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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - lgustavomp

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1
Modding / Starsector Visual and Sound FX Enhancement
« on: March 19, 2023, 09:56:19 AM »
An attempt to make vanilla Starsector weapons look and sound better.

Special thanks to: Tartiflette, Nia, Nicke535 and many others.

https://youtu.be/rSUCr-SeT1c

Download

Requires:Lazy Lib and MagicLib

2
Modding / Re: [0.95a] Another random SWP
« on: March 10, 2023, 05:17:15 PM »
Download link in the first post

Ok guys, I heard you.

changelog:

Added the Vektor: a new sort of SO oriented large weapon, absurdly high DPS, but crappy armor penetration.
Added the Graviton Pulser: ammo based kinetic beam with EMP.
Added the Avalon: a hightech gunship with emp, low dmg output but very tanky.
Added the Thunderbolt (LG): a tough short range gunship.
Added the Darter: reloadable kinetic missile. Decent burst, but fragile projectiles.


long tom: OP 30 -> 28, Dmg 400 -> 600, EMP dmg 0 -> 300, Cooldown 2.67 -> 3.333, Projectiles are a lot less accurate now. New SFX and VFX.
hasting: energy/shot 10 -> 8.
tyrfing: energy/shot 375 -> 360, Cooldown 1.25 -> 1.2,  Range 800 -> 900
scorpion: flux/shot 400 -> 500
pilum rockets, small and medium: renamed to Voulge Rocket, halved the base ammo and missile hit points.
reloadable atropos small and medium: halved the base ammo, slightely reduced OP cost.
reloadable atropos barrage: OP 20 -> 24

Ascalon wing: now uses fortress shield right after the strike
Talisman wing: removed the salamander, changed the vanilla vulcans for a modded version with 1/2 of the DPS and more range. Polished the sprite.
Thunderbolt wing: Adjusted some stats, overall a buff. New sprite.
Gunther LG -> hullmod now reduces the flux generated by weapons by 10%. OPs 80 -> 85
Gunther LP -> removed the bultin hammer, now there is a small composite mount. OPs 60 -> 65
Graf Spee -> armor 1200 -> 1400

Adjusted most of the ships variants.
Changed some weapons SFX.
Added muzzle flash VFX to most weapons.

 Should be safe to update.





3
Modding / Re: [0.95a] Another random SWP
« on: December 05, 2022, 10:28:49 PM »

Thanks guys.

I made some changes, according to your requests:

12/06/2022

TLDR, removed the faction and a bunch of weapons, refined some sprites and sound effects. Added a couple of stuff.

- Removed the faction stuff, it'll be a future standalone mod.
- frank: OPs 13 -> 12, Mortar DMG 120 -> 160, minor sprite change and new SFX
- Mallet torp: dmg 2000 -> 3000, new projectile sprite and trail.
- Demo Hammer: dmg 900 -> 1000, flux/shot 300 > 500
- Scorpion Artilery: dmg/shot 300 -> 400, reload 3 -> 4, new SFX
- Leveler and Big Bertha: minor sprite change and new SFX
- Squall medium and small, rare swarmer, rare locust, rare mining laser, rare flak: gone
- rare light mortar: same stats but new name and sprite.
- Pilum Rockets: reverted to a Squall like behavior, the AI can now use it as a dollar store harpoon.
- Added a large reloadable Atropos.
- Added Tirpitz XIV
- Eagle XIV: hidden mount -> hardpoint with decor.
- Tirpitz (LC) built in hammer: range 1200 > 1600, ammo 8 -> 12
- Talisman Wing:Shield arc: 90 -> 270°, added a small salamander.
- Ascalon: Cheaper to mount, I forgot the numbers.
- Gunther: tweaked HP/Flux/Dissipation a bit, sort of a buff.
- Gunther (LG): built-in hullmod now reduces the OP cost of all large weapons by 8 (previously only ballistics).
- Gunther (LP): added a built-in hammer torp.
- Added mining data to nexerelin
- Added descriptions to a bunch of stuff.

4
Modding / Re: [0.95a] Another random SWP
« on: May 07, 2022, 08:51:26 PM »
Thank you.. and absolutely, the faction is very inspired by homeworld. The Carrier/Freighter thingy is loosely inspired by the Hiigaran Crew Transport

Btw, updated the front page with a little bit more info. Especially about the hullmods that I completely forgot to talk about.

Fix a bug related to a Trailer Moments dependency and removed the vanilla hullmods.

