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Messages - Alex

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21376
General Discussion / Re: Hyperion AI can solo an Onslaught AI!!
« on: August 26, 2012, 08:25:30 AM »
Nice. Now, put together a non-bugged loadout that can do it :)

21377
Ah, I see - right, that shouldn't be happening. Reproduced & fixed.

21378
No worries, it's related enough.

EDIT: Just got the same issue on my Apogee. Had a Heavy Blaster, two Antediluvian Solon Turrets (modded) and two PD Lasers fitted and set to group 1. Added a LR PD Laser to the ship, and the groups on all weapons got reset to the Auto-suggested positions.

So you just had one group total on the ship? Yeah, if you try to take a ship with one weapon group into combat it'll get auto-assigned.

21379
I've noticed a somewhat similar issue - whenever I set weapon groups and then decide to add more weapons or the like, it will occasionally reset my group settings to whatever it'd set when "Auto" would be pressed - for ALL weapons, not just the new ones. This does not always happen, but it seems to happen more often as more stuff is loaded.

Auto actually reassigns all weapons - not just the "new" ones, so that's working as it's supposed to. The idea is can do that and use it as a starting point to speed up the process a bit - and, of course, that it happens if you simply forgot to assign weapon groups. I find the latter happens quite a bit.

21380
Bug Reports & Support / Re: Pc Issues with game / Refund
« on: August 25, 2012, 08:02:53 AM »
FYI: the log would be in C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\starfarer.log, assuming the default installation directory.

21381
Thanks for the report - I'll take a look at some point. You're right that it doesn't make as much sense for beams, but I'm not sure I'm comfortable with taking that out altogether, even for beams. (For ballistic weaponry, there's usually a decent chance of a miss, which is the driving reason for having that logic there.)

21382
Thanks - really appreciate you doing that.

21383
Modding / Re: Vanilla Wing Commander
« on: August 24, 2012, 09:57:15 AM »
Excellent, looking forward to seeing the results first hand :)

One last tidbit: if you run into trouble, drone_sensor.system (the Apogee's sensor drone system) is very close to what you're trying to do, as the Apogee's drones are in fixed positions relative to the ship.


Hmm. This gives me some ideas for what should be an easy (famous last words) re-working of the fighter AI.

21384
Modding / Re: Vanilla Wing Commander
« on: August 24, 2012, 08:37:31 AM »
Btw: from the screenshots (and from what you said), looks like the fighters are circling the wing leader.

They actually don't have to do that - you could configure fixed offsets for the wingmen.

To do that, set "orbitSpeed" to 0, and then you can use "initialOrbitAngle" and "orbitRadius" to set the relative location. The angle is relative to the current facing of the ship, so, say, 90 will always make the ship stay directly to the left of the leader. Does that make sense?

You'd need to set up a bunch of array elements under droneBehavior - one for each fighter - since they'd need a different orbitRadius and angle. You'd have to make sure to set droneIndex for each element, too.


Also, may want to set defaultFacing to MATCH_SHIP_FACING.

Then, if you set holdRoamRange to 0, they'll stay tight even when there's an enemy in range. If you then set freeRoamRange to whatever desired value, you'd be able to control whether the wingmen stay next to your ship or fly around and engage freely, while piloting the ship.

21385
Modding / Re: Vanilla Wing Commander
« on: August 24, 2012, 08:19:56 AM »
Very cool mod!

Alex has a couple of pretