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Messages - Letsparty

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1
Mods / Re: [0.95.1a] Starpocalypse 2.3.0 - more apocalyptic settings
« on: April 27, 2022, 11:45:58 AM »
Setting maximum s-mods is broken in settings.
For example restoring vanilla behavior.

# Number of s-mods available to player (without skill).
    "maximumPermaMods": 2, # easy mode: 1, vanilla: 2

code checks for maxPermaMods
change maximumPermaMods to maxPermaMods to get it working

 # Number of s-mods available to player (without skill).
    "maxPermaMods": 2, # easy mode: 1, vanilla: 2

2
Blog Posts / Re: Raiding for Fun and Profit
« on: November 27, 2019, 04:52:11 PM »
Regarding crew ranks it can still work just change the things it effects.
Say green crew +5% time to repair engines and weapons in battle, regular no modifier, veteran -5% time to repair, elite -10% time to repair.
And in strategic layer same thing but with supplies needed to maintain and speed of repairs.
It would also need a mechanic and UI elements in fleet view to set distribution from concentrate ranks in first ships to distribute evenly.  :)

3
Bug Reports & Support / Re: Fleet too large for Com Relays?
« on: October 23, 2014, 10:58:46 AM »
+1 on both of these
you can do the sniffer upload if you start it when the fleet is on top of the relay and then use mouse move to keep it on top while it completes
it seems to me that max distance from center of your fleet to center of relay (or scanning fleet) exceeds max value and it returns a failed state

4
Suggestions / Re: Animated weapons in codex
« on: February 16, 2012, 09:39:14 PM »
it should be a loop of 3
one hitting shields
one hitting armor
one hitting hull
in that order
maybe also add damage done during each hit
 ;D

5
Modding / Re: Adding custom ships
« on: June 13, 2011, 01:10:48 PM »
Added a minigun weapon: it shreds frigates and fighters, and I disabled the PD function on it because the AI failed to handle it very well due to the chargeup time (it charges (barrel spin-up), then has continuous rapid fire)

hmmm
if i understand you correctly this was because the AI did not take into account the charge up time before fireing
a modification to the AI to take into account charge time might not be bad
convert charge time into travel dist for missiles and tell AI to commence fire at normal + travel dist for such weapon  :) 
Yeah, its also not very good at detecting when it should continue firing in order to avoid the chargeup

hmmmm

when target destroyed
   check next target closer then (range+charge range)
        if turn turret to enemy time = less then 3/4 charge up time then
            continue to fire while turning turret
 ;)

6
Modding / Re: Adding custom ships
« on: June 13, 2011, 10:41:33 AM »
Added a minigun weapon: it shreds frigates and fighters, and I disabled the PD function on it because the AI failed to handle it very well due to the chargeup time (it charges (barrel spin-up), then has continuous rapid fire)

hmmm
if i understand you correctly this was because the AI did not take into account the charge up time before fireing
a modification to the AI to take into account charge time might not be bad
convert charge time into travel dist for missiles and tell AI to commence fire at normal + travel dist for such weapon  :) 

7
hmmm maybe add a bit of code that will check is it over a friendly target when it runs out of fuel
if it is activate it as a hazard when it leaves the objects it is currently over

if it is over the friendly when it runs out of fuel then it has already maneuvered to avoid the friendly
 :)

8
a simple way to identify friendly missile is to add an overlay indicator similar to the ones for friendly ships
instead of flux and hull just add a small green missile icon (possibly in the orientation of the actual missile)

9
Suggestions / Flux and Overload
« on: May 10, 2011, 03:21:51 PM »
some thoughts and ideas on how to make a deeper flux and overload mechanic
1) make amount of flux limited (say 3 - 4 flushes and down to minimal reserve (no more flushing)) with each flush (depending on size of vessel) reduce flux efficiency
2) cannons and other projectile weapons make them operational even while ship is overloaded but add some missfire and widen accuracy cone (maybe missfire some(use ammo but no projectile))
3) missiles allow only dumbfire missiles to fire while overloaded (also widen accuracy cone), trigger fire cooldown on end of overload (reboot guidance :) )
4) energy guns and lasers trigger fire cooldown on end of overload at 50% ish of max (capacitor charge state and recharge)
 :)

10
Suggestions / Re: Strafe mode control inconsistency
« on: May 10, 2011, 03:08:37 PM »
there is a problem with strafing on ships with mouse directed shields
if i want to keep the shield facing an incoming round(say at 90°)  and strafe another(at 0°) at the same time the result is unpleasant at best  ;)
this could be solved by introducing Q and E as dedicated strafe keys while retaining the current mechanic (shift to strafe with A/D and turn to mouse)
 :)

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