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Messages - K-64

Pages: 1 ... 72 73 [74]
1096
Suggestions / Re: Flux Cannon
« on: April 02, 2012, 09:28:04 AM »
Could take an obscene amount of OP and even then, render shields unusable for a while afterwards. So that you could have a specialised capship that is designed to draw fire, then smack a single target afterwards but is left very vulnerable afterwards

1097
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 07:26:11 AM »
Just a quick votey type thingie: Which of these cruisers would be more suiting for spritifying


or



Though at the moment the only really annoying part is getting new weapons in for the main guns of ships and/or underslung weapons (like on the Normandy)

1098
General Discussion / Re: Community list of random tips and tricks!
« on: April 02, 2012, 02:26:00 AM »
Ah well, was worth a shot I suppose.

1099
Mods / Re: MassFarer - A Mass Effect mod for Starfarer, Version 0.01
« on: April 02, 2012, 02:22:27 AM »
I'm actually considering just removing the shields and chucking up the armour/hull points. Not 100% sure on that part yet though.

As for the maneuverability of the Normandy, I want it to be slightly tricky to fly, since apparenlty it was one of the more difficult ships to keep control of. Might increase weapon arcs though, the Collector ship certainly needs some tweaking as well, methinks

1100
General Discussion / Re: Community list of random tips and tricks!
« on: April 02, 2012, 01:58:39 AM »
Hmm, that may complicate things. Was wanting some way to have my modded missions having no fog of war, since weapons may have quite a considerable range

1101
General Discussion / Re: Community list of random tips and tricks!
« on: April 02, 2012, 01:41:06 AM »
Is that little trick activatable like for specific missions and the like?

1102
Suggestions / Re: Suggestion for a new class of early game ship
« on: April 01, 2012, 06:26:32 PM »
Aren't the really heavy fighters basically corvettes?

1103
Good day to all you gentlemen, ladies and other assorted titles one would wish to be addressed by. I shall begin by saying that this mod is by no means complete, near complete or in any stage final. Everything that is here at the moment is subject to change, tweakages and all other sorts of hilarity. Right, down to the main article, as it were.

Mass Effect, massively popular sci-fi action/RPG series developed by Bioware and published by EA that features space battles, unfortunately only in cinematics. I felt that the setting of Mass Effect would make for a marvellous mod for Starfarer, as I always wanted to be able to participate in these fights, and there is a rich amount of ships that are featured in the game, so finding a diverse fleet is a non-issue. So after pottering about with adding/editing ships and missions, I felt it was time to go in and do some real damage. The result is a mere glancing blow, due to time and creative retraints, but I think it shall suffice to entice appetites.

Currently all there is, is the mission of the SSV Normandy SR1 versus the Collector Ship, with the player using the Normandy. It is still using vanilla weapons, as I'm not that good an artist for stuff. The mission may not be all that good either, that's what feedback is for, but I hope that it proves to be something that has potential to become something much greater.

Oh, and another thing, the campaign will also start you off with the Normandy as well. Just because it would be nice to have.


Download Link:

MassFarer v0.01 for Starfarer v0.51a: Download - Outdated
MassFarer v0.15 for Starfarer v0.51a: Download - Outdated
MassFarer v0.25 for Starfarer v.051a: Download

Images


SSV Normandy - Systems Alliance prototype stealth frigate


Collector Ship - Gigantic ship capable of abducting the populations of whole colonies

Video

Mission gameplay by Sartek - Video shows off all 4 missions currently in, so yeah, many thanks to Sartek for getting the video made. In HD too! :D

1104
Modding / Re: Problem with adding a Ship
« on: April 01, 2012, 10:04:46 AM »
Apologies for the double-post, but I think I might be getting close to be going somewhere with this, still need help with it though :P

The full starfarer.log can be found here.
I have absolutely no idea what's being flagged as the error as I'm fairly close to certain that all the names are correct, got all the paths to the icons and the ship itself fine, got the variant down just in case it's needed and used other ship-adding mods as a reference to see if I got everything right.

However, if uploading the work in progress would make things easier and/or possible to find the problem with it, that is also very doable

EDIT: Managed to solve the problem. Not sure where I went wrong since I just redid the whole .ship and .csv stuff

1105
Modding / Re: Request: Mass Effect Ships - art/sounds
« on: March 31, 2012, 04:03:16 PM »
I think you see a collection of everything in ME3. Only one I'm unsure of is the Turian dread

1106
Modding / Re: Request: Mass Effect Ships - art/sounds
« on: March 31, 2012, 01:59:08 PM »
I would be more than willing to assist with a Mass Effect mod. Though I'm not an artistish type, I would probably be able to do pretty much anything else about it. Though I am having some complications with adding ships, I think that would be a one-time problem (barring occasional incompetence on my part :P)

1107
Suggestions / Re: Diablo-style randomly improved loot.
« on: March 31, 2012, 12:43:30 PM »
I think that should only apply to salvaged weapons, where the weapon is damaged (as it would be, you blew the ship to a molten husk, after all), so its performance won't be quite as good until you get it repaired.
So you get Mr. Tachyon Lance from an unlucky Paragon, let's say. Now, we all know the base stats of this beast, but when salvaged, it may be x,y or z% worse in whatever attribute until you get it fixed, just like with a salvaged ship.

