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Topics - medikohl

Pages: [1] 2
1
Modding / Collaboration Request. Artist, some coding. Need a better Coder.
« on: December 29, 2018, 09:04:01 PM »
So if anyone is interested I am currently working on some new sprites and modifying a few public ones
(thank you members Spiral Arms II The continuation of my previous sprite dump.
Would love to build a new mod with someone if they happen to be interested.

The theme of the faction is to make them a bit on the midtech side.  Decent mix of ballistic and a few ballistic/energy and a few ballistic/missile mounts.

Looking to Jam a single size 7 colony orbiting an ice Giant

2
Modding / Star generation questions
« on: November 25, 2018, 10:01:36 PM »
Has anyone figured out the star_gen_data.csv?

I am trying to figure which value to modify to make planets more likely, and habitable ones a bit more common.

3
Ok many years ago I was making sprites for others to use for whatever they happen to fancy.
Now I am looking at creating a small faction (5-10 different ships of various designs) and would like to team up with a coder type person to make a mod that is compatible with Nexerelin.
Post here if interested, and shoot me a PM for further conversation about this.

Some of my previous work:


4
Modding / Spriter for hire (i.e. I work for free)
« on: July 08, 2014, 02:49:15 PM »
Ok I have returned. If anyone needs a sprinter/ship designer, I am currently available to do that.
Kitbasher extraordinaire.

For some reference check spiral arms or the original star sector plus

5
Modding / ok how do I set up this spawn rate?
« on: April 24, 2013, 05:55:44 AM »
Below is the current code I have for spawning pirates, I'd like to know how to set this up so I can alter the distribution of spawns.  (been trying to add in more pirate fleets but not quite working yet)



   @Override
   protected CampaignFleetAPI spawnFleet() {
      //if ((float) Math.random() < 0.5f) return null;
      
      String type = null;
      float r = (float) Math.random();
      if (r > .9f) {
         type = "scout";
      } else if (r > 0.75f) {
         type = "raiders1";
      } else if (r > 0.55f) {
         type = "raiders2";
      } else if (r > 0.5f) {
         type = "raiders4";   
      } else if (r > 0.4f) {
         type = "raiders3";
      } else if (r > 0.25f) {
         type = "attackFleet";
      } else if (r > 0.15f) {
         type = "carrierGroup";      
      } else {
         type = "armada";
      }
      

6
I find that I am lacking in the time I need to continue working on the mod, I am by no means a fast coder, but I have been a rather prolific spriter for various mods throughout the development cycle.

I know how to create and devise stats for ships, what I need is someone who can help in regards to tweaking spawn rates, and adding new fleet compositions to the game.

Feel free to send me a pm and we can get cracking on making this mod shine.

link to the mod in it's current state
http://fractalsoftworks.com/forum/index.php?topic=3893.0

some of the new additions to the game.

Spoiler
[close]

7
Modding / Question! Help me please
« on: December 01, 2012, 12:51:59 AM »
Does anyone know about how much the ordinance points dropped for the new version?

I need this info to update starfarer plus

just a basic percent would be good.

8
Modding / Quick opinion on a ship?
« on: September 21, 2012, 02:56:10 AM »



made with a buffalo and a lasher.

need feedback.

[attachment deleted by admin]

9
Modding / how do custom engines work?
« on: August 19, 2012, 04:32:00 PM »
how do custom engines work?

what needs to be added and where?

10
Modding / Need a few quick opinions on a ship.
« on: August 16, 2012, 12:46:46 AM »


building a destroyer sized carrier, figured I'd ask to get thoughts, and any tweaks that should be made to this.

11
Mods / (Apr-18) StarSECTOR Plus[ADOPT THIS MOD] 1.12
« on: August 15, 2012, 12:53:12 AM »


the ships
Spoiler
[close]
Ok after a Thunderdome-esque struggle with craftomega. I have obtained control of Starfarer Plus. (i.e. I asked he said go ahead)

So I will be making the attempt to be keeping this thing afloat for now.

Currently have added some changes, mild balance tweaks, and probationary ship systems.

Link below. (HOLY F***)
version 1.12

NEW STUFF

built in weapon ships.
tinderbox frigate- magnetic bombs (slow moving bomb, explodes into a dozen unguided flechettes when close)
pestilence destroyer carrier- minipulse turret (small burst fire energy turret, pd capable)
armory destroyer- swarm needler (Shield overloading rapid fire rotary cannon)
barracuda destroyer- hyperbeam laser (large powerful long range beam weapon)
architect cruiser- heartseek torpedo launcher (slow torpedo, goes for the engines, good against front shielded cruisers and caps, usually misses anything smaller)

plus another dozen or so ships, plus redesigns of a few others.

Starfarer Plus is an expansion of the vanilla game, extending the number of ships types that can be flown.  I am trying to keep this as balanced as I possibly can, but if anyone has criticisms, let me know and I shall address them.

balanced with codex

12
working on the cap ship now.


[attachment deleted by admin]

13
Modding / which looks better?
« on: August 05, 2012, 07:21:37 PM »
or

let me know

14
Modding / you know what? there aren't enough cargo or personnel ships
« on: August 02, 2012, 04:26:34 PM »

I'm going to start making various little frigate to destroyer sized cargo and personnel ships




the tour bus

15
Modding / just a new design direction, was hoping for some thoughts
« on: May 01, 2012, 09:18:30 PM »
had a request for making some raven themed ships.

here is a rough (unfinished) version of a possible cruiser.

more slots will be added.

[attachment deleted by admin]

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