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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 - etherealblade

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61
Mods / Re: [0.6.1a] MesoTroniK's mini mods - TIM pack v0.1a released
« on: January 17, 2014, 01:37:43 AM »
Man that is one attractive ship. This really only adds to the hype. I can't wait to find out what role this "Super Carrier III" has. I know you peoples are think'n, "com'on ethereal, carriers only have one role." Yet I ask thee as I stare into the abyss...

Are you all support?... ;D

Or an Army of One.  ??? :o

62
Mods / Re: [0.6.1a] Blackrock Drive Yards v0.42
« on: December 05, 2013, 01:30:34 AM »
Flare system! Ah, my mortal enemy - limited uses, limited applicability, doesn't even work very well, it's the trifecta of filler for a ship that'd otherwise be too good with something useful.

Righto...however...If he's been fiddling with some of Daimaski's flare codes....That would end up making them a whole lot more useful.

Oh wow...he's updating his 1st post.......we know what this means  :o :) ;) :D ;D

63
Mods / Re: [In Dev] MesoTroniK's mini mods and musings
« on: December 05, 2013, 01:26:37 AM »
I can't wait!!! 8D

.....
......but I will. 8D
That ship looks so awesome. How do you get a custom shield? I thought we were limited to just spherical designs?

64
Modding / Re: Modder's Block, a plea for ideas.
« on: December 03, 2013, 06:32:45 PM »
They are open source sprites from someone who wanted them to be utilized by talented modders. I happened to come across them wanted him to have some inspiration since he was looking for some. They are not my sprites.

65
Modding / Re: After such a long time, I want to show you this...
« on: December 03, 2013, 03:47:55 AM »
I also give you moral support for your efforts. +5  ;D

66
Modding / Re: Modder's Block, a plea for ideas.
« on: December 03, 2013, 12:10:33 AM »
Here you go 8D
Have a blast!
Spoiler
[close]
Spoiler
[close]
Spoiler
[close]

67
Modding / Re: The Radioactive Code Dump
« on: November 19, 2013, 11:10:27 PM »
Patience is a virtue I like to strive to live by. I'd be happy whenever your got around to it. 8D

68
Modding / Re: Pirates Plus - expanded Vanilla Pirates
« on: November 19, 2013, 11:04:27 PM »
This is what I'm talking about. Looks like i can't bully the pirates anymore LOL

69
Is it possible to add your own custom music track that only plays when you enter a specific system?

70
Modding / Re: The Radioactive Code Dump
« on: November 18, 2013, 12:57:28 AM »
DRONE missiles
stays at a set distance and blasts the enemy ships appart
who needs fighters anyways?


Spoiler
Code: java
int timer = 0;  //needs to be outside of advance() to work as a timer
int timer2 = (int) (600*Math.random());  //random start point for strafing
public void advance(float amount)
        {
        timer++;

        if (MathUtils.getDistance(
                add(target.getLocation(), target.getVelocity(), null),              //blow up the enemy ship
                add(missile.getLocation(), multV2f(missile.getVelocity(),3), null))
                < 600
                && MathUtils.getDistance(
                missile.getLocation(),                     //don't blow up your own ship
                missile.getSource().getLocation())
                >missile.getSource().getCollisionRadius()+5
                && timer==1
                )
        {
            timer++;
                CombatEngine engine = CombatEngine.getInstance();          //engine

                String MBRC_p = "MBRC2";      //dummy weapon

                {

                    {
                        int counts = 1;
                        do {
                            float angRAND= (float) ((25*(.5-Math.random())));     //angle of spread
                            float velRAND= (float) (1+.5*(.5-Math.random()));      //variance of projectile speeds
                            float splashVEL = 255f*velRAND;    //speed of bullets launched
                            float misFFACE = missile.getFacing()-angRAND;
                            float x = (float) (splashVEL*Math.cos(Math.toRadians(misFFACE)));
                            float y = (float) (splashVEL*Math.sin(Math.toRadians(misFFACE)));
                            Vector2f vecFIRE = new Vector2f(x,y);
                            engine.spawnProjectile(null, null,MBRC_p,
                                    missile.getLocation(),          //Vector2f firing point
                                    misFFACE,            //float   angle of spread
                                    add(missile.getVelocity(), vecFIRE, null)

                                    //multV2f(multV2f(missile.getVelocity(),1),velRAND)           //Vector2f  aditional velocity
                                    //add(multV2f(missile.getVelocity(), 1), multRanV2f(missile.getVelocity(),1,.5f),null)
                            );
                            counts++;
                        }while (counts<2);         //2x pew pew