Now, that's by no means a perfect system, but in my opinion, I think it's a good way to get some randomisation in with mass-produced ship equipment and makes sure that you aren't fielding inferior kit forever

1108
Modding / Re: Problem with adding a Ship
« on: March 31, 2012, 12:29:25 PM »
Well, the naming solved that problem, but now I'm getting "JSONObject["id"] not found.", which I'm undecided whether it's the weapons or the variant that's screwing it up this time

The variant file is
Code
{"displayName":"Hull",
"hullId":"Normandy SR-1",
"variantId":"hull",
"fluxVents":0,
"fluxCapacitors":0,
"mods":[],
"weaponGroups":[{"mode":"LINKED","weapons":{}}]}

I would like to see or even make a Mass Effect mod for this as well. Such an incredible setting for space battles, I think

1109
Modding / Problem with adding a Ship [solved]
« on: March 31, 2012, 12:02:42 PM »
Alright, I would first like to confirm that I did do some searching about the problem and nothing relevant came up, if this has already been answered elsewhere, then I apologise for the redundancy. With that out of the way, I shall now get to the main matter.

Right, I have been trying to add a ship to Starfarer, just to see if I could, and possibly take it further if I got it working to a level I feel content about. Before I start to ramble, I got the ship I wanted sprited thanks to a good friend of mine, and I've been reading/watching the tutorials, and used Redbull's ship editor, and got that part down fine. Adding the ship to the game however, is proving to be my downfall. When loading up the game, the message box thingie pops up stating that there is a JSON exception.

The starfarer.log file shows this:
Code
5216 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: Illegal escape. at 870 [character 871 line 1]
org.json.JSONException: Illegal escape. at 870 [character 871 line 1]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONTokener.nextString(JSONTokener.java:278)
at org.json.JSONTokener.nextValue(JSONTokener.java:349)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.H.Ø00000(Unknown Source)
at com.fs.starfarer.loading.H.Ö00000(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

and this is the .ship file's text

Code
{"bounds":[83.5,-0.5,
65.5,-5.5,
62.5,-10.5,
20.5,-19.5,
2.5,-19.5,
-15.5,-31.5,
-29.5,-32.5,
-63.5,-35.5,
-65.5,-24.5,
-76.5,-23.5,
-76.5,-8.5
,-44.5,-5.5,
-43.5,5.5,
-76.5,5.5
,-76.5,22.5,
-65.5,21.5,
-65.5,34.5,
-17.5,32.5,
4.5,21.5,
20.5,19.5,
62.5,10.5
,66.29999923706055,5.5],
"center":[32,75],
"collisionRadius":"83",
"engineSlots":[{"angle":"180","contrailSize":"5","location":[-47,27],"length":"5","width":"7","style":"HIGH_TECH"},{"angle":"180","contrailSize":"5","location":[-47,-26],"length":"5","width":"7","style":"HIGH_TECH"},{"angle":"180","contrailSize":"5","location":[-52,15],"length":"5","width":"7","style":"HIGH_TECH"},{"angle":"180","contrailSize":"5","location":[-52,-13],"length":"5","width":"7","style":"HIGH_TECH"}],
"height":157,"width":65,
"hullId":"Normandy SR-1","hullName":"normandy1",
"hullSize":"FRIGATE",
"shieldCenter":[-4,0],"shieldRadius":"88",
"spriteName":"\graphics\ships\Normandy1.png",
"style":"HIGH_TECH",
"viewOffset":0,
"weaponSlots":[{"angle":"0","arc":"25","id":"KD1","locations":[38,3],"mount":"HARDPOINT","size":"SMALL","type":"BALLISTIC"},{"angle":"0","arc":"25","id":"KD2","locations":[38,-2],"mount":"HARDPOINT","size":"SMALL","type":"BALLISTIC"}]}

I'm guessing it has something to do with the sprite path, although I have no clue whatsoever as to what the problem with it might be. And to end things off, a preliminary thanks in advance :P

1110
Mods / Re: Project Ironclads, version 2.2 (0.51a with campaign)
« on: March 30, 2012, 07:15:12 AM »
After (extensively) playing the campaign, I must say, this mod is absolutely wonderful. Sure starting off is a wee bit tricky, but I find that added to the fun for me.

Only real complaints that I have are the rather low spawn rates of things to shoot at, and the fact that the really big ships can't be bought yet. Though those are more problems with balance and larger development priorities I would imagine.

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