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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Topics - Durendal5150

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Suggestions / "Keep on hand" for supplies and fuel in trade menu.
« on: September 27, 2013, 05:44:32 PM »
Pretty simply, this is just the idea to set an amount of fuel and supplies via some interface or tooltip that the fleet will keep on hand, coupled with a "Dump Rest" button that will automatically sell any excess fuel or supplies, or transfer them to the station if player owned/abandoned. This mostly comes up because finagling with the shift slider or clicking like mad after every battle to sell off the hundreds of excess supplies I have suddenly come into possession of is slightly tedious. It's not a huge complaint or anything, just something I think could streamline the after-battle experience a little.

Modding / [IDEA] Salvage-enabled research
« on: June 16, 2012, 08:30:55 PM »
Can't code, but after seeing the economy mod in progress I figured something like this might be more plausible than I at first thought.

The idea is that when a ship of faction A is brought to a base beloning to B, when the script comes around it will be removed and replaced with one or a few ships that are sort of a hybrid of the two technologies. The idea was mostly for my cosmic horror mod; that the Player starts out with useless junk, but gains access to new weapons and such by bringing scraps of this and that Possibly even special cargo items dropped by things, not weapons or ships, back to their "home" station, where next month or whatever it will be replaced with purchasable goods based on the "research."

Could even work in Vanilla. Bring an Astral back to the Hegemony and get their own kind of high-shield unit. Take an Assault Chaingun to Tri-Tachyon and get a repeating energy weapon of some sort out of it.

Anywho, that's the gist. Any Coders think it's possible?

Modding / Can make shield gun?
« on: April 17, 2012, 04:08:36 PM »
To an extent, I'm sure you can do this:

Make a PD weapon with a range of about...ten, that fires a beam with width of a hundred or so. When ordinance or fighters approach, it switches on and they run right into a wall of plasma. Also useful for melee weapons!

Now the issue is, how to make the AI realize it's supposed to keep the beam on well before the targets enter its totally nonexistent range?

Bug Reports & Support / Shield Radius supersedes Collision Radius
« on: April 09, 2012, 10:37:59 AM »
Not sure if this is intentional or not, but if a ships shield radius is smaller and off somewhere; IE, to make the shields more directional, then it will supersede the collision radius for things that arn't bullets.

While testing out this guy here:

I noticed that while the shields, which only encompass the front end hull, were active, that missiles, asteroids, and other ships would not collide with anything outside the shield radius. Beam and projectile weapons fire seemed to respect the bounding lines as normal, however.

Suggestions / Supercarrier
« on: April 08, 2012, 04:00:36 PM »
As in, a carrier so huge that it can dock frigates for repairs during battle. I remember someone mentioning adding in ship-specific abilities or traits. This could be a good one; though a potentially gamebreaking one. Even if it's not for mobile ships, could apply to stations when they're implemented.

Quote from: Bal-Sagoth
"Behold these repositories of fearful arcane knowledge, tomes of aeons-old cursed lore which was surely ancient even when the ill-fortuned antediluvian civilizations which initially articulated it first committed such dread lexicons of terror to shuddering memory!
Fear these legendary encyclopaedia antediluvia, these ebon necronomica of shunned rites and diabolical adulations!

It's a rarely shared but firmly held opinion of mine that no game is complete without a touch of cosmic horror, at least one appearance by things-that-should-not-be. So Here's my ongoing attempt at putting a bit of that sort of thing into Starfarer. I don't really understand the faction and Campaign files enough to put them in there yet. But maybe that's for the best right now.

I'll be making missions involving these things, but they're going to range from very hard to impossible, purposefully. Cosmic Horror, remember.  ;)

0.1 Download: (Old, Not compatible with 0.52)

0.1 has:
1 Mission
->Unfortunate Discovery
-->An independent force stumbles into a Phage and it's spawn. Includes 2 new ships and their armaments. turret graphics for the latter incomplete.

Been working on some conceptual whatnot for this. I can't progress much further without some help though, the concept as planned is a bit much of a workload for me alone in the spriting and stating department, and I just plain can't do the necessary campaign coding.

ANYWAY here's a little bit about the intended content.


The Terran Totality:
The Totality is the uniform government of the Sol System. It is responsible for the colonization of many star systems, and the policing and control of them. Totality military doctrine is based around large, spinally mounted magnetic induction weapons. Missiles and fighters play a secondary role to overall fleet doctrine. Ships are heavily armored shieldless bricks

The Cetian Alignment:
A alliance of colonies under the leadership of the Tau Ceti colony, who have renounced control by Earth. They claim some of the best and brightest among their number; and their technological edge in rapid nano-fabrication makes them experts at deploying missiles and unmanned drones. Ships are more lightly armored and quicker than Totality vessels. Heavy PD and missile fire. Also brick-like in design.

