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Messages - silentstormpt

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16
General Discussion / Re: What now?
« on: October 30, 2014, 07:37:20 AM »
You can divide mods into 3 Categories, 2 of witch requires a new character because they add content directly into the campaign.

Total Conversions and Normal Mods: These requires their own character to run and you wont be able to play that character and saves connected to that character if the connected mod is not active.
Utility Mods: These dont have any requirements, can be ran standalone or with mods. Characters that were created while these mods were active wont have any changes to its save.

17
Modding / Re: Modding help
« on: October 24, 2014, 02:20:39 AM »
> i assume that adding star systems and factions to the game are way more difficult.

Its more or less the same, what really changed was the addition of a economy and markets that need to be setup with the new systems. Those however are also simple enough, but right now, due to a few problems on the current 0.65 version that are being fix on the next hotfix, we wont be able to help much.

Once their fixed, a few mods will immediately jump into 0.65.2a and u'll be able to see the how-to

18
Sound is a json file, so,

check if theres an object {} that right now is an array [] for some reason.

NOTE: Just do a quick read here if you dont understand what i mean.

19
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 20, 2014, 01:27:54 PM »
Major Update on the games framework and added massive changes to the campaign

0.62 -> 0.65

20
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 15, 2014, 01:15:55 PM »
The only change i dont understand is call it 0.65 and not 0.7, because the amount of changes almost "demands" a higher decimal number :)

21
@ Voting poll

I want a dreadnought class capital killer!

^ hes trying to kill you, dont listen to him!

22
Suggestions / Re: API request thread (please read OP before posting!)
« on: October 01, 2014, 09:52:57 AM »
While it was directed to Debido, we're (most of the mod community) been on the same Skype channel doing/creating mods/scripts and all those suggestions are a compilation of what we felt needed and its just not possible without using black magic (or long endless scripts to get something a single return method could solve it) and looks simple enough to be un-blocked on the API. Blame the long time we had before this patch cames in  ;)

23
Theres one problem tho, its getting real hard to come up with something (weapon or system) new

24
Suggestions / Re: API request thread (please read OP before posting!)
« on: September 26, 2014, 08:32:41 AM »
We're also in need of a way to get the DamagingProjectileAPI objects before the core sends the damage amount to the
Code
public O0OO.o notifyDealtDamage(Vector2f paramVector2f, G paramG, com.fs.starfarer.combat.o0OO.H paramH)

This allows to perform changes in these projectiles before any calculation is done. You can only imagine how much magic this would allow us in creating defensive and offensive systems without resorting to very heavy iterations on all projectiles on the game and other highly volatile coding to get said systems done.

25
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: September 09, 2014, 07:39:47 AM »
Well, we could make it a kamikaze tanker for crazed pirates and fanatics

26
Also, mods are here to do those crazy mechanics, everything or at list parts of it will be done by a mod or several mods somewhere (ofc depending on how the framework is done and what it has available).

27
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: August 13, 2014, 03:36:18 PM »
The new changes your making not only look great but also add uniqueness. It removes some of the obvious kit-bashing making it seem its completely different ship from any part of the game.

28
Blog Posts / Re: Fleet Creation
« on: July 24, 2014, 04:09:42 PM »
Why despawning said fleets after doing their "bidding". Why not instead only despawn/refit them based on its faction needs (faction wasted too much money building/upgrading the fleet, sell the older/not needed/stolen ships)?

29
Suggestions / Re: Official Starsector Merchandise?
« on: July 24, 2014, 01:57:45 AM »
If it comes with "extras"

 im ok with it

30
Modding / Re: Lost mod?
« on: June 11, 2014, 04:57:41 AM »
This one?
http://fractalsoftworks.com/forum/index.php?topic=3854.0

LZ has the black hole script on hes git/svn depo, another mod:
http://fractalsoftworks.com/forum/index.php?topic=2690.0
Used it on a mine that "sucked" any ship on the proximity.

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