.photobucket.com/albums/af343/erick_doe/Goblin_Redhawk.png)
The Redhawk is a rebellious Goblin hero who, in contrast to his brethren, refuses to shave his head. His mohawk is is soaked red in the blood of his enemies.


Many more heroes should follow. Some specialised in using certain weapons. A wizard hero, for example, could be set to only be able to mount "energy" weapons. Like spells.

Anyhoo, I should have a working release done by tomorrow.
Title: Re: What on earth...
Post by: Sunfire on August 22, 2012, 07:36:40 PM
This looks like it'll be fun! I shall play it till it breaks!
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 05:11:15 AM
It should be fun.  :)

Here's some weapons:

(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Wooden.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Quality_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Quality_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Shortsword_Gilded.png)
Shortswords: Wooden - Iron - Steel - Quality Iron - Quality Steel - Gilded

(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Wooden.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Quality_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Quality_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Longsword_Gilded.png)
Longswords: Wooden - Iron - Steel - Quality Iron - Quality Steel - Gilded

(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Wooden.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Quality_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Quality_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Greatsword_Gilded.png)
Greatwords: Splintered - Iron - Steel - Quality Iron - Quality Steel - Gilded

(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Old.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Quality_Iron.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Quality_Steel.png)(http://i1022.photobucket.com/albums/af343/erick_doe/Flamberge_Gilded.png)
Flamberges: Old - Iron - Steel - Quality Iron - Quality Steel - Gilded

There will be many more weapons eventually, like crossbows, spears, etc. And new materials like mithril.

Anyway. Back to using what I've got so far and creating a playable demo.  ;)
Title: Re: What on earth...
Post by: WKOB on August 23, 2012, 05:14:38 AM
This looks fun, if a bit silly. I have no idea what you're going to do with the background.

You're insane about starting projects, Erick. I can't talk though, I'm the same way in truth, I've just been showing restraint with Starfarer.
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 05:48:00 AM
LOL

Silly me. Look at the sword sprites. Notice anything? No? Me neither.

Until... "Why are these footmen holding their swords the wrong way?!"


 :o

That's right. I'll have to rotate the sprites 180 degrees.
Title: Re: What on earth...
Post by: WKOB on August 23, 2012, 05:53:17 AM
... and by 360 you mean 180. :P
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 05:54:54 AM
... and by 360 you mean 180. :P

 ::)
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 06:24:16 AM
I've just perfected sword fighting.  :)
Title: Re: What on earth...
Post by: WKOB on August 23, 2012, 06:28:45 AM
That I want to see.
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 06:52:47 AM
That I want to see.

I'll release a demo today.

Furthermore, units move forward "backwards" without having their weapons at the ready. This allows a group of troops to move quickly, but without being combat ready. To be combat ready, the troop has to turn around, or move "backwards" and bring its weapon to bear.

Charge units (a totally custom implementation by me  :D) actually do move forward with their weapons at the ready. This allows charge units like cavalry or really big monsters to engage immediatly, while other troops have to maneuver to get ready for battle, after marching.
Title: Re: What on earth...
Post by: Sunfire on August 23, 2012, 07:50:01 AM
That I want to see.

I'll release a demo today.

Furthermore, units move forward "backwards" without having their weapons at the ready. This allows a group of troops to move quickly, but without being combat ready. To be combat ready, the troop has to turn around, or move "backwards" and bring its weapon to bear.

Charge units (a totally custom implementation by me  :D) actually do move forward with their weapons at the ready. This allows charge units like cavalry or really big monsters to engage immediatly, while other troops have to maneuver to get ready for battle, after marching.

Godd, im excited about this
Title: Re: What on earth...
Post by: Doom101 on August 23, 2012, 08:09:34 AM
This is looking great i can't wait for this one :D
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 08:33:47 AM
First demo:

Fantasy Farer 0.1a
DOWNLOAD (http://www.mediafire.com/file/s2pvctsw5v88g4y/Fantasy_Farer_0.1a.zip)

Nothing fancy. A single mission where one group of footmen fight another group of footmen. Should give you a general idea.
Title: Re: What on earth...
Post by: mendonca on August 23, 2012, 08:35:19 AM
Oh man I hope I can get out of work soon and go home and play this thing!