The Hoplon Agency:
Despite his achievements, and the worlds he claims, it is inarguable that man has achieved very little in the grand scheme of things. Strange reports and disastrous happenings abound among the worlds of humanity, but for the most part, humankind remains too busy fighting its petty battles to take notice of such "random happenstance." The Hoplon Agency is a secretive research organization that exists to fit together the pieces of these puzzles, and better defend humanity against whatever waits out in the black, and ultimately, against itself. (Player faction) Ships can vary as research occurs (See below) but start off as very well shielded, but otherwise incredibly frail, energy armed craft. Super sleek.


Phage are mobile inter-dimensional portals; appearing as distorted zones of space, with an alien field of blood red stars visible through them. They have no apparent physical mass. They are capable of projecting blasts and screens of energy through some means. Disruption of the field is possible with conventional weapons fire. They have been observed purposefully ramming asteroids and other celestial objects, or blowing them apart and catching the pieces. They appear to act as some form of resource gatherer, their entire form a portal used to collect materials for some unknown purpose.

The Gatekeepers are machines of unknown origin. They are often seen around areas of space ripe with anomalous readings. They have been seen to attack the phage and Oneiroi on sight, but also lash out at human vessels; so if they serve some purpose related to those two entities, or are simply ancient, berzerk machines is unknown. They typically take basicly geometric shapes and present no drive emissions of any kind. Their methods of propulsion and attack are not understood, but can be guessed at.

(No image yet)
An unknown biological agent, apparently capable of interfacing with any matter, but with machines and sentient beings especially. They are capable of incredible displays of spatial and energy manipulation with no discernable means. No vector is known for infection; and no known science applicable to understanding the Oneiroi. Can appear as basically anything; from an otherwise normal human ship to a mass of biological tendrils to glowing balls of energy.

There's always room for more ideas, from an additional major player to unique encounters with god-knows-what wandering in from the farthest reaches of space.

Planned Feature: Research and Development.
From what I've seen this *may* be possible, but I'm left needing an expert coder opinion. Ideally, the player would start the campaign with only a single vessel, recently developed by Hoplon, and access to other recent developments. To meet the steadily escalating threat, the player must return examples of various artifacts to their home station.

I believe the script would be most workable by checking each month of in game time for certain things, or combinations of things, in the station inventory, removing those appropriate if found, and replacing them with the "researched" items. This could perhaps lead to player choice as well. You brought back an artifact, and a new craft prototype has become available. Do you take it and use it? Leave it another month and let the science teams mass produce it? Or maybe hold onto it until you have a new artifact that will trigger further development on that ship?

I'm relatively certain such a system could be arranged, but I definitely need an opinion on it.

Mods / Durendal's Overpowered Nonsense 0.3 (Critique Appreciated)
« on: March 21, 2012, 07:42:38 PM »
Been learning to make sprites and stat ships from the ground up over the past couple days. They're not even remotely balanced; I just finangled in whatever sounded neat.

IF Anyone with more experience can take a look at it and spot any potential issues, or just give general advice, I'd certainly appreciate it.

Here's the files:Download 0.3

Harbinger and related mission
-Harbinger only costs one fleet point in the mission, because I'm too stupid to figure out how to edit the available FP.
0.2 (not Posted)
Cherub and Diva


And the ships:

"Cherub" Inertialess Drive advanced fighter

"Diva" Inertialess Drive advanced gunship

"Harbinger" Ancient Dreadnaught (Base Sprite supplied by megal00t)

Modding / Learning to Sprite
« on: March 19, 2012, 05:35:02 PM »
At a very basic level. I've never used an Image program more complicated than paint before.

A friend of mine makes models; and instead of doing the *sensible* thing and asking him to try and convert them; I tried to make it from lines and starfarer parts.

His original work:

And my fine little mess:

Help and Hints welcome, constructive or otherwise. I have a feeling it might be in my best interest to just slowly back away form any further artistic endeavors.

Modding / Sprite Base Goldmine
« on: March 18, 2012, 09:30:04 PM »
'ello gents. Just starting to fiddle around with modding Stafarer myself. While thinking about some alternative places to get some sprites. (I didn't feel right taking ones that have already been used in mods and statting them different; free use or not) I remembered this little website I used to gawk at when I was a kid. And whaddya know, it's still up and running.

Some of the images might not be perfect for immediate usage, but others you could basically color in and call it a day.

On that note is there a "Crash Course to Modding?" here somewhere? It looks like banging rocks together compared to some things I've tried before; (Homeworld, for instance,) but I'm not the most program-savvy individual in the world by any means.

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