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Topics - WKOB

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Bug Reports & Support / Closing Loot Menu Losing Changes
« on: October 25, 2014, 07:23:45 AM »
...if you use a button to close the menu other than continue, such as the keyboard's Esc or the close button in the upper-right of the interface.

Not so much a bug, it may even be intended, but this is actually really screwing with my gameplay. This seems to be a new issue as well, as I tend to close interface elements with the Esc and this never caused an issue for me in older version, but now after battles I'm leaving tons of loot and sighing as I have to reload a quick save to fight the battle again.

Other than this, really loving the interface changes.

2
Suggestions / Tracer Function
« on: November 09, 2012, 05:49:29 AM »
So I was recently modding Cortex Command and I was considering how to hackishly make my Starfarer weapons eject brass.

Then came to mind the weapon variable 'Tracer' from Cortex Command.

In basic terms there are two variables; how often the tracer is fired (I.e. 3 = a tracer fired every three shots) and what ammunition to reference for the tracer itself.

Initially this was just a realism feature in CC to replicate what tracers are used for in real life (could also be a feature in Starfarer for certain weapons like Autocannons) but it was quickly used by modders to accomplish all sorts of things; as the tracer shot could reference any type of ammunition.

I feel that this could work very well in Starfarer (with it's similar ammunition files separate from the weapons) and open a new range of possibilities for modders and the vanilla content.

If I need to elaborate on something, please ask.

3
Modding / Vanilla Wing Commander
« on: August 19, 2012, 09:22:35 AM »
What I've done here is taken each of the vanilla fighters, made a new craft out of it that uses the drone ship system to simulate having a wing of fighters following it.

Broadsword
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Gladius
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Talon
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Thunder
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Trident
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Warthog
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Wasp
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Xyphos
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Changes to Leader Craft from the Original Blueprints
Shiny Gold Plating!
Phase System for all craft, including those that were shielded.
Pilot has the capability to vent flux.
Built-In weapons with ammunition regeneration, tracer projectiles.
Full wing of derived fighter model.
Gladius
Upper mounted Dual LMG converted into a small ballistic turret with 6 OP.
Thunder
Single Harpoon converted into a small missile hardpoint with 2 OP.

Changes to Leader Weaponry from Original Blueprints
Vulcan Cannon (Talon) ; Halved ammunition storage, 3 projectiles loaded per second.
Light Machine Gun (Broadsword, Warthog) ; Halved ammunition storage, 3 projectiles loaded per second.
Swarmer SRM (Broadsword, Piranha) ; 1 projectile loaded per 2 seconds, 1 projectile per burst, cool down halved.

Changes to Drone Craft from Original Blueprints
Nothing!

Pros
Command your own fighter wing!
No known bugs.

Cons
Fighter circle your craft rather than fall into formation.
Leader craft is classed as a Frigate; therefore it can collide with objects and is susceptible to friendly fire. Circumvent with Phase system.
Magazine wells are smaller to accommodation ammo manufactories.

The Leader craft costs 2,000 credits and 2 fleet points more than it's respective wing, obviously the drones are free.

4
Suggestions / Fighter 'Wings'
« on: August 18, 2012, 03:51:19 AM »
Is calling it a wing really appropriate? While I was doing some research I found that a Wing, while it varies from country to country, refers to a large number of craft; usually in multiple groups.

Really, the fighters in Starfarer are grouped in squadrons, the Wing would be all of the fighters you deployed in a single battle.

Take this for example.


It's a trivial thing though, if you don't care, I don't care.

5
Suggestions / Weapon Magazines
« on: July 31, 2012, 05:27:51 AM »
Not like traditional naval magazines which are basically storage rooms but small arms magazines, a container of ready-to-fire ammunition that automatically loads it's payload into the weapon.

Is it possible in the future, Alex, or not compatible with your plans?

For those with less than perfect English, say I wanted a machine gun with a magazine; it would have 500 shots total but only be able to fire 100 and then have to reload, in total reloading 4 times. Just to be clear.

6
Modding / Energy Weapons and Recoil
« on: July 04, 2012, 10:21:13 AM »
So I want a weapon that can use the recoil definitions and I want it fire a beam, admittedly a really short lived one.

Is there any way I can work around this? I thought it might be easier since I want the beam to basically be instant, not multiple seconds.

7
Modding / Hull / Variant count exceeded
« on: May 09, 2012, 06:42:39 AM »
I haven't actually seen or heard of this problem yet, but I fear it's only a matter of time.

As with other engines that have encouraged this type of modding (dozens, if not hundreds, of 'unit' types), such Total Annihilation, I imagine that eventually our mods are going to hit the cap of what the engine can swallow in terms of Hull, Variant, Weapon or Projectile types.

A recent Total Annihilation patch (unofficial) had to extend the WeaponID value maximum to something over 10,000.

So, basically I'm asking, will your engine hit a barrier like this? Do you know when?

Edit; I just saw your post about not wanting to constantly have to follow behind mods and clean up. I can totally understand that; however I think that this will be one of those issues that you will want to get around to on your own. I imagine it'd require editing the .exe to fix on our own and I believe your stance on that, like most developers, is : Not Preferred.

8
So there's this Pirate Lasher, right? He's being a right twat, he's a bit faster than me so he keeps attacking my fleet, right? Says right there on the campaign map, 'Pursuing Your Fleet' even.

So you know what he does? He retreats before I can even see the quick little bastard.

Again and again.

I'm stuck in a loop, I'm just too slow to escape his 'attack' on the campaign map and too slow to catch it before he retreats in the battle.

9
Suggestions / The Brawler
« on: May 02, 2012, 08:36:37 AM »
It's still terrible, I'm afraid.

I just destroyed one with a shuttle, mounting two Light Machine Guns.

These criminals, the ones the police user the Brawlers against, are they using knives, per chance?

Not to be inflammatory, of course. Good patch, Alex, rather fond of the simulation, which is what I used to test this with, in fact.

10
Suggestions / Bounding Shields.
« on: April 27, 2012, 07:14:08 PM »
Similar to Hull Bounds, for shaping the shield.

Any chance of it happening, Alex?

11
Mods / Silverlight League of Asteri
« on: April 22, 2012, 10:03:19 PM »
OP is a WIP as I sort out the other factions that will be a part of the overall system, aside from just the base faction.



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The Silverlight League
Military Industrial Complex and Ruling Governing body of Spiti
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Registered Traders; Amancol and Gierig
Legalised Monopolies; Ships tend towards and exotic and unique
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Registered Trader Karcen and KR Insurgents
Unified Terrorist Groups; Recently uncovered many derelict manufactories
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Transitus Station 06 and Associated Craft
Neutral Passenger and Cargo Transport Service
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Percius' 1st Legion Veterans; Gorman's 2nd Legion
Veterans Ships return from the Front; Fresh Fleets replace them
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Credits;
Erick Doe for all artwork for Legion Crafts.
My wife for artwork of various crafts.

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