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Messages - Thaago

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6286
General Discussion / Re: Streaming on twitch.tv
« on: August 25, 2012, 04:12:53 PM »
Well im having problems with my stream, im using a mac and have camtwist, but the probelm is that the flashmediaencoder wont use camtwist as my camera, and i cant find a fix for it.....

Sorry to hear! I'm doing these on a laptop with windows because my linux box wasn't being a happy streamer.

6287
General Discussion / Re: Streaming on twitch.tv
« on: August 25, 2012, 04:10:25 PM »
Thanks for dropping by! I'm going to do a longer session (an hour plus, hopefully) starting at noon eastern us time (GMT -5) tomorrow (Sunday, Aug 26). In my timezone it is right now 7:09, so look as what time this post is and subtract 7 :P.

6288
General Discussion / Re: Streaming on twitch.tv
« on: August 25, 2012, 03:44:00 PM »
I'm doing a live test right now if people want to watch: http://www.twitch.tv/thaago

6289
Modding / Re: Drone Ships
« on: August 25, 2012, 11:17:52 AM »
That would work, but then I wouldn't be able to designate targets for my assault dones. And if the PD drones are shot down their corresponding assault drone would die. Hmm... given how we can assign different AI to different groups, it would be nice to be able to change their types as well.

I'm actually really liking how this ship is playing now - it can still directly fight because it has about light cruiser weapons, but its primary power is through the drones. In simulation I find myself changing their commands quite often (need a swarm for defense when fighters are inbound, but then go take out that destroyer... etc.) - its actually really engaging. Its pretty balanced at 20 FP too, at least imo.

6290
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 24, 2012, 10:37:54 PM »
...

I'm assuming that it pops up with a request folder dialog, you select the starfarer dir, and it fails to load it anyway? If that's the case, I may not have properly accounted for the Linux starfarer folder structure. Could you send me a listing of your files and directories from your current starfarer installation? It will help me help you and others like you (there's a pretty significant number of you running this in Wine).

If you are agreeable, please send me the output of the following command (after changing directory to wherever you've installed starfarer):

find .



You are correct. I piped the output to a file, which is attached below - I hope it helps. Thanks for taking the time to make this tool, its going to make modding a lot easier for me (and a lot of other people already, I'm sure).

[attachment deleted by admin]

6291
Modding / Re: Drone Ships
« on: August 24, 2012, 10:23:09 PM »
Terminator drones were silly :P. I changed them to Assault drones (from vanilla, but not used) and they work much better. Just be warned - they have no burst pd laser, so don't expect them to shoot down missiles. I updates the first post with info.

now if you can just make each drone cost a supply that would be perfect.

I wish - that would be great!


6292
Modding / Re: Drone Ships
« on: August 24, 2012, 07:19:11 PM »
Oh man... I don't think you can do more than one drone type, so I decided to give this ship the terminator drone. At least I cut the number in half, but 20 terminator drones is just terrifying! Took on a Conquest, 2 Dominators, and a Venture at the same time in the simulator without breaking a sweat.

I'm gonna try that with only 10 now...

6293
General Discussion / Re: Streaming on twitch.tv
« on: August 24, 2012, 06:45:20 PM »
I'm thinking about doing one of these as well - it was a lot of fun to chat with folks and watch an awesome game!

6294
Modding / Re: Drone Ships
« on: August 24, 2012, 06:43:11 PM »
Yup- its not very good against high flux dissipation ships either because all the drones have beam weapons. Watching it take down fighters is a bit scary though :P

6295
Modding / Re: Drone Ships
« on: August 24, 2012, 12:24:02 PM »
Oh! My bad! I'll change it to something else. :)

6296
Suggestions / Re: More Forum Ranks
« on: August 24, 2012, 11:42:46 AM »
Don't touch my private jet.

Well thats an old reference :P. (And old on the internet is like 6 months...)

6297
Modding / Drone Ships
« on: August 24, 2012, 11:32:13 AM »
So I decided to play around with the drone system a bit and makes ships that focus around them. I present my first attempt:

The Corona:


A small Capital ship classified as a Drone Carrier, the Corona is a ship designed for solo, long range operation. The ship contains 12 attack drones and a dedicated autofactory to replenish drones lost in combat (1/4 seconds).  They can also take commands from their mothership and will prioritize a dedicated target - the order of priority is target ship, fighters, other ships, missiles. While in close mode the drones stay within 400 of the Corona, but in free roam mode they have a whopping 4000 range - they can easily support distant engagements, but if the Corona gets in trouble they might not make it back in time.

The Corona itself supports 4 medium energy mounts and 3 small energy mounts, though most of these are usually dedicated to point defense. Its armor and hull are weak for a ship of its size, but it has the same powerful shield system as the Odyssey. Don't let its weak weaponry fool you though: the Corona is a powerful, versatile capital ship!


A mod containing this ship is attached below, but it is not campaign integrated. In order to play with the Hive, turn on dev mode and use the simulator in the 'edit variants' tab.

Update: Renamed Hive to Corona, changed the drones to Assault drones (1 ir pulse laser, 150 speed), reduced front to one small energy, lowered OP by 10.

[attachment deleted by admin]

6298
Modding Resources / Re: Trylobot's ship editor (2.4.5)
« on: August 24, 2012, 10:23:18 AM »
Wow... I just used this editor for the first time and I am very impressed! I'm running it on Ubuntu 10.04 under wine - the only bugs are that alt-click drags screens by default (this is probs something I could change on the wine/ubuntu settings if I felt like it) so setting weapon arcs must be done in the .ship, and that it doesn't detect the starfarer game at startup. I especially love the editor for ship bounds!

6299
Modding Resources / Re: .ship/.variant editor
« on: August 24, 2012, 09:27:47 AM »
Does anyone know what in particular does not work in .53a? This was my primary editor as I don't have windows. (I suppose I can run the Trylobot's under wine.)

6300
Modding / Re: How do i limit top fleet to max 1?
« on: August 24, 2012, 08:13:12 AM »
The only way I could think of would be to loop through every fleet in the system, checking their names, and not making a new fleet if one allready exists. But its easier to just make another file.

What bug are you having, maybe we can help?

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