Whatever it is!  :D
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 09:06:41 AM
Oh man I hope I can get out of work soon and go home and play this thing!

Whatever it is!  :D

Don't get too excited! Just a test demo.
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 09:11:49 AM
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?

I've mounted the swords on a Medusa and attacked a Buffalo. The swords work brilliantly there, hitting every time.
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 09:36:48 AM
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?

As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.

Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.
Title: Re: What on earth...
Post by: Sunfire on August 23, 2012, 09:45:38 AM
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?

As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.

Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.

also, the hitbox is tiny, maybe make the heros a bit bigger, as well, pull a image of grass and use it as a background instead of green fog
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 09:48:16 AM
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?

As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.

Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.

also, the hitbox is tiny, maybe make the heros a bit bigger, as well, pull a image of grass and use it as a background instead of green fog

Bigger heroes and creatures will be added eventually. Anyway, I fixed the damage issue by introducing flux.  ;)

As for the backgrounds, I'll draw up a few myself. I'll add patches of grass and dirt. Perhaps some ruins.

Thanks for the feedback Sunfire.


Furthermore,

Forests will be nebulae

Haven't decided on asteroids yet. Can we make asteroids stationary (not drift) ? If so, I'll turn them into small buildings.
Title: Re: What on earth...
Post by: Sunfire on August 23, 2012, 10:02:25 AM
If a footman gets hit by a sword, he very rarely actually gets damaged. Any idea why? Do I have to increase the collision circle?

As I expected.Because energy weapons rely on a flux build-up, and I disabled flux for the footmen, the damage output was minimum, almost non-existant. It has been fixed.

Melee weapons use (physical) energy. Missile weapons low crossbows use ammo. Magic spells also use energy.

also, the hitbox is tiny, maybe make the heros a bit bigger, as well, pull a image of grass and use it as a background instead of green fog

Bigger heroes and creatures will be added eventually. Anyway, I fixed the damage issue by introducing flux.  ;)

As for the backgrounds, I'll draw up a few myself. I'll add patches of grass and dirt. Perhaps some ruins.

Thanks for the feedback Sunfire.


Furthermore,

Forests will be nebulae

Haven't decided on asteroids yet. Can we make asteroids stationary (not drift) ? If so, I'll turn them into small buildings.

flux could be like stamina, thus a larger sword (like a two handed sword) would use up more flux and deal more damage, or something like that
Title: Re: What on earth...
Post by: Erick Doe on August 23, 2012, 10:56:10 AM
Experimenting with backgrounds, tweaking weapons and balance. Swords work properly now. Try it:

DOWNLOAD (http://www.mediafire.com/file/j01j8rmj32j2xb9/Fantasy_Farer0.2a.zip)

I already have an idea on how I want to implement backgrounds. Minimal detail, since they're static. Lots of "forests" (nebulae) and "roaming beasts" (asteroids).

Title: Re: What on earth...
Post by: Verrius on August 24, 2012, 01:37:42 AM
Yeah, I should be asleep, but hell I'm trying this.

It's totally adorable, but wouldn't it be better if they were facing forward? It's so awkward flying in reverse.
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 05:28:29 AM
Yes, I'll change that now.
Title: Re: What on earth...
Post by: Doom101 on August 24, 2012, 06:52:57 AM
So since this has a working demo now would this no longer be considered simply sprites/ideas but a working mod?
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 07:01:06 AM
I suppose so, Doom. No rush though.  :)

Well, I just added trees instead of nebulae and... works perfectly and looks great.  ;)

Also did as you guys suggested and turned the troops 180 degrees. So, weapons now face forward.

Oh, I had removed things like stars flying by. But that made things feel empty so... I replaced one of those graphics for a leaf. Now you see leafs flying by in the wind.
Title: Re: What on earth...
Post by: Doom101 on August 24, 2012, 07:35:58 AM
alright it was just a thought, also the leaf sounds like a nice detail.

just curious how well can you see through the trees? do your units sit on top of them, like ships sit on top of nebulae? i presume that they do since that's probably harder to change than just the graphics.
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 07:47:59 AM
alright it was just a thought, also the leaf sounds like a nice detail.

just curious how well can you see through the trees? do your units sit on top of them, like ships sit on top of nebulae? i presume that they do since that's probably harder to change than just the graphics.