5
Modding / Re: [0.95a] Another random SWP
« on: May 07, 2022, 04:42:30 PM »


Hey guys... sorry for the almost a year hiatus. But there it is... Polished almost everything and added a couple or three more. I'm also smuggling my new faction into this, because, although it's in a very WIP state, the mechanics are 99% right, I'll only change names, descriptions and art. And also, it won't be a fully fledged faction and more like Kassadar from tahlan.

any plans to make all the vanilla missile launchers behave like the ones in this mod ?
Its litterally what I want out of missile weapons....

Added an autoloading version of the Atropos, Swarmer and Locust for now.

Longtom needs a massive nerf. It has huge range, decent rof, effective against shields, armour and hull and it has an emp effect. Its also not expensive in terms of OP. It's basically an anti-everything gun. Needs drawbacks.
Reworked as a long mjolner, without any OnHit shenanigans and a expensive OP bill.

Hello any plans on updating the mod with new content? I really like the mod and everything in it so far. Idea: some more medium and small slot guns.
There it is, added some Smalls and Mediums especially to fill some range gaps (mainly 700su on small 900su on meds and 1000su on larges)

Thanks everyone for the patience, and fell free to post or DM me on discord.

6
I've loaded to many mods into the editor. Now, when I'm trying to make something like a variant, a crap load of weapons and hullmods from those mods appear to me. Is there a way to "unload" a mod? Or simply to reset the editor to its defaults?

7
Nice work man

8
Mods / Re: [0.95a] WhichMod 0.5
« on: May 15, 2021, 03:18:21 PM »
Thank you for this mod. It's amazing.

9
Modding / Re: Fatal: Error Loading []
« on: April 13, 2021, 05:58:23 PM »
Man, finding exactly what's going on with that little info is like trying to give pills to a wild cat while drunk over a tightrope. The advices I can give you are: look at other mods which add skins and try to figure out what's not matching and focus on the files you created. And yeah, search for open "[]" or missing "," on your code.

10
Hmmm is it possible to make multiple "file" entries to include multiple slightly different sounds that it would choose from? Or would it just play all of them all the time?

If you want them to be randomly chosen, its simple.

same sample, slightly different pitch:

Quote
    "my_weapon_fire":
    [
        {"file":"my_sounds_folder/weapon_fire.ogg","pitch":1.10,"volume":1.00},
        {"file":"my_sounds_folder/weapon_fire.ogg","pitch":1.00,"volume":1.00},
        {"file":"my_sounds_folder/weapon_fire.ogg","pitch":0.90,"volume":1.00},
    ],

Different sample:

Quote
    "my_weapon_fire":
    [
        {"file":"my_sounds_folder/weapon_fire_01.ogg","pitch":1.00,"volume":1.00},
        {"file":"my_sounds_folder/weapon_fire_02.ogg","pitch":1.00,"volume":1.00},
        {"file":"my_sounds_folder/weapon_fire_03.ogg","pitch":1.00,"volume":1.00},
    ],

11
As far as I know, the bit rate does not matter. But the sample must be MONO.

Did you create your "sounds.json" on your data/config folder? if you don't you'll need to make something like this:

Quote
    "my_weapon_fire":
    [
        {"file":"my_sounds_folder/weapon_fire.ogg","pitch":1.00,"volume":1.00},
    ],

then, on your "weapon.wpn" file:

Quote
   "fireSoundTwo":"my_weapon_fire",

12
Modding / Re: [0.95a] Another random SWP
« on: April 12, 2021, 03:31:12 AM »
...I ended up boosting the speed, armor and shield efficiency a bit.  Just up to 1.2 to make it on the low end of low tech shields.  Instead of the extremely horrid 1.6 that it has right now.  And I ended up swapping the mine strike for a mobility ability which felt much more appropriate for the style of ship....

I gave her that terrible shield eff because she used to have ammo feeder. But as the spee already has the same system, I tried something different and still "fun" to play with. You're not the only one unhappy with the mines, I'll iterate more on her system.
btw: her shield is garbage, but the flux stats are pretty insane overall, it's almost paragon level. My idea was not to make another tank (there's a onslaught already to fill that hole) but a sort of long range harasser, that would use her massive offence as defense. It still subjected to change thou, depending on the community response.

Thanks for the feedback and I'm glad you're liking it.

13
Don't know if this will help you but: I strongly recommend you, when updating a mod, deleting the previous folder instead of overwriting the files.

14
Modding / Re: [0.95a] Another random SWP
« on: April 08, 2021, 06:50:56 PM »
I really forgot to slow down that turn rate. Will fix that in the next patch. But they're meant to be fast (like hephaestus) anyway, because I want them to be effective on broadsiders. As you know, the AI tends to dance too much to mitigate hull damage.

15
Modding / Re: [0.95a] Another random SWP
« on: April 06, 2021, 02:37:52 AM »
 Sorry. It is fixed now

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