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Starsector 0.98a is out! (03/27/25)

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Messages - silentstormpt

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46
Suggestions / Re: Offline fighters should only deal damage once
« on: January 10, 2014, 07:37:45 AM »
Disabled ships also retain their armor so, destroying a heavy armored fighter when hes passing by ur hull will result in some tears

47
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 09, 2014, 02:31:29 AM »
PS To Silent,
Any stuff you want posted in any of the OPs pm me the message or updated info, also if you want me to do something specific (I have a bit more time on my hands now and I'm not bogged down with anime :P (STOP ACCUSING ME OF BEING LAZY AND JUST WATCHING ANIME AND MANGA...I only spend about 1-2 hours a day on it when i get home from college after a 1.5 hour bus journey, otherwise I'm doing revision or I'm doing something special with Starbound (hint i'm trying to work out how to mod it to add in Hyltol villages/villagers)

Hey lazy guy, u know they are changing alot in this next patch (including the player/(possibly)world files) so might as well just wait until they finally release it.

/endsarcasm

I fear HELMUT will hate me since we might need to do some, a few changes to all the ships and weapons he did due to the "new" sizes. Hes also waiting for me to release something before he comes back and works on it again.... I do need to make some heavy balance testing with this combat prototype monster ive come up with...

As always, any help with sprinting is welcome.

48
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 07, 2014, 07:25:54 AM »
Thoughts regarding the BFG Mod.

Note: Most of the stats being used here come from this website.
http://afterimagedan.blogspot.nl/2012/10/battlefleet-gothicrevised.html

Resumed introduction to the original board game.

BattleFleet Gothic is a board game where two fleets composed by different types of ships and races fight for supremacy.
Each ship has its own stats that can be separated into:
  • Cost Points;
  • Movement per turn;
  • Armor (Front/Sides/Rear);
  • Weapons Available (these will also affect the amount of points the ship will cost to the player);
  • Special Rules (This includes weapon usage and special movements).
Certain ships have special rules attached to it, these rules are what makes those ships unique in their combat, including these rules will be the last part ill add into the mod since they are also the hardest to implement.

How are the mods ship stats based.

All ships stats are based on the original (board game) ship stats and some data the official data (ship size, crew size) found on their wiki.
Stats like crew and ship size were scaled down due to their enormous size/amount.
  • Current sizes are 1 px = 10 meters. A ship with 8km will be 800px long.
  • Some ships had more then a few hundred thousand crew members, this would be fine if i could increase the crew limit per slot up from 1000, since its not possible, 100 crew on BFG = 1 crew on SS.
  • Armor BFG Defense/Type and (Front/Sides/Rear || All) == Armor SS Defense/Type * (((Front/Sides/Rear) / [Number of sides]) * 10).
BFG: Battleship Defense Type is 12 with +6 Front/+5 Sides/+5 Rear == SS: 12 * (((6+5+5) / 3) * 10) = 640 Armor
  • SS Mass: SS Ship Height in px * BFG Ship Points
BFG Apocalypse Class Battleship has 800 px and 375 points == SS Mass 800 * 375 = 300000
  • BFG Speed is in cm (being a board game it makes sense) so 1 CM = 5 px and for weapons 1 CM = 10 px
  • SS Ship TYPE Speed: (CAPITAL: +0, CRUISER: +10, DESTROYER: +25, FRIGATE: +50, FIGHTER: +100)
BFG Apocalypse Class Battleship moves at 15CM per turn == (15cm * 5px) + [Ship TYPE Speed] = 75px/s
  • Hull and Flux = BFG Ship Points * 1000
  • Flux Dissipation is set depending on Ship Type.
  • SS OP = Rounded_number(BFG Ship Points / 10)
BFG Apocalypse Class Battleship has 375 points == Round(375 / 10) = 38

Most ships in the Chaos and Imperial side are variants of a few hulls, the differences besides certain spacial rules and amount of cost in points are the side weapon platforms.

Weapon Platforms on the Imperial (and Chaos) sides are divided by 2 sizes and 3 types.
The large sized one is only used by one ship so its not as important. Example:
Spoiler
[close]


The Launch Bays allow the ship to become a Carrier and provide an Hangar for Fighters and Bombers;
The Side Turret Expansion provides an extra Lancer mount and a few smaller turrets;
The Side Hardpoint Placements provides hardpoints for 4 huge cannons on the sides (like the old wood ships on the discovery age).

The variants are dictated in a certain weapon platforms placements in the ship and very rarely a extra weapon fixed on hull.
This opens up the possibility of blueprints in a later version based on the weapon platforms used in a shipyard.

How is combat work on Starsector.

Heres a list for some defined ideas on the combat:
  • All weapons have unlimited ammo and cost 0 flux to shoot;
  • All flux cost comes from the shields and from being hit (this might not be true for some special cases);
  • All shields are OMNI types.

Smaller ships can only stand a chance by grouping together to defeat a bigger foe, or have a very specific anti-capital weaponry, to help this however, you got a Crit system that's been released. Getting overloaded usually means your "instant demise".

The shields also can only prevent part of the damage from certain anti-capital weapons (like Nova cannons, torpedoes and planet killer main cannon for example), making them ideal to be used against capital ships. Some special weapons also require your shields to go offline making them a very risky move.

