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Topics - Vinya

Pages: [1] 2
1
Bug Reports & Support / Got this crash
« on: September 17, 2013, 05:01:55 PM »
Got this crash while in ship refit screen.

Code
4527473 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.UnknownFormatConversionException: Conversion = '.'
java.util.UnknownFormatConversionException: Conversion = '.'
at java.util.Formatter.checkText(Formatter.java:2503)
at java.util.Formatter.parse(Formatter.java:2485)
at java.util.Formatter.format(Formatter.java:2414)
at java.util.Formatter.format(Formatter.java:2367)
at java.lang.String.format(String.java:2769)
at com.fs.starfarer.loading.specs.oOoo.Ò00000(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog$o.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.Ööo000(Unknown Source)
at com.fs.starfarer.coreui.refit.ModPickerDialog.<init>(Unknown Source)
at com.fs.starfarer.coreui.refit.ooOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

2
Discussions / Random Thread
« on: August 18, 2013, 07:09:46 PM »
A lot of forums have these- yet we do not. I intend to fix this. As an added bonus helps to put off-topic here rather than in other threads.

Post whatever, respond to whatever. It's a random thread. Discuss, argue, plan, whatever.

I'll start by saying that I just bought a couple new Airsoft guns, a G&G PM4 that I'm going to rebuild, and a boneyard KJW 1911 MEU- that just has an offset front sight. Since all my other guns shoot too fast to use in games, these will be my game guns. All-in-all, I got two new guns for 140$ that would normally cost about 500$, that are going to take about 80$ to repair and will work pretty much the same as their brand new counterparts, aside from the slightly idiosynchronous pistol sights. (Sight is about 8mm shifted right, so depending on range I'll have to compensate for the shot going left).

Not bad?

Not bad.




P.S.

>Alex please make greentext work without BBCode.

3
General Discussion / Starsector as an RTS, and why it's really awesome.
« on: August 09, 2013, 10:10:29 PM »
Now, you're probably looking at this thread going 'An RTS? Yeah, there's elements, but Starsector isn't really an RTS'.

And you'd be right. Starsector's wonderful piloting mechanics are one of my favorite things about it- but when I'm not darting a Frigate around lumbering defence fleets, I'm commanding a fleet.

Flying in the fleet while trying to manage tactics does work, but you lose a lot of situational awareness you gain from taking the whole battle from the tactical map.


I've tried to play both ways, one match I fly the flagship while using the tactical map to issue orders- the other I leave my ship on autopilot and keep an eye on the whole fleet in real time.

I noticed that while playing the game like an RTS, my battles went a lot better- I took a bit more damage to some of the frigates and fighters, but I didn't lose any.

I tested this primarily while playing a Hiigran fleet against a Bushi fleet.


Any thought on this? Experiences? It might just be me being more of a tactician than a pilot, but I think if you're going to play a larger fleet, this is definitely the way to go if you want to get a one-up on the AI.

4
Discussions / Game Idea Advice
« on: August 03, 2013, 01:25:18 PM »
I've been working on my own Sci-Fi Multiplayer game that's an odd combination of various other games.

Lore Inspirations:
Starsector
Firefly

Gameplay Inspirations:
Darkspace
Freelancer
Star Citizen/Squadron 42 (Based on idea, really)


Backstory

The game is set in an outlying system that was cut off 80 years ago during a galactic civil war, due to the blockade of trade routes. New supplies rarely make it to the system, and the local governments have always been uneasy. People in habitat stations are starving, the larger starships have been cannibalized for parts and weapons- pirates and bandit collectives occupy the spaces between patrolled space. Life in the black is not easy, it is unforgiving and 40% of ships leaving the spaceports never reach their destination.

You are a pilot fresh out of the slums. You've fought your way out of the drug cartels and corrupt police, and sold everything you own to buy a starfighter with some weapons and a small cargo hold. Your plan is to run cargo through dangerous space- a usually fatal but high-paying job.

Gameplay

3D graphics, 2D movement. Not really any space physics, lore-wise the ships are fly-by-wire with numerous thrusters so they an turn on a dime (BSG-Viper style). There are standard/medium tech ships that are available to neutral/chaotic characters, and higher-tech ships available to lawful characters.

Medium-style ships have armor, ballistic weapons (mostly miniguns or autocannons), and MRMs that require a lock, but if they're fired they will hit, no question- their hull and armor costs less to repair but they are not very energy-efficient, and ballistic weapons generate a good amount of heat but do not require energy to fire.

Hightech-style ships have low-ish hull and armor, but have minor energy shielding (shields are not available for any of the player-usable ships in game). They use pulse and beam based energy weapons- beams require a lock to fire. Some of the earlier-made high-tech ships have unguided SRMs they can use, but few ships possess these. Energy weapons build up less head than ballistic weapons, but also require energy to fire. Hightech ships are energy efficient but their hull takes more supplies to repair.