                        //engine.removeEntity(missile); //make missile go poof
                    }
                    //lightning
                    // float emp = missile.getEmpAmount();
                    //float dam = missile.getDamageAmount();

                    //engine.spawnEmpArc(missile.getSource(), missile.getLocation(), target, target,
                    // DamageType.ENERGY,dam/4, emp/4,
                    //10000f, "tachyon_lance_emp_impact",20f, new Color(255,10,15,255),new Color(255,100,100,255));
                }
                //to stop missile shooting again
                //engine.removeEntity(missile);   //make missile go poof

                //missile.flameOut();               //make missile flame out
                return;
        }
        if (timer>40)
        {timer=0;}
        
        //missile pathing code
        if (Math.abs(angularDistance) < 100      //get in close
                && MathUtils.getDistance(missile.getLocation(), target.getLocation())
                >320+100/target.getCollisionRadius()*target.getCollisionRadius())
        {
            missile.giveCommand(ShipCommand.ACCELERATE);
        }
        if (Math.abs(angularDistance) < 100     //keep distance
                && MathUtils.getDistance(missile.getLocation(), target.getLocation())
                <280+100/target.getCollisionRadius()*target.getCollisionRadius())
        {
            missile.giveCommand(ShipCommand.ACCELERATE_BACKWARDS);
        }

        if (Math.abs(angularDistance) < 100   //strafe
                && MathUtils.getDistance(missile.getLocation(), target.getLocation())<400+target.getCollisionRadius())
        {
            missile.giveCommand(timer2 > 300 ? ShipCommand.STRAFE_LEFT : ShipCommand.STRAFE_RIGHT);
        }
        timer2++;
        if (timer2>600)
        {
            timer2=0;
        }
        }
[close]

Where do I put this juicy goodness in my weapons files? Add it as a missile? or to the weapon itself?

71
Modding / Re: Dark Influence mod: early WIP
« on: November 13, 2013, 12:56:19 AM »
Looks awesome! I look forward to it!

72
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: November 07, 2013, 04:26:16 AM »
oh so it hadn't left concept stages.... :-[. It is something you'd need a enormous amount of inspiration and effort to generate from scratch...aka...what you just said. Thanks for the reply. The Gneiss monsters still would be a cool idea if you ever felt inclined. I find it interesting that you mention whims and such as if you forgot you were the one that mentioned the idea in the first place. Still =D I love your work and Thank you for sharing!

Reference: (Just so it doesn't look like I just pulled that out of no where and completely offtopic).
Spoiler
I'll probably end up implementing bonuses based on hull size for the Flux Core.

Anyway, having some fun doodling up and solidifying the space monsters. Gneiss is very empty right now. I'm pretty sure Verge will be teeming with weird creepy crawlies down the road for recruits to shoot down the stragglers that escape.

Beyond that, I'll throw in some temporary pirate presence when I do the bugfix/balance patch.



(yes, it's a space monster-nevermore)

What do we know about the void beasts?
- They are cellular, but not organic. Organization on the lowest level is nanomechanical.
- They seem to be completely self-sufficient, highly aggressive, internally competitive and predatory, with a keen interest in sapient or sophont lifeforms.
- They are motile, cunning, and capable of adaption, but do not show any capacity to communicate or form complex behaviors ( Note: ? ? ? ? ? ? have propensity for long-term organization on the level of ? ? ? ? ? ? ? ? ? ?.)
- Land or atmosphere-based pseudolife size range stretches from microscopic to 20-30m in length.
- Space-capable pseudolife can reach sizes rivalling capital ships - Dimension-tunnelling pseudolife can reach sizes rivalling ? ? ? ? ? ? ? ?
[close]

73
Mods / Re: [0.6.1a UPDATE!] Blackrock Drive Yards v0.42
« on: November 07, 2013, 12:19:04 AM »
First off amazing updates...I'm so anticipating their release.

Also..on a side note, were you still planning on throwing in them space monsters? O.o ???

74
Mods / Re: Magician's mod (wip)
« on: November 04, 2013, 10:57:42 PM »
You definitely  have my support from someone who's in a similar fight.

75
Modding / Re: Brainstorming quest ideas
« on: October 24, 2013, 03:58:16 AM »
space monster hunting quests?

I'm up for creating space monster sprites if your up for making quests for slaying them...8D

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