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Messages - Alemismun

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1
Modding / Re: [0.9.1a] INDUSTRO - Mechs
« on: September 11, 2019, 03:40:14 AM »
      The next update might take a while.
(Caught a cold, got to do a bunch of legal paperwork for uni and I got a few other projects in my hands)
But just in case anyone stumbles across this mod page and wants to know what im up to in the meant time..



List of changes for the next update
  • Im going to turn large mechs into actual buyable ships
They wont consume any fuel, so you can have as many as you want; this way their size makes sense and their AI behaviour becomes slightly less erratic, though this means that I will have to re-work nearly all firearms (at least all missiles) in all fighters turned ships, because part of their balance was the fact that they could restock, ships dont do that, instead, they got weapon cooldowns, so ill try to make special ship-exclusive weapons in order to balance things out.
  • All mechs with arms will be re-worked
Mechs with static weapons (such as the green mech forgot its name lol) will remain the same, but mechs that have arms which should move will instead have their arms removed and replaced with weapons, this is awfully complicated (or at least so it seems to me), but it will add a nice visual flair, even if it wont serve any sort of mechanical purpose.
[/list][/list]

2
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: August 27, 2019, 04:09:15 PM »
I edited the settings.json and the .faction file. But i don't understand the .version file
The version file is for the version checker. If you changed the faction file, it should all work fine, idk what to say.
Try asking in the starsector discord, maybe they can help?

3
Mods / Re: [0.9.1a] Girls Frontline Portrait Pack v1.3
« on: August 27, 2019, 12:53:41 PM »
I tried adding extra portraits copying and editing the files that you used but something doesnt work. Could you explain me how to do?
Did you edit the code?

4
Modding / Re: [0.9.1a] INDUSTRO - Mechs
« on: August 25, 2019, 11:58:11 AM »
No download available now?
It would appear the link expired earlier than it should.

Tomorrow or perhaps the day after im going to start work on V2ST; I will upload a new link then.
Sorry for the inconvenience. If you really want to try the mod and cant wait, here is a link to V1, its an older and buggier build; but the bugs in it are minor.

Edit: Im really busy right now with meaningless life stuff, might be a lil' while longer.

5
Modding / Re: [0.9.1a] INDUSTRO - Mechs
« on: August 14, 2019, 05:52:00 AM »
These mechs are fighters implementation wise, I want to say this with the best intentions and of constructive advice.

This is conceptually flawed due to their enormous size, some are especially huge! It breaks player expectations in a lot of ways and here are some quick examples:
- PD weapons focusing on these mechs before ships that are much larger than fighters (really the size of ships) and this is confusing.
- PD missiles and similar weapons in mods, or ship systems in vanilla and mods and things that are only supposed to effect ships or fighters, but these things look more like ships than fighters in size etc etc.
- These mechs passing over ships, rocks, friendly weapons fire etc, when they are much larger than fighters and this is confusing.
- These mechs ignoring ship death explosion damage when they are much larger than fighters and this is confusing.

The list goes on and on. Basically, when they are this large? They don't look like fighters, they look like ships. So it breaks player expectations and script and vanilla mechanics interactions even if only "soft breaks" in more ways than I can easily list.

These mechs are fighters implementation wise, I want to say this with the best intentions and of constructive advice.

This is conceptually flawed due to their enormous size, some are especially huge! It breaks player expectations in a lot of ways and here are some quick examples:
- PD weapons focusing on these mechs before ships that are much larger than fighters (really the size of ships) and this is confusing.
- PD missiles and similar weapons in mods, or ship systems in vanilla and mods and things that are only supposed to effect ships or fighters, but these things look more like ships than fighters in size etc etc.
- These mechs passing over ships, rocks, friendly weapons fire etc, when they are much larger than fighters and this is confusing.
- These mechs ignoring ship death explosion damage when they are much larger than fighters and this is confusing.

The list goes on and on. Basically, when they are this large? They don't look like fighters, they look like ships. So it breaks player expectations and script and vanilla mechanics interactions even if only "soft breaks" in more ways than I can easily list.
Wait, these are FIGHTERS? Geez, yeah they are WAY too damn big! Couple that with them using ship weapons like pilums and phase lances and yeah, I could not tell at first glance that they were fighters. And that is just the size issue.
Without even looking at the hard stats and data, I can already see a MASSIVE balance issue with these, especially them using ship weapons. Tarti from DA has said that it took many tries to get his mechs balanced right, especially with the current implementation of fighters. Too little power and they aren't worth the OP. Too much and it becomes very easy to reach critical mass. IE the point that ships get overwhelmed by shear numbers. PD weapons already have issues with heavier fighters so I suspect that the critical mass point for these is VERY low.

