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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 - AppleMarineXX

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16
Modding / Re: [0.95.1a] Of Ludd and Lions
« on: January 21, 2022, 03:43:23 PM »
Is the Starslayer supposed to cost just 10 DP? Seems kinda low, considering the capital-level firepower it brings to the table.

17
Modding / [0.95.1a] Girls Und Panzer Flagpack 0.1a
« on: January 18, 2022, 09:32:44 PM »



I cobbled together a small selection of flags starring some schools and individual teams from Girls Und Panzer.
Enjoy?
GO WATCH GIRLS UND PANZER

18
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 16, 2022, 05:19:30 PM »
Ya, sorry 'bout that. Fixed long ago in dev. This jar might fix it among a few other bugs, but I would back up your current one in case you want to try it out.

Hey, no problem. Coding is its own magical beast. Like playing Telephone with a very stubborn robot, where the end goal is to paint a nice picture. And sometimes gravity inverts if you don't put a lightbulb in the corner. The light doesn't have to be on, or even visible or plugged into anything. But if you don't have the lightbulb, gravity inverts. You hate it, I hate it, but if life is kind someone before you left documentation about why a random lightbulb is there and what it does.

With regards to modular weapons/shoulders, is it possible to have the body be the "ship" and both the arms/shoulders and the guns be combined, modular "turrets" that are then swapped around? I ask because if matching recoil patterns is a problem, a solution might be to simply build the arms and weapons as one piece that gets plugged into the body (though the end user would likely never notice that the arms are being swapped; visually only the guns would change), so you'd only have to match the recoil animation to the arm the gun model belongs to, instead of trying to set the arms to work with every recoil pattern.

I might be misunderstanding, but that's how it works now. Shoulders are seperated but they mirror the recoil of the arm weapon, which graphically is arm + gun. the actual ship isn't visible, as the "torso" you see is in game terms a decorative turret (sometimes an actual weapon)

In other news, you can now rename your squadrons and pilots (to a degree)! WOW!


Whoa, how'd you get that squadron thing to show up?

19
Modding / Re: [0.95.1a-RC6] Trophy s-mods [0.6.0]
« on: January 16, 2022, 05:18:03 PM »
Thanks for updating this, I was waiting for it to be save compatible before started a new run. I love the concept behind it, it really makes every ship I scavenge on my bounty runs a little more special!

20
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 12, 2022, 04:58:21 PM »
The 69 OP cost on the Altagrave's Grenade Launcher has interesting synergy with Ordinance Expertise. Very interesting.

21
Mods / Re: [0.95a] BigBeans Ship Compilation + Optional Submod
« on: January 09, 2022, 06:46:28 PM »
With all the ships that have been removed in the past (many of which I found interesting), is it possible for a third Submod to be added, where it contains these past reject ships in all their bizarre and perhaps unbalanced glory?

22
Love the idea of the mod, but I'm still getting crashes to desktop due to something missing from the Charon.

Spoiler
21198 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships (data\variants\TADA_whirlwind_support.variant)]
21198 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\sabre_fighter.variant]
21199 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\sabre_fighter.variant)]
21200 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [data\variants\UNSC_Frigate_charon_logistics.variant]
21201 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC (data\variants\UNSC_Frigate_charon_logistics.variant)]
21452 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [breach] not found!
java.lang.RuntimeException: Weapon spec [breach] not found!
   at com.fs.starfarer.loading.o00O.?00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.for(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?O0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Here's the full thing, whenever you get the time.

Are you currently on the 0.95 version of Starsector? The Breach SRM weapon was added to the game in 0.95, and is equipped on that particular ship variant. If you don't have the weapons data for the Breach, either your copy of vanilla Starsector is somehow mutilated, or you're on an older version like 0.91 or something.

23
Suggestions / Re: Full Retreat Means FULL Retreat
« on: November 25, 2021, 08:10:20 PM »
(You can order a "direct retreat" on individual ships if you want this behavior, btw.)
Though that doesn't work after a full retreat has already been ordered, right? Since the player can no longer issue orders.
(Maybe full retreat state can allow orders to be issued for free, but only retreat and direct retreat orders are permitted)

Yep, I'm locked out of giving orders after Full Retreat is activated.
I mean, sure, I could instead individually select every single ship and tell them to conduct a direct retreat, but that's carpal tunnel inducing - maybe have an option to click the Full Retreat button a second time to order a "Run For Your Life" command, similar to how double clicking on an enemy makes a bunch of nearby ships engage it.

24
Suggestions / Re: Full Retreat Means FULL Retreat
« on: November 25, 2021, 05:52:49 PM »
It's possible your cruiser is simply too slow to escape and is trying to defend itself. You do want you ships to turn around and fight rather than let the enemy nuke them from behind.