Forests are made up of clusters of different tree graphics. The ones on the outer edges are faded, so the forests look thin around the borders and thick down the center. Troops will be visible ontop of the trees, and will slow down just like they do in a nebula.
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 08:53:03 AM
Not too many changes in this demo. But you'll get to see the forests. Also, units now face the right way, making combat work better:

DOWLOAD (http://www.mediafire.com/file/3o4msat7qnjzm9o/Fantasy_Farer0.3a.zip)

Enjoy!

Oh yes, forests will eventually get more detail.
Title: Re: What on earth...
Post by: Uomoz on August 24, 2012, 08:59:25 AM
Gotta love exploding swordsmen.
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 09:03:41 AM
Gotta love exploding swordsmen.

That too will be fixed... somewhat. I will change the sounds around. If something dies it will make either a scream or a splattering sound. Not a KA-BOOM!

Also will change the damage graphics to resemble wounds. Oh, and debris will look like bits of armour falling off, accompanied by blood.
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 09:04:26 AM
Gotta love exploding swordsmen.

On a side note, did you like the feel of the mod, Uomoz?  :)
Title: Re: What on earth...
Post by: Erick Doe on August 24, 2012, 09:26:49 AM
Adding a wide score of actual Medieval music.  :)

I'll upload a video with all the songs in it soon.
Title: Re: What on earth...
Post by: Uomoz on August 24, 2012, 09:37:12 AM
Looks solid :D.
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 03:37:22 AM
New forest graphics.

This was the placeholder template:
(http://i1022.photobucket.com/albums/af343/erick_doe/nebula_placeholder.png)

New template:
(http://i1022.photobucket.com/albums/af343/erick_doe/nebula.png)

Also finished the soundtrack. I composed it by editing and putting together four medieval songs by John Dowland to form a seven minute long track. The music was composed by Dowland in the 1500's. It is free to use.
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 04:17:51 AM
Custom cursor:
(http://i1022.photobucket.com/albums/af343/erick_doe/cursor.png)

Based it off the warcraft 2 Horde cursor:
(http://www.ngst.nu/avatars/warcraft2/warcraft2orcCursor.gif)
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 07:13:21 AM
Enjoy the latest demo:

DOWNLOAD (http://www.mediafire.com/file/5po2q1pcnw1hpk7/Fantasy_Farer0.4a.zip)

-removed leafs as they took away the feeling of having a solid battleground.

-improved forests!

-custom soundtrack!

-new fancy cursor. no goatmen were harmed in the making of this cursor... except one.

-new sounds and graphics for fighting. watch as blood squirts in every direction!

-unfortunately explosions are still in, but these will be removed ASAP

-improved demo mission.

-have fun! feedback and ideas are very welcome!
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 09:21:41 AM
Adding in more troops and weapons. These will be included in the next demo.

Oh yes, also adding some UI changes.

Furthermore, troops don't have specific roles at the moment, but that will change in the future.
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 10:42:27 AM
Uomoz will be happy to know that troops no longer simply explode. Instead they erhm... die or explode into a thousand gory pieces. The explosion FX and sound is gone, replaced with a ghostly moan and the ghostly appearance of a floating spectral skull.  ;D
Title: Re: What on earth...
Post by: Uomoz on August 25, 2012, 11:38:08 AM
ahahahaha xD
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 12:38:40 PM
Always wanted to fight Goblins? You can now!

DOWNLOAD (http://www.mediafire.com/file/k33v54p15wx3dmk/Fantasy_Farer0.5a.zip)

-new death/ damage animation and sounds.
-goblins! (Goblin Skirmish mission)
-more human units.
-UI stuff.
-more stuff.

Check it out!