All the ships in the game usable by players are between the sizes of fighter and frigate- all larger ships are either inoperable or used exclusively by the remaining military forces. There are a multitude of different fighter types, shuttle-style ships, and corvettes, but very few frigate types (One or two for each tech-level). Supplies are vital to survival but it is not fatal if you run out of them. Supplies are used to regenerate energy when capacitors are emptied (energy normally regenerates slowly, having to restore capacitors is similar to having to vent Flux), repair your hull at stations (No hull-regeneration in combat or while traveling), and when resupplying ammo at a station. Heat builds up when using weapons, and if it reaches a high level needs to vent completely. All ships can use capacitor energy to enter warp (5X their normal speed), when a warp is in progress and you run out of energy the warp will not stop but when you exit warp, your capacitors will need to recharge.


Player reputation is determined by a multitude of stats. Neutral is between 50 and -50 Rep, any change within the neutral levels is determined by how many piracies they perform/cargo runners they kill, and how much trade reputation they receive.. To steal cargo a player has to fly close to another player, have their mouse over the player, and press E. This transports one unit of cargo to the pirating ship (This adds to the player's piracy stat)- different ships have different cargo capacities. This stolen cargo can then be delivered to it's destination for money, but does not count towards the user's 'completed runs' stat.

Cargo runs are randomly generated at stations, in the format of "Pay X$ for 1 unit of Y, destination Z", when a unit is delivered, the player receives three times the amount they paid for the cargo and gets a trade reputation value equal to (#of units delivered * (value of cargo/5)). This rewards players greatly for taking higher-value cargo, but also makes pirates happier if they manage to steal from the cargo-runner. You can also do 'Charity runs' that will cost nothing, and only reward you with a random level of credits (10-50). Low-range normal shipments cost between 80-100 credits per unit, so Charity runs will be the best way for players to get +Rep at the start of the game.

After your Rep is greater than 50 or less than 50, you won't be able to interact with stations of the opposite alignment, you'll receive further rep for killing members of the opposite alignment (+Rep for lawful, -Rep for chaotic), and you'll have access to more ships. Passing 50Rep on either side permanently unlocks a mid-tech ship better than the starting fighter, but after that, for every 50 rep you unlock a better/different ship (High-tech for lawful characters, mid-tech for chaotic characters) until you hit 250 rep, when you unlock the frigate for that alignment. Ships can only be changed when you die at current levels of the game's development, and will likely stay that way unless I miraculously manage to break the engine. After the Frigate is unlocked, your rep will continue to to increase/decrease until you hit 500, when your rep will be capped at 500 and you'll unlock another frigate.

Taking a side on rep will be very difficult to players at the beginning, due to probably doing a mix of runs and piracy, so you will also be able to pay to unlock ships permanently, but only within two tiers of Neutral for a luxurious price. Player's pain jobs will be customizable to an extent- the primary color allowed to be anything, but with current rep level, marking are restricted to rep-related colors. Red, Orange, and Black for -Rep;  Gray, Yellow, and Brown for Neutral; and Blue, White, and Green for +Rep.

Ballistic weapons do good damage to shields, and decent damage to armor/hull.
Missiles to huge damage to all but shields.
Energy does low damage to hull, but takes down armor ratings very quickly, but also adds a small amount of heat to it's target. Does half damage to shields.

Damage is dealt based on this equation:

Damage = (WeaponBaseDamage/ArmorRating)
Shields protect against 50% of damage but take 25% out of the ship's energy, with the remaining 25% being absorbed.
Some ships have cloaking devices that stop lockon weapons and block 25% damage.
Damage takes down the armor rating by 25% of the damage.


This game is not meant to be easy, many players will probably find it too difficult to get past neutral. This is the point, I'd rather have a small, dedicated fanbase than a massive, casual one.

It's being (I'm disgusted by the fact I still use it) Roblox due to the free online services and Lua, the game can be found here: http://www.roblox.com/Starscape-PAID-ALPHA-BETA-ACCESS-place?id=13805169.

I plan to have it done by 2014.

Please post your thoughts/criticisms/insanity accusations, I'd love to get al lot of the of the balancing figured out before release based on speculation. The current idea probably has a lot of issues but IMO it's what I'd like to see from it.

5
General Discussion / Ballistic weapons generating Flux?
« on: July 28, 2013, 01:50:39 PM »
With the exceptions of some more advanced ballistic weapons that would realistically use energy such as the Railgun/Hypervelocity Driver/Mjolnir/Ect, why do ballistic weapons generate flux?

Missiles don't generate flux, because they don't really have a reason to- being separately propelled and aimed/guided- but shouldn't bullet-based weapons do the same? Assuming, for example, the Vulcan Cannons is using typical rounds with casings/propellant like a modern firearm, why is this causing energy to build up within the ship? With energy weapons flux buildup can be a good thing, but for ballistic weapons it's just an annoyance.

