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Topics - Avan

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Suggestions / Multi-branch ship conversion [Modding Req]
« on: August 21, 2012, 04:07:07 PM »
After finding out about the 'convert' button (currently disabled) on the likes of the buffalo or tarsus, I was wondering hoping would be able to do the following things:

1) have a ship that can be upgraded along two or more paths (ie, ship A can be turned into either ship B or ship C)
2) have a ship that can be upgraded into two ships are once (ie, where one part of the ship A gets used for ship B and the rest is used for ship C)

[edited the title to convey that I'm just asking for modding/engine support for this]

General Discussion / The buffalo challenge
« on: August 20, 2012, 08:46:01 PM »
Using only a stock buffalo hull (not the buffalo II, I mean the blue and white freighter), can you defeat the stock buffalo II? (Hint; use the devmode 'edit variant' capability)

Bonus points if you can do it with a 100% stock variant.

Extra bonus points if you can defeat a proper combat ship of destroyer size or larger ;)

I know its not a combat ship, but its fun to push its exceedingly tiny limits as far as they can go with clever use of its 20 OP and single small energy slot combined with clever piloting and exploiting the AI.

I've only managed it three times, very unreliably, once with the stock AM blaster (this took... a lot of tries), and twice with my cascade disruptor (and again, this took a lot of tries, not quite as many though). I actually got pretty close using the stock ion cannon a couple times, but never managed to finish it off...    :(

Bug Reports & Support / Beams lock up when charging down
« on: August 20, 2012, 07:51:53 PM »
I've noticed that during the charge down process, they abruptly stop tracking their targets. This has been around for a long time, but I couldn't figure out what it was at first (I thought it was something in the modded weapons I was testing, where it was more obvious due to their longer cooldown time) - but then I more recently observed (and noticed it long enough to remember, instead of forgetting in the heat of the battle >.<) it happening quite evidently with vanilla weapons (specifically I noticed it with tac lasers)

Bug Reports & Support / Java cast crash on starting combat
« on: August 20, 2012, 01:35:22 PM »
While testing out my mod, I got this error when initiating combat with a pirate fleet; it doesn't seem to be related to the mod (which just adds ships & spawnpoints & stuff, all of which has been successfully tested in combat before, and the crash occurred exactly when starting combat)

1259141 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.ClassCastException: cannot be cast to
java.lang.ClassCastException: cannot be cast to
at<init>(Unknown Source)
at<init>(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deployAll(Unknown Source)
at com.fs.starfarer.combat.OOoO.öOÓ000(Unknown Source)
at Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)

...Really? Come on! >.<

The only firepower it had was a terminator drone, and that thing got instantly fried when I played manually by the 3 tac lasers.

Fortunately this was a testing game, but still <.>

Suggestions / Allow EMP type system to specify locations
« on: August 19, 2012, 10:12:17 PM »
Pretty much what the topic title says; allowing an EMP type system to specify locations on the ship that it would emit from.

When at high flux, the weapon glow mask (which still does glow when firing) nolonger shows; which is kind of disappointing... I liked that effect. Also would it be possible to get the ability to add high-flux glow masks for ships?  ;D (I want to do this for some modded ships of mine)

Bug Reports & Support / AI can cheat & go off-map to avoid threats
« on: August 10, 2012, 09:22:14 AM »
I discovered that in a narrow mission, to avoid the extreme threat that my capship posed, all the small enemy ships and freighters flew past the bounderies off the map by a good ~800 units, preventing me from reaching them.

Bug Reports & Support / Drones not retracted when flying over a star
« on: August 10, 2012, 09:03:22 AM »
The AI doesn't think to retract their drones when flying over a star, resulting in them all getting fried to a crisp.

Bug Reports & Support / Stations selling flare launchers
« on: August 07, 2012, 11:09:01 PM »
Because its a weapon type, it seems to be able to be randomly selected as an item to sell. Or if it was intentional, it is missing a sprite.

Suggestions / Restock green crew
« on: August 05, 2012, 10:14:21 AM »
Its kinda weird that they only ever restock regular crew

Modding / Custom engine graphics/effects
« on: June 01, 2012, 11:21:08 PM »
Are these possible now? :o

I happened to see some screenshots that looked like they had non-standard engine graphics, and was wondering if Alex finally exposed those to modders.

Suggestions / Retreating into the enemy fleet
« on: May 30, 2012, 07:46:57 PM »
It seems that when attacking, if you order a retreat, your ships will retreat to the nearest boarder, which is usually all fine and dandy... except in the case when the enemy is hanging back and all your ships are on that side of the map.

Not sure how exactly this should be handled, but it is a problem when that ship you are trying to keep alive decides that the best path of escape is to run straight through the enemy formation and get blown up.

This is regarding beam projectiles btw.

At an alpha of 255, a darker core color should over-ride the fringe color, resulting in a dark center with a lighter area around it, as opposed to just a flat light area color.

ie, core [0,0,0,255] and fringe [0,0,255,150] comes out looking solid dark blue, not dark blue with a black center

After the required 3 enforcers, 4 tarsuses, 3 buffalo2s, 2 lashers and 1 hound, there isn't enough FP left for the conquest to be spawned.

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