It was a XIV Champion that chose to pull behind the pack and defend the much slower blob of Buffalos behind it. And once it went down, I saw a second cruiser peel off from the front of the pack and try to cover the civvies.

25
Suggestions / Full Retreat Means FULL Retreat
« on: November 25, 2021, 04:34:09 PM »
It would be nice if I ordered a Full Retreat, and my ships actually made an outright run for it.

Like, the current system has its uses and all, but I'd like an option to order a Complete Retreat (since apparently "Full" doesn't cut it), where every single ship just makes for the retreat zone at maximum burn, every man, woman, and AI core for themselves.

I don't want a Cruiser to "nobly" turn around and try to cover a gaggle of Buffalos that are inevitably going to be caught and cut to pieces. I don't want a destroyer to raise shields and try to intercept a frigate floating towards one of my tankers.

Don't sacrifice yourself for no reason. Just leave them. Go. Get out of there.

Or as some may say, please conduct a "Full" Retreat.

26
There was a mysterious bug that caused a crash on startup. This should fix it.


27
Hey, time for an update out of nowhere! I'm still dead, though.
UNSC v0.3a - "0.95.1 Celebratory Update"



Patchnotes
Spoiler
Additions:
  • The Mako-class Corvette, a well armored, but undergunned frigate-sized escort/strike ship to flesh out the roster a bit.
  • A ship-sized Spartan Laser. Similar to the phase lance, gaining significant more alpha-strike potential at the cost of being very unwieldy to use. Why? I dunno, it seemed cool.

Balance Changes:
  • Various nerfs to fighter craft, they were quite overtuned.
  • Slight buffs to the Paris and Charon.

Fixes:
  • MAC's and fighter weapons should no longer drop as loot. Woops.
[close]

Ideas for the Future (Don't Expect Updates Anytime Soon Though):
Spoiler
  • Add more ships/fighters/weapons (Archer Missiles, Shiva Nukes, Prowler Phase Ship, Infinity?, Broadsword, Pelican, Epoch)
  • Custom Sprites
  • Rebranding to a Standalone, but UNSC-inspired Faction
  • Custom Super-MAC Orbital Station
  • Balancing
  • Fancy Custom Scripts for unique hullmods, ship systems, and on-hit effects.
[close]

Feedback is appreciated, as usual.

Responses to Comments:
Spoiler
I do hope to see the Epoch. Kinda disappointed stuff isn't more proportional to it's size, but beggars can't be choosers.

Okay after messing around a bit, I feel like the Paris and Charon should be smaller. Make them actually smaller. All the sizes feel wrong in the game.
Also I feel like the Marathon needs a stronger MAC that isn't a triple fire one. One more general purpose. Some Archer missile pods with 4 or 8 round bursts and an auto loader for anti armor work would be appreciated.

Yeah, I had to change it for gameplay purposes. I remember seeing a video of a super-star destroyer that took up half the map, it was kinda cool tbh. Archer Missiles are also planned, of course.

Not sure how I can really spice up the Marathon's MAC, though.


Hey love the direction of the mod!

I have something that might be able to help you with creation of more sprites for the mod.

back about make 5+ years ago there was a guy on youtube named Loudsoundmovies2 Link provided - (https://www.youtube.com/user/loudsoundmovies2/featured)

He created this game called Halo vs Star wars which was an RTS the focused on space combat he then added ground combat afterwards

he had the top down of pretty much all the ships from both halo and Star wars. Hes still active creating an RTS engine for his fan made Series. He also had the ships of the Covenant as well.

https://www.youtube.com/watch?v=HiFK_3Lo54E Trailer

The download folder has every single sprite for all the ships including things like the MAC cannons which are pretty cool.

Interesting, I'll have to take a look at those. Thanks! I'm planning on doing custom sprites for the mod in the distant future (along with a complete rebranding), but those would certain help with outlines and stuff.

First of all about damn time! secondly, I personally think going in the direction of a HALO UNSC inspired faction adapted to Starsector lore would be better (though considering i love Descendants so much that`s a bit hypocritical) , in my opinion, since it would give you greater freedom in terms of faction lore and sprite work. In addition I really curious if a no shield faction could be made to work in Starsector maybe give them super good ECM/ECCM to balance out the resulting fragility?

Should say i recognize this is super early and rough though, really hope you have the time to put into this to make it shine!

(I don't really have time lel)

I tried no-shield ships at first, but unless I went the direction that the Luddic Enchancement Mod's going (replace shields with a Damper field), they'd get ripped apart instantly by EMP and Torpedoes. And don't get me started on High-Tech Orbital Stations...