My suggestion would be to at least look at DA for ideas and balancing and you really should stop by the discord server to get some advice.
We aren't trying to be mean and tear you down before you get started, by the way. We are just trying to give you suggestions and ideas early before bad habits form, while it is easier to balance and before players get use to the OP levels of the mod.

You guys are right, perhaps I should re-do the mod to make some mechs into ships instead of making them all be fighters.
The issue is that I didnt know how to make custom weapons (last time I tried I spent 3h trying to figure out why it crashes, then gave up and just used a vanilla weapon) or any other complex item (anything that involves java is too far out of my reach).

Under usual circumstances, this would be the point at which I cancel the mod, due to the time it would take to learn everything being too great.
But it so happens that I am on summer break & I have just learned that there is a StarSector discord, which will probably be of great help.

I will join the discord today, it seems to only have one room dedicated to modding, but its better than nothing.
That said, being in vacation also means that I lack a schedule and things just randomly pop-up, it so happens ill be having a series out outings with friends followed by a 3-day-long internet outage in the village im staying at. So for a week, you guys will prob not see me asking questions.

6
I don't believe so - what you're seeing is "how it works" as far as fighter behavior.
I guess ill just have to live with suicidal mechs.

7
Is there any way to set a min distance for wings (fighters) to stay at? All my mechs keep trying to get inside of their target.
I just want them to fire from the distance, removing the run distance parameter makes them float around and shoot, but at times they still try to close in...

8
Mods / Re: [0.9.1a] Version Checker v2.0 (released 2019-03-19)
« on: August 12, 2019, 09:24:00 AM »
You need to point to the raw JSON file. In this case you'd want the following URL: https://raw.githubusercontent.com/randoomx8/Industro-VERCHK-DATA/master/industromechs.version
Youre right, my bad.
It all works perfectly now, thanks!

9
Modding / Re: [0.9.1a] INDUSTRO - Mechs
« on: August 12, 2019, 05:42:19 AM »
Question, why you do not apply the same function for every others mechs on Starsector, like Diableavionics?

A tiny function of 1 line (from MagicLib and i know it because i have some mech on my mods) can turn out arms to focus the target. (Try Diableavionics, you will understand why they are more cool than standard mech, for that)

Currently, they are just big fighter for me ^^. Mech need directional arms.
I was never aware of this, Im going to look into it and if necessary, re-do the mod.

Edit: I looked into it,
to me, it seems like the mech itself has no arms, instead, the arms are the weapons themselves, which is what allows them to rotate.
As implied by the following code:
Code
"builtInWeapons": {
    "WS0001": "diableavionics_ravenhead",
    "WS0002": "diableavionics_ravenleft2",
    "WS0003": "diableavionics_ravenright"
  },
And the set of images, which separates torso from arms (though it seems to separate the head too, not sure whats up with that)



That said, I know that it must not work in such a way (though that seems like it would be the best way to do it) since you mentioned that it uses MagicLib somehow. I looked but was unable to spot where, but, I am a novice, so Im not very good at this yet.

I will keep looking into it during the following days, hopefully, ill understand it soon.

10
Could someone explain to me how portrait packs are made? I love the available portrait packs on the forums, but I've been wanting to remove the portraits from them I feel don't fit the aesthetic. I figure the best way to go about this is to just make my own portrait mod and combine all of the images I want from the portrait mods on the forum.
I tried searching for a topic about this but I didn't really find anything, sorry if this is a question that's been asked a lot or if there is a thread/guide for it.
I have looked into this myself and as far as I can tell, its quite easy.
1. Have all the default mod files (check out the first time modding tutorial)
2. Have all the images in your graphics folder
3. Have a data/factions folder, then inside copy over the factions you want to give the portraits to (ex: all, including "player faction")
4. Open the faction file and under the "male" or "female" portrait list, add the name of your files as a new line.

The easiest way to do this is to borrow someone else's mod and modify it.
I recommend the degenerate pack, delete (or replace) the portraits and then just go ahead and re-write the faction files there, they already come clear of all unnecessary code.

11
Modding / [0.9.1a] INDUSTRO - Mechs
« on: August 11, 2019, 05:08:15 PM »
It is about time we had gigant flying robots in this game.




Welcome to Industro Mechs, the first mod in the Industro Series,
Industro Mechs adds a lot of Light, Medium, Heavy and Super-Heavy class mechs to the game.

Note: The mod is currently W.I.P., which means that I am doing regular updates and a lot of stuff may change.
Expect a lot more mechs in the weeks to come.