Oh, if you experience a NULL error after a ending a battle, let me know.
Title: Re: What on earth...
Post by: hadesian on August 25, 2012, 12:58:56 PM
strange...
very very strange
Title: Re: What on earth...
Post by: Erick Doe on August 25, 2012, 01:03:25 PM
Strange?  :(

(http://i1022.photobucket.com/albums/af343/erick_doe/screenshot009.png)

Oh well. Here's a screenshot of a battle between Men and Goblins in the woods. I'm actually having a lot of fun playing the demo missions. Nearing the end of the battle, I had a few men-at-arms left, the Goblins at most had a handful of Slayers and Warchiefs. They took out my men-at-arms, but I managed to kill them all, barely... Then, out of no-where, Redhawk charged at me and killed me stabbing me in the back!  ;D

Bloody Goblins.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: CrashToDesktop on August 25, 2012, 02:27:37 PM
Well, I missed a lot, didn't I?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 25, 2012, 02:57:57 PM
Well, I missed a lot, didn't I?

Yes. Now go and playtest the demo!
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: sirboomalot on August 25, 2012, 03:23:09 PM
Nice mod. I ended up getting that null error though

Spoiler
952200 [Thread-6] INFO  com.fs.profiler.Profiler  - Reassigning fleet members (from Admiral AI)                                           2      0.00s    100.00%
952224 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager$oo.öÔO000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.saveAllDeployedAndDisabled(Unknown Source)
   at com.fs.starfarer.combat.ooOO.E.<init>(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
   at com.fs.starfarer.combat.OOoO.Object.String$new(Unknown Source)
   at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 25, 2012, 03:39:15 PM
Odd. It started when I added the Goblin Mission.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 25, 2012, 03:44:50 PM
Having the null as well!

Suggestions: movement is not very "bipedal" like. They drift, while humans don't drift, like at all xD. Acceleration and deceleration values should be at least 2x max speed (so that units can start and stop from full speed in .5 seconds, like normal humans!)
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: CrashToDesktop on August 25, 2012, 04:06:02 PM
Nope, no problems with me.  All ended well.

Turn acceleration should be max, it's not like humans drift when they turn sideways. ::)
And same as above, acceleration should be quiet.
Another thing, I say the weapons mounts should have some turn to them, it's not like you stab with a fricking greatsword all the time. -_-
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 25, 2012, 04:22:49 PM
Another thing, I say the weapons mounts should have some turn to them, it's not like you stab with a fricking greatsword all the time. -_-

Thinking about it, it's doable.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Doom101 on August 26, 2012, 12:33:10 AM
holy shmoley Erick. this is insane, can't wait to play it.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 03:49:35 AM
Added a 25 degree arc to weapons. Small weapons turn faster than large weapons. Acceleration is now 2x movement speed. Deceleration is almost 2x movement speed. I tried increasing turn acceleration, but that just felt weird. So I lowered those values again.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 26, 2012, 04:10:26 AM
Hey buddy! Love the progress. What I meant is that you can do weapons animations (5-10 frames long) to make the weapons swing when they attack!
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Upgradecap on August 26, 2012, 04:12:07 AM
Hey buddy! Love the progress. What I meant is that you can do weapons animations (5-10 frames long) to make the weapons swing when they attack!

This would make the mod that much better ;)

EDIT: Should this not be moved to the "Mods" section? Along with an update of the OP?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 04:28:40 AM
No, I'll make new thread when the time is there. I'll need two OP's to put all the information and lore in.

So no, please don't move this thread!  ;D

As for the animation, I'll give it a try.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 06:01:05 AM
Well, I've got the animation in. The blades now "hack". However, the animation only plays when I hold down the mouse button for at least a second. Quickly tapping it doesn't play the animation. As a consequence, the AI rarely plays the animation. Suggestions?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 06:54:08 AM
I've replaced all energy hit sounds and explosion sounds. But whenever a unit dies there's still a vague explosion sound.

