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Messages - etherealblade

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46
Modding / Re: Create a monster contest! (Deadline 1st of May)
« on: April 02, 2014, 02:00:54 AM »
*sigh dmaiski....Dat Redline Reference. That movie was awesome. a monster made of dynamic plasma would definitely be a real treat.

47

Inspiration for Legitimizing a creature that has bio energy weapons like lasers/emp/microwave/radiation blast/hull melters and such.

48
Modding / Re: The Radioactive Code Dump
« on: March 07, 2014, 09:36:54 AM »
I'd figure I'd ask here instead of making a whole new thread since this is all abouts code. So what would I do to make my beam weapon be able to hit phased ships?

Also, I attempted pulling the kitchen sink ai code out and am trying to see if i can get this to work again...Heres the deal. I know to put the code in it's own file in java file in a missileAI folder in scripts. My ship mod that I have currently has no  mod plugin file. Would All I need to do is post this in it? (I'm sure the answer is no because code is never that simple)
Code
public static final String LRPDai_MISSILE_ID = "SM_lrmPD_m";  //name of the missile that will use that AI  
    public static final String BOMBARDai_MISSILE_ID = "SM_SCbombard_m";//"" 
    @Override 
    public PluginPick pickMissileAI(MissileAPI missile,       //picks the ai 
                                    ShipAPI launchingShip) 
    { 
        if (LRPDai_MISSILE_ID.equals(missile.getProjectileSpecId()))     //missile 
        { 
            return new PluginPick(new LRPDai(missile), CampaignPlugin.PickPriority.MOD_SPECIFIC);     //Ai for that missile 
        } 
        if (BOMBARDai_MISSILE_ID.equals(missile.getProjectileSpecId()))     //another missile 
        { 
            return new PluginPick(new BOMBARDai(missile), CampaignPlugin.PickPriority.MOD_SPECIFIC);    //another ai 
        } 
        return null; 
    } 
Obviously this is an example, because the name of the AI script/file is "kitchensinkai" and the missile wepaon I want it to effect is named "advdronemissile". How would I change what's above to refrence the ai I want to use with my weapon and add it into a blank modplugin file?

49
Modding / Re: Argamede Union (WIP) v0.1
« on: March 04, 2014, 11:14:13 PM »
I love the ships. Please continue my friend.
Color schemes? hmm....Magenta and Gold? Silver and Green? I'm sure whatever you come up with will be amazing!

50
Mods / Re: ICE Faction (WIP)
« on: March 04, 2014, 11:11:24 PM »
You know I just realized as I looked at these ships....Is there any reference to Supreme Commander Forge Alliance per Chane? You stuff is just great!

51
Mods / Re: The Confederacy of Free Stars
« on: February 13, 2014, 04:43:54 AM »
I'd love to but that same thing crushed my modding dreams to pieces. Wait on the benevolence of a local coding god. All you have to do is say their name and click your mouse 3 times. You have a good mod that you've put a lot a work in so I'm sure someone will answer.

Exactly what are you doing when it null points you?

52
Mods / Re: ICE Faction (WIP)
« on: February 10, 2014, 11:00:16 PM »
I think...I think I'm in love.  :o

53
Mods / Re: (Coding help needed please!) Biomancy Genetic Engineering
« on: February 07, 2014, 12:51:11 AM »
I'm loving the progress on this. That monster really looked alive in that demo. XD
Tecrys casts Mass Hype.
It's super effective!

54
Mods / Re: ICE (Upcoming Faction) Teasers
« on: February 02, 2014, 10:04:53 PM »
Man I love this new concept. Kamikaze ships.....WOW... ;D

55
Mods / Re: Biomancy Genetic Engineering
« on: January 30, 2014, 04:51:18 AM »
Bravo! I love these...but er...King Crab ::)?...seriously :P? Your mod. Your rules...LOL ;D
They look more like um...well damn...they could pass as crab couldn't they XD

56
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 29, 2014, 09:41:46 PM »
Ah...I see what you mean now about the deracinator dmg.  ;D
I hope you get better. Over here where it never snows, it's sleeting. I'm sure the sudden change in temperature is causing colds to pop up around the work place.

57
Mods / Re: Biomancy Genetic Engineering
« on: January 28, 2014, 12:16:41 AM »
I see what you mean. Well done ;) The moving parts will certainly bring it to life!

58
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.5
« on: January 28, 2014, 12:08:01 AM »
I can 2nd that issue with the equip and unequip of ship mods. However...
I feel it's balanced just fine. The only thing I'd do is make it more expensive so you can't get it as early. I'm fine with balancing but please by no means nerf the fun that is the IMAGINOS. I like to have the enemy too distracted with my other ships to notice the imaginos's mayhem. However if I were to just deploy it by itself it can get overwhelmed very easily. I must say I'm a bit biased, but then again, atm Blackrock is the only faction I play. So I need to try fighting against blackrock with other ships to see the other side of the fence. Man I love these ships...

59
Mods / Re: Biomancy Genetic Engineering
« on: January 27, 2014, 04:40:37 AM »
I'll be the first to give you my moral support. I must say though, your biggest hurdle will be codeing. If you can't catch the eye of a benevolent coder, or figure it out yourself, It'll end up crushing your ambition if you let it. So the best advice I could give you is to continue polishing your sprites, smooth those edges, and put in some shading. Put your best foot forward and believe in miracles, because they do happen. I have a dream...a dream where monsters plague space. A place where young pilots are eager to face danger to become heroes and claim large fortunes!

60
Modding / Re: Advanced Starsector graphics modding
« on: January 26, 2014, 02:35:01 AM »
This technology, if available/discovered, could make lazywizards blackhole weapon even more amazing...

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