F.A.Q.
Spoiler
Is this balanced?
I tried my best to keep the mechs balanced, but it is hard to imagine a mech which does not kick wholesale ass.
Most mechs cost a lot of OP to use, leaving the mother ship vulnerable. Others are stupid and charge in without a shield.

Where do I buy my mechs?
Mech sale is classified by tech level, this means that most factions will sell you low and base tech mechs (such as the standard mech or the missile mech) but you may have to go around killing remnants for loot or seeking help from the Tri-Tachyon in order to get your hands on higher-end mechs like the Triton Defender.

Are these mechs based on anime?
No, they all are "original" designs by me and they were inspired by western mechs more than eastern ones.
I wont add any Gundam Frames here, but you can expect worker-style mechs to be added.
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Screenshots
Spoiler






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Mech List
Spoiler
This is just a quick mechanical overview of the mechs, if you are lookign for lore-filled in-depth descriptions, you can find those in-game.



Junk Mech
The Junk Mech is an underpowered meatshield, not a fun thing to pilot.


Standard Mech
A weak yet cheap mech, and relatively a vast improvement over the Junk Mech; in large groups, they can overwhelm small ships, though it is recommended to use them as support for tougher mechs.


Missile Mech
Slow and poorly protected, the Missile Mech carries two huge payloads capable of disabling the shields of even the largest of ships.


Mediant Mech
A standard mech with toughened armour, two small missiles and improved machinegun.


Triton Defender
Ancient mech from before the collapse, can be picked off with long-range weapons and AA guns, but will tear apart anything in its range.


Steel Clamp
High armour tank designed to harass enemies.


Nimble Mech
Light transformation of a mech, perfect for bothering large targets.


Twin Mech
Wields twin railguns, which are rather underpowered, but makes up for it with survivability.


Star Drifter
Gigant mech with very high armour and a fair arsenal, great in combat when not constantly retreating.
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Known Bugs
Spoiler
None... For now.
Hurray!
[close]

Download
Current version: v1.0.1-ST
I recommend getting version checker so you dont have to come here every time theres an update.

Download Mirror 1: https://filebin.net/pelygfpor3hidy5p
Download Mirror 2:
Download Mirror 3:
Download Mirror 4:

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Mods / Re: [0.9.1a] Version Checker v2.0 (released 2019-03-19)
« on: August 11, 2019, 03:57:35 PM »
Sorry if someone has asked before but I seem to be getting an error when trying to implement this.

13
Is there any way to change the behaviour so that instead of making a "fly-by" it stays at a safe distance and snipes? Is it bound to the weapon perhaps?

Edit: its 4 am and im starting to get tired, so I think ill stop for the day; I added my first custom weapon, which instantly resulted in a crash.
Logs were not... super helpful, so im not sure whats the cause, ill look into it tomorrow first thing in the morning (or afternoon if I sleep through the morning haha), until then, if anyone wants to check it out, go ahead and be my guest.
https://filebin.net/iotwql56uqo7bf0w

Edit 2: Found a solution, just not getting into complex stuff yet. /lol

Edit 3: That was a good decision, my mod is coming along nicely, I just need some more med and superheavy mechs and ill publish the first release. Also I think I might have figured out the fly by thing, but I cant say for sure right now.

Edit 4 (electric boogaloo): Im publishing my mod as a WIP thing so I can get feedback.

Edit 5 (final edit on this post I promise): Hurray its out

14
General Discussion / Re: Why is developer stalling steam release?
« on: August 10, 2019, 05:55:02 PM »
I agree that Steam would bring lots of sales, but from what I can see, the devs are able to (for now) live off the sales, so no need to rush publishing this game and risking getting bad reviews from people who are not very understanding.

That said, if Alex (or whomever would be in charge of this decision) decides to publish it to steam, I expect a GOG release too!

Personally, I will keep using the DRM-less version,
why would I ever choose the steam ver over this one? 30% higher cost (or 30% developer revenue loss) and I would be at the mercy of some automated system to let me play my games.

15
Yet another question arises, how do I change the respawn timer on fighters? My OP fighter respawns too quick, which makes it impossible for the enemy to attack.

"refit time" in wing_data.csv. It's the time, in seconds, it takes the carrier to build a new fighter if one is lost. Higher number = slower replacement.

How do I make my fighter fire its missile from a distance? He keeps getting ontop of the enemy in order to fire its torpedo, its madness.

What's the range of the torpedo weapon, and is it guided? What do you have set for the fighter's "engagement range" in wing_data.csv?

I had totally forgotten that engagement range was a thing... somehow. Thanks, now my mechs actually aim!!

Oh and thanks for telling me about the refit time, I thought this affected the amount of time it took for your fleet to adapt to a change mid-flight.

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