I actually agree that it may be better in the long run for you to turn this into a faction based on the unsc.

Either way great work!

btw not sure if it is other mods (im doing a random sector nexerelin run with derelict empire active), however, no unsc ships spawn in their fleets and havent found any unsc ships anywhere either
do they just have a really low chance of spawning?  is a lack of heavy industry on their planet possibly the issue?

Yep, a re-branding is planned, whenever I can figure out how spriting works...

As for the that ship-less run, I have no idea, they show up on my end.

One way to accept UNSC shields is to have them all be equivalent to makeshift shields. The UNSC got pretty good at reverse engineering and make use of AI, so giving them all weak shields would be plenty lore friendly. From the sounds of it they already have small shield arms to go with their profile anyhow.



I look forward to trying this.

Yep, most of the ships already have pathetic shield efficiency.

Thoughts on adding the UNSC Infinity as THE capital ship? Or perhaps it's lost somewhere hard to get to and hard to find? I'd also love to see Condors as some sort of fighter, fragile units with really hard hitting spartan lasers. Regardless, awesome mod. Keep up the great work!

Maybe? I don't really know how to balance super-capitals in this game.

Hello! This is my first post here, and I hope you're still working on this. I've had a lot of fun running around the sector in a souped up Halcyon.

A few suggestions I have (and you're free to ignore me, it's your mod after all and you're doing all the work for our collective enjoyment):
1) Corvettes and prowlers could be used as a frigate sized ship for the faction in game. The Gladius-class does come with a MAC according to the wiki, but could instead be implemented as a particularly cheap destroyer. A Prowler variant of it could be made with a focus on mine laying and have similar detection bonuses on the system map as phase ships. That being said, I do agree with Captain Waffle's assessment that you really did nail the fleet compositions, and I'm not sure how this might screw things around.
2) Possibly adding the Phoenix-class (or a smaller variant, as you did with the Punic-class) as a large support ship with larger cargo and crew capacity? Something along the lines on if you put a Colossus and Valkyrie together into a cruiser/capital size. If made into a capital, then it could serve instead as the flagship of a more exploration style fleet, with greater emphasis on fighters, a mini-MAC equivalent that could function like the Strident's MAC but with more stored shots and less damage, and bonuses to salvaging resources and fuel? It was supposed to be a colony ship, and it'd be kinda nice to have something a little non-combat focused.
3) With regards to the relative weakness of point defense on UNSC ships and what seems to be a lack of utilization of the Marathon's fighter slot most of the time, a possible solution could be to introduce a new fighter that's utilized in an interceptor role. Sort of having them be like the mining pod auxiliary for the Venture-class. This suggestion mostly comes from my memory of Halo: The Flood, by Dietz, where during the space battle over the Halo Ring, there is mention of an officer on the Pillar of Autumn managing the ship's Longsword fighter screen. As you've already made the Longswords, my original thought was to use Broadswords for this, but then I realized that there's already a Broadsword fighter in game...

Still, I'm having a lot of fun with the mod so far, and I hope to see you flesh out the UNSC even more. I just hope that I can maybe provide some more food for thought you can use to expand out their roster. Thanks for all your great work!

Lucky for you, I have a corvette in stock. Prowlers are also planned - right now the faction fleet balance is 5-1-1 Warships/Carriers/Phase, so they should rarely show up. 

A support ship is also nice to have, I'll keep that in mind. As for interceptors, I'm thinking of adding in the Broadsword fighter in the future, and rebalancing the Saber with it so one's a strike-fighter and one's an interceptor. Of course I'll have to rename it, but whatevs.

Ever since I started Starsector a few years ago now I've loved the idea of a HALO mod. I don't have the skill to make it myself so I stayed quiet about it. I'm so excited to try this that I'm booting the game up right now ^-^ Thank you for this mod Apple, I truly appreciate it!

Good to hear!
[close]

28
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 03:55:50 PM »
Oh boy I am ready to mysteriously lose 100% of my free time in the coming weeks

29
Modding / Re: [0.9.1a] More-faces Portrait Pack 1.1
« on: October 29, 2021, 04:46:58 PM »
I created an account and got the following message:

You do not have access to this repository.

To access this page, you may need to log in with another account. You can also return to the previous page or go back to your dashboard.

30
Seconding Legacy of Arkgneisis, their ships feel extremely fair (perhaps even a bit underpowered in AI hands, I've found).

Other than that, I feel like Scalartech, Magellan, Keruvim, and SCY are also fairly on-par with vanilla powerlevels. Get Kingdom of Terra if you want to spice things up - they're extremely unique, but I don't think they're overpowered.

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