Ballistics already have limited ammunition to deal with, so with the exceptions of ballistic weapons that in common sense would require energy to be used- I for one think that they should not generate flux.

>INB4 Barrel overheating- the barrels are in space and therefore will cool off much faster than they would in atmosphere. That being said, barrel heat would be another way to balance out ballistic weapons as opposed to building up flux.

Thoughts? Conflicting opinions? People telling me I'm on crack?

6
Modding / Project VinCol
« on: July 26, 2013, 12:08:18 PM »
This is the mod progression topic for my personal Factions Collection I'll be working on, named 'Vinya Collection' in the folders, VinCol for short. It will be a vanilla-grounded mod based on political unrest in the Sector, but each faction will be released separately as a chapter of the collection. Essentially it's a bunch of small mods grouped under one big mod, but is available in little bits if you don't like part of it.

Part 1: Dark was the Night

Spoiler
The first segment will be a series of missions (Campaign integration when I know how to do it) based on the Trius Syndicate. The TS were formed after the Hegemony issued a policy banning Androids, Cyborgs, and AIs (That have been active for more than 4 years) from serving in the Hegemony Defence Force. Those 'Techoids (as deemed by the Hegemony Policies)' and their supporters formed a few fleets, then founded their own orbital station in Corvus, named 'Yggdrasil', after the ancient Terran legends. Their fleet is comprised mainly of repurposed and hand-redesigned craft from around the sector, with a few unique builds as well. With the large amount of androids at their disposal, producing and modifying ships is done efficiently at their shipyards located somewhere in-between Corvus and the next system- then shipped to Yggdrasil. The craft are usually designed for a specific purpose, rather than to be all-rounded.

Their main goal is to be an independently re-founded Hegemony, but many among them seek war with their former employers. The uneasy neutrality with the Hegemony and the Tri-Tachyon has left the TS in an impasse with their financial well-being. Thus, since the vast majority of it's members are combat experienced, the Trius Syndicate established itself as a mercenary collective, fighting for the highest bidder.

Their efficient starships are weak on their own, but in a fleet their roles compliment eachother and form a force to be reckoned with. Due to their Techoid crews they will have very low CR deterioration and low logistics, but are susceptible to EMP damage. TS weapon technology is also commonly equipped with ammo-replenishing traits, due to the extra room in their ships for small autofactories. They also have some modified missile technology that allows their missiles to have better tracking. With the rag-tag paintjobs generally applied by the specific shipbuilder, their fleets look unorganized, but to the trained eye their combat movements are carefully orchestrated from their command ships, where the battle-hardened AIs direct the fleet with scathing efficiency.
Morningstar-Class Exploration Cruiser:
Spoiler


Fitted with countless Swarmer pods built into the hull,
this ship is designed to hold it's own against fightercraft and smaller ships,
but isn't a good match against larger combat ships.
Fitted with an ECM, the Morningstar can deter missiles strikes,
but due to it's size missiles can still find their target.

Sprite credit: Erick Doe, pending his actual permission to use it >:(
[close]

Fenrir-Class Harassment Frigate
Spoiler

A re-built Wolf, the Fenrir focuses on long range harassment,
and close range heavy-hitting. With it's four front-facing
Blast weapons, it deals high energy and EMP damage up close,
allowing for larger ships or it's internal Harpoon turret to finish
things off. It is also the smallest ship to ever support an ECM
system, which allows it to dance through clouds of missiles
with ease.
[close]
[close]

STAFF/CONTRIBUTORS:
  • Vinya: Project manager, spriter, weapon/sound designer.
  • Arhughes85: Music

More staff welcome! Even better, someone who'll make the campaign integration :D

This is a slow work in progress, expect updates to come in big chunks and small dribbles because I'm rather lazy.

GUESS WHO'S NOT DEAD!

7
Discussions / Farewell, for now.
« on: July 01, 2013, 12:32:34 PM »
My computer got bombed by some stupid application running old flash. Too lazy to get rid of the amazing amount of Trojan_Generic29s so have to reinstall windows because AVG is incompetent. Backed up some of my Starsector work, but lost the majority of it.


I will be back soon, but for now all my work is halted.

8
Modding / Modding Community Staff Listing
« on: June 05, 2013, 03:58:05 PM »
Essentially, any modders willing to be on call for their services should slam a post here with their specialties and what they're working on. Since we don't really have user-friendly user pages, keeping a post here updated for activity could help other modders find you for help or to recruit you for a project. A portfolio of screenshots or mods you've worked on would also be a good idea.

Please only one post per user- you can always edit it! No real post size limit, just keep large blocks of text or images in spoilers!

If you have a question about this thread itself, please message me personally instead of spamming the page.







