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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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Messages - Durendal5150

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Well, my point is that you don't have to have the "empty" spec be an inert projectile. You could have an MIRV missile where it's "warhead" spec is a decoy flare, and it's "empty" spec is a regular torpedo or something. All it's calling is a projectile file. What's in that file is irrelevant to the rest of the missile.

... You could even make it another MIRV... Oh no...

Ahh, gotcha. That might actually work to make a series of charges that go off in stages. Which gives me ideas.

With custom missile AI.

With custom missile AI and advanced scripting to create a "fake beam".

With custom missile AI.

Any existing tutorials for how to get started with that?


I knew that was there but hadn't considered it. Does the AI even consider the empty canister as a valid target? I assume that NO_AI simply keeps it from trying to fly around itself. If it doesn't read as a live weapon, it wouldn't really work as a decoy, I don't think.

My intent had been to create a torpedo that separates into a pile of decoys and about 3-5 EFP skeets similar to a CBU-97.

For that matter, do they have to be missiles? I've been testing, but atm mine's so broken I can't tell what is and isn't working :P

There I'm not sure. I *think* it should work on any projectile. And even if it doesn't, a 'missile' with no engines or guidance shot out of a ballistic weapon won't be identifiable as such by the player.

'lo all. Long time no see. New update has got me somewhat interested in poking my head in again, and i've got a few Modding Questions That Are Too Minor To Warrant Their Own Thread™. Missile related, mostly.

1: Is it possible to make a MIRV that discharges more than one class of projectile at a time? I want to make a sort of heavy MIRV that spits out a bunch of decoys in addition to the real payload.

2: Is it possible to make missiles that fire a beam-type weapon? I vaguely remember it being discussed way back when.

3: That makes me think, can missiles spawn things other than projectiles using the MIRV code? Could I make a big stupid torpedo that vomits out a cloud of short-lived assault drones?

EDIT 4: Actually, the above has got me thinking; is it possible to make a weapon item an illegal commodity?

Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 28, 2013, 08:01:08 PM »
Just as a counterpoint, I think the biggest drawback with the causality is that you'll overload yourself pretty often using the phasecloak from it's high upfront flux cost, even Durendal (good job though :D) did it to himself like 2-3 times. It's especially troubling when you really needed that cloak.
Though the bug of it having two phase missiles has been squashed.

Hehe, thanks. and I think that's a fair point. If that volley that eventually got me had just a few more missiles in it I would have been scrap. I did eventually just run it in a test against a Venture...there's no way the Causality can get past that things shields by itself, to say nothing of anything heavier.

In a test against Buffalo and two lashers Causality simply died. At the same time wolf with assault weapon won. Both using autopilot.

Because the only thing this youtube video shows is that Humans play better than AI. Nothing else. Killing defenseless Buffalos 1 by 1 isn't something great, especially when human controls ship. Causality in the first place is good only because of how humans control ships and how AI controls ships. Not because Causality has something outstanding. And in any serious battle against opponents who have weapons and are attacking in numbers Causality will feel herself very uncomfortable, very, even under humans control. The sole fact that this ship has only 1 assault weapon with phase instead of shield already tells that except 1vs1 situations against ships with lack of defense and weapons Causality will feel herself uncomfortable.

The only reason Causality performs good - because it is human who controls the ship and because this ship is designed solely for striking purpose, sacrificing all other aspects.

P.s. Though I strongly against nerfing ships just because they are good at something, or someone managed to kill buffalo with it... Theoretically speaking this assault blaster should be changed to either less stronger weapon or to a weapon or two weapons of another type, not with assault stats. But this will completely ruin whole purpose of having phase system on this ship.

Also very good points. I've found the Causality great for these sorts of buffalo-slaughtering runs; but against anything more than that you need to bring 7-9 of them; and the AI cannot handle them terribly well; in groups they are highly effective, but I lost several of them to cruiser and capital death explosions.

If Flash has removed their second missile launcher, I'd say that's probably nerf enough; that cuts their damage output pretty heavily.

Chances are they'll still destroy an infinite number of Buffaloes in 1v1 though :P

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.

Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 27, 2013, 01:59:38 PM »
The Causality is a piece of work. It chews up pirates and doesn't afraid of anything.

I'mma go hunt down a venture next and see how it fares.

Well, I got this lovely little bit right here. :/

   atÒÖ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.A.öOÓ000(Unknown Source)
   at Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

No idea what that's about; but that save's shot now.

A few more for the night

Cetian MRM drone.
Slow, unarmored, and little more than a radar dish on engines. Armed with sophisticated  MRM's in small numbers. Typically fires missiles from a safe distance and runs like hell.

Totality strike fighter.

Heavily armored assault fighter. Probably to be armed with micro-torpedoes or rockets.


Just finished anew sprite for Hoplon, the FF you'd start the game with. The Canard hardpoints would be small energy, the four on the central pod are small missile.

Discussions / Re: EVE online and dust 514
« on: June 20, 2012, 01:52:14 AM »
Back into EVE recently myself. As mentioned above, it's a very "Love it or Hate it" sort of game. I'm fine with the $15 a month, that being average for an MMO. (And being the equivalent of going to see a movie once a month, which with recent films, is going to be far less enjoyable than my EVE time, but I digress.)

It's a terribly slow game, and revolves more around politics and social play than around grindy action. As Scion was saying about the skill system not rewarding actual play time, most of the reward for play time is meeting people and getting them to help you. Play your cards right and you can have people with the right skills to get stuff done that you never could. my character is 7.5m SP of industry and confused nonsense; but when you've got the right people in your (nominal) employ, it doesn't matter quite as much.

TL;DR: EVE is not an action game, or even a tactical game, so much as a social game.

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.


(no image yet)
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

(no image yet)
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.

Modding / Re: Quick Weapon Modding Questions
« on: June 17, 2012, 09:54:20 AM »
Beams are always perfectly accurate, you'd need to class such a weapon as a projectile firer with a beam projectile type, like the Autopulse, those two functions just don't play nice.

It's possible to have enormous projectiles if you like; just class the weapon as a missile launcher that fires big, fast, dumbfire missiles

Modding / Re: [IDEA] Salvage-enabled research
« on: June 16, 2012, 09:49:01 PM »
With my idea.  I've next to no experience with any hardcore java coding (I'm a humble weapons smith, nothing too bad there), except with the occasional code change for a ship.  But with what I've seen, missions being added and even the economy mod, I'm pretty sure it'd be possible.  The main issue is, as always, gameplay.  A lot of ship would have to be redesigned, hundreds of new ships made, etc.  New weapons as well, a lot of new stuff changed in the code.

Overall, I think it'd be a fabulous idea to add, it might make the game more immersive, but it's going to be a big hard along the way.

Well, ideally it wouldn't be a lot of things, just certain triggers for certain items. It's not like every plausible combination needs to be explored.

Modding / Re: starfarer coop
« on: June 16, 2012, 08:40:54 PM »
Ok. Time to go to work.


What would actually go into starfarer multiplayer? How would it work (Gameplay. Code monkeys can retreat back your caves now)

IMHO, I would add starfarer multiplayer in as a splitscreen-only thing, like in Cortex Command. That'd be relatively easy to do I believe, for the devs. Wouldn't require any of the usual anticipation code or whatever-its-called. Generally you'd just have split screen deathmatch or, "Push start to join," control of a ship in the primary player's fleet. I wouldn't go any further than that.

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