Spoiler
Quote
{
   "music":{
      # "source" can also be a directory
      "music_campaign":[
         {"file":"fantasyfarer.ogg","source":"sounds/music"}
      ],
      "music_title":[
         {"file":"fantasyfarer.ogg","source":"sounds/music"}
      ],
      "music_combat":[
         # does not work for now
         #{"file":"fantasyfarer.ogg","source":"sounds/music"}
      ],
   },

  "sword":[{"file":"sounds/fantasy farer/fx/guns/sword.wav","pitch":1,"volume":1.50}],

   # Hits by energy weapons - picked depending on amount of damage dealt.
   # The damage is modified by armor, so the same weapon will often produce different sounds
   # as it punches through armor and deals progressively more damage.
   "hit_glancing_energy":{
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
      ],
   },
   "hit_solid_energy":{
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit1.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
      ],
   },
   "hit_heavy_energy":{
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit2.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
      ],

   # Explosions
   "explosion_ship":{ # when a fighter or ship explodes
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
      ],
   },

   "explosion_from_damage":{ # when a secondary explosion is set off due to a ship being hit
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
      ],
   },

   # Campaign sounds
   "explosion_fleet_member":{
      "sounds":[
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
         {"file":"sounds/fantasy farer/fx/guns/hit3.wav","pitch":1,"volume":1.50},
      ],
   },

   },
}
[close]

Any ideas as to why I'm still hearing explosions?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 08:18:30 AM
Working on adding in the Goatmen. Next faction will be the Alvermen. Whom are similar to Elves and leprechauns and other benign fantasy races.

Alvermen and Humans (It really should be Humen) will be allied, as will Goatmen and Goblins be.

A fourth race that I will add will be the Trogre. But I won't say too much or I will give away the plot!

[edit]
Oh yes, I'll also be sure to include more missions in the next demo. Goatmen vs Humans, Goblins vs Humans, Humans vs Goblins, Humans vs Goatmen and Humans vs Humans.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 26, 2012, 09:04:24 AM
do swinging weapons use chargeup or cooldown?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 09:22:54 AM
do swinging weapons use chargeup or cooldown?

They build up a little flux, slightly increasing their damage.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 26, 2012, 10:00:17 AM
isnt that usable to control the animation thingy?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: hadesian on August 26, 2012, 11:23:38 AM
You should really sort out the green background. It looks really weird
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 11:26:28 AM
You should really sort out the green background. It looks really weird

Weird how? How am I supposed to sort it out?

A background with detail stays stationary while troops move over it, making it look weird.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: hadesian on August 26, 2012, 11:28:13 AM
You should really sort out the green background. It looks really weird

Weird how? How am I supposed to sort it out?

A background with detail stays stationary while troops move over it, making it look weird.
Right now it looks really strange as it's like a weird green sea, it's sort of like UNDERWATER POLLUTION BATTLES OF FANTASTY

Sorry for negativity, because this is awesome
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Uomoz on August 26, 2012, 11:31:06 AM
maybe it should be brighter?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 26, 2012, 11:35:57 AM
With detail it actually looks and acts like a sea. Though, if you feel that the background is too dark, I could make it lighter.

Also understand that I aim to put more small clusters of forests in, making it look a lot better!
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Sunfire on August 26, 2012, 02:34:20 PM
With detail it actually looks and acts like a sea. Though, if you feel that the background is too dark, I could make it lighter.

Also understand that I aim to put more small clusters of forests in, making it look a lot better!

couldn't you just make it a grassy plain?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 27, 2012, 04:22:19 AM
If I were to do that, the grassy plain would remain static, looking unnatural as units move across it and trees scroll over it.
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 27, 2012, 05:36:58 AM
Well, graphically I turned nav buoys, sensor arrays and communication satellites into castles and towers. I'd like to change their names, but I'm not sure if that's possible. I did figure out how to change their effects though.

Does anyone know how to change their names?
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 27, 2012, 06:24:34 AM
Sensor Array = (http://i1022.photobucket.com/albums/af343/erick_doe/sensor_array.png)

Nav Buoy = (http://i1022.photobucket.com/albums/af343/erick_doe/nav_buoy.png)

Com Relay = (http://i1022.photobucket.com/albums/af343/erick_doe/com_relay.png)


Eventually I'll probably replace the Sensor Array with a watchtower. The Nav Buoy with a colourful camp surrounding a mile-marker. And the Com Relay with a horse-and-messenger post.

Sensor Array = Watch Tower
Nav Buoy = Castle & Stables
Com Relay = Castle & Barracks
Title: Re: Fantasy Farer - "The Trogre Wars" (under development)
Post by: Erick Doe on August 27, 2012, 01:54:21 PM
To moderators:

Please delete this thread and copy the other one to the Mods section.