9
Suggestions / Auxiliary/Rotating Engines.
« on: May 15, 2013, 07:42:32 AM »
A way for engines/engine pods to rotate. Possibly attached to weapon mounts to sacrifice weapons for maneuverability/speed?

Or allow decorative weapons to have engine slots?

Either way, having engines/thrusters fire as if ships work on a fly-by-wire principle would be awesome.

Something for the back burner maybe? Or at least make it possible and leave it up to the modders?

10
Modding / Lighting a Sprite - Speculations and Pro-tips
« on: May 12, 2013, 10:32:48 PM »
While making my own version of the Wolf, since the vanilla version's weapon mounts seem to obscure how smexy this ship is, I noticed how much difference some lighting effects can make when working on a sprite.


Here's a comparison with before/after. Note that this isn't the normal Wolf sprite, it's been franken'd together with bits of like three different Wolf cameos.

Without lighting.

With lighting.

This is all done relatively easily using Paint.net, and is a handy skill when trying to make sprites look moar realistic.

As you can see in the lighted version, there are swaths of light from the cockpit/bridge of the frigate fanned out over the hull. Even just this kind of effect can make your sprites look very real. Keep in mind how light actually works. In this example, there are a pair of struts mid-window, and I adjusted the lighting to reflect that. Personally, I do the full fan of light, then do the details with an equal-transparency black brush, as it will feather the yellow much better than a simple eraser.

As for the lights, nodes, and whatever the frack that red thingy is- one simple rule can make the difference between a sloppy sprite and a well-lit masterpiece. This rules is simply, keep the light on the sprite. While having light fade off into space sure does look awesome, it also doesn't make sense physics-wise. Light can reflect off of the hull of the craft, but not open vacuum. This also aids with keeping your damage heatmap clean on the in-game UI.


Hopefully some of ye burgeoning modders out there can learn from this-

Signing off for now, Vin.


Thank you for your time.

11
Suggestions / Moar Sounds/Music
« on: May 11, 2013, 06:23:35 PM »
Did a search- no yield.


If you've been playing Starsector a lot you've no doubt noticed that a large amount of weapons share sounds. As a self-proclaimed sound engineer for multiple mods/open source games it's started to bug me when (not even kidding here) nearly every weapon on my ship sounds the same.

Before I go on, a smarmy segue...
Spoiler
I can sense the 'Leave it up to modders, that's what the API is blah blah blabbity' generally, and I'll let it be known I've been working on a vanilla sound replacement mod. I just honestly thing the vanilla game might lose some of it's longevity on the market with it's limited sound library.

That being said, I suspect the devs are aware of this and current sounds are place-holders.

The physics geeks that I would usually agree with might also say that since this is in space, sounds not coming from your ship should be silent regardless. It's a video game, sounds are important (unless it's referential like a BSG mod for example).

Back to what I was saying.
[close]

As with movies and nearly any other form of electronic media, diverse sounds are important. I know many gamers who refuse to play certain games for having repetitive soundscapes.

Also music. Currently we have like four songs in vanilla. Yeesh.


This isn't too pressing and I'd assume everything right now is a place-holder, but it is definitely something that needs to be addressed before the full release.


Thank you for your time.

12
Modding / Missile-based faction
« on: May 04, 2013, 07:37:49 PM »
I've noticed the lack of a faction based around missile weapons. Anyone interested in picking up the idea? I'd be willing to make animated bays and such for ships if someone else took the reins.

13
Discussions / Rate Above's Desktop!
« on: April 30, 2013, 07:33:34 PM »
Mine:
Spoiler
[close]

14
Discussions / Star Citizen
« on: April 25, 2013, 07:26:27 PM »
This is possibly the most amazing game I have seen in my entire life. Watch the video, you'll see what I mean.

http://www.robertsspaceindustries.com/





/changepants

15
General Discussion / Weapon Range/Skepticisms
« on: April 20, 2013, 07:34:30 PM »
Okay, I get that weapons need range restrictions for balancing reasons, but why do bullets and such seem to disappear from existence after leaving their effective range?

Like, balancing-wise it makes sense, but in a realism sense a ballistic shell fired in space would keep going for a very long time if it didn't hit anything. As far as realism goes so far, missiles are near perfect: I'm not talking about them.

(Most) Energy weapons are different though. A beam weapon (assuming it's chemical, radiation, or plasma-based) wouldn't keep it's power for too long, so having beams stop against an invisible wall is somewhat believable. As with projectile-based ones, having a drop in damage over range is plausible... but at a much more shallow decline than what already exists.


All-in-all, ballistics weapons currently break physics, and this is worth being fixed IMO, since most small ballistics weapons are pretty underpowered.










Unless of course everyone else in the Starsector universe is Neo and stops you bullets mid-vacuum just to troll you.


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