Bigger ships are much more slower when compared to vanilla. They also possess the firepower to reduce a whole fleet to smithereens, while possessing some weaknesses that can be exploit (besides the slow movement).

All ships have massive mass making ramming a very good source of damage (this goes for you Ork players *wink*).

Extra notes:

I've been checking out some of the more developed mods out there for mechanics that would greatly improved the universe of WH40k BFG. So far, station battles (Xenoargh's Vacuum) asteroid mining (Xenoargh's Vacuum) and trading (Okim's, Ironclads) if you guys allow me to use your work ofc.

49
Oh believe me the ship bounds are inside the collision radius, was trying to solve the issue of the ship not having a "normal" shield but it is still there and invisible and about 5 degrees wide. Unfortunately setting the shield radius to really low numbers produces artifacts like that picture. The damn scripted factions are always busting my ballz in some manner.
Consider that radius, just like the bound radius

50
Yup, no armor bounds.
:-[ Bounds not set right?

Make sure your bounds are inside the radius

51
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 04, 2014, 04:47:44 PM »
This mod doesn't seem to wanna load.

Code
 [b]Error 404[/b]

Mod corrupted!

Its not updated: (Starsector 0.54.2)

EDIT: doc file was updated, added Grand Cruisers and Battle Cruisers

52
Mods / Re: BattleFleet Gothic (Starsector 0.54.2) [ON HIATUS]
« on: January 04, 2014, 02:01:28 PM »
Been thinking on how would the ship stats, sizes and combat would be interesting on the mod, ive been doing some research on all the ships used on the board game:
https://www.dropbox.com/s/xxvofw5qgctcn5w/BFG%20-%20Imperial%20Navy%20FleetData%20%28newest%29.docx

Combat will be based on lowering Shields to bypass defenses, weapons have infinite ammo, with the exception of the mass destruction weapons and torpedoes, only shields produce flux, cd and RoF is the major balance on the weapons stats since their ammo pools are limitless.

Void Shields are not an absolute defense and cant just "brush off" huge damage weapons like torpedoes, so some damage bypasses shields.

All weapons are Energy based since theres no ammo types on the BFG board game.

---

I expect battle becomes sluggish in 1v1s making focus firing and heavy hitting weapons very important, but you can force a enemy to overload or vent and decimate him while he cant activate hes defenses. A Crit system will also be used to make sure, elite crews become more important asset to have.

---

So far, sounds are from DoW2, but since those are from a game, they need to be altered to prevent copyright issues (they needed to be altered anyway), these weapons are huge, some can be KM's in size, they must have that feel of firing a WW2 giant cannon that will spit a shell capable of nuking a enemy.

53
Modding / Re: Systems and Phase Cloak and AI
« on: January 04, 2014, 11:33:06 AM »
Reason i made this suggestion for a separated ship_system for defenses http://fractalsoftworks.com/forum/index.php?topic=7523.0

54
Modding / Re: Traditional Shields
« on: December 30, 2013, 02:16:00 AM »
Hmm.  That will just register damage, not heal it, though, and it'll be really messy, healing the individual armor sectors.  I presume we're looking at a variant of Dmaiski's armor-healing System there.  

That's why I was thinking the Hull route might be the way to go- it's a much simpler system and we wouldn't have to use a System to activate it, we could use a table that stores each ships' state, kind of like how the Repulsor works.

You can always use the "slow projectiles system" and remove the projectile with a cool effect, also, modify the damage taken by beams to 0 and convert it to flux.

Thats what intent to do to recreate Void Shields.

55
Mods / Re: [0.6.1a] Bounty Hunts 1.0
« on: December 29, 2013, 12:06:08 PM »
I dont mind adding JSON reading support to it if you want, so you can set up ur own Bounty Hunts with their Descriptions/Rewards. It would make it really easy for anyone to create new bounties.

56
Mods / Re: [.6.1a] Combat Radar (early WIP available)
« on: December 25, 2013, 07:55:44 AM »
First of all Happy Christmas for you guys,.

Second, isnt it possible using the ships bounds to create a shape of the ship instead of a triangle shape?

57
Suggestions / A new type of shipsystems just for defensesystems
« on: December 20, 2013, 01:46:52 AM »
Hey there, so ive noticed there has been alot of mods who use their shipsystems as defense abilities just like shield and phase cloak, instead why not allow us to create defense systems that are pretty much a copy of the shipsystem. This would allow a more "natural" usage for both players and the AI and saves up that unique system for something more of a "extra" ability.

58
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: December 16, 2013, 04:55:23 PM »
i see great improvement on those Bjorn, specially its details, try doing the same treatment to the "first" ones you posted here

59
Mods / Re: (Apr-18) StarSECTOR Plus[I updated finally] 1.12
« on: December 16, 2013, 04:52:11 PM »
Seems like it still has the old image naming (from when it was sf meaning starfarer and now is starsector) renaming its should fix it, if it somehow still crashes,just remove the UI folder from the mod until a complete update is done on the mod.

60
How do i get hold of all the ShipAPI objects in a CampaignFleetAPI or FleetMemberAPI, if i remember correctly this is now possible on 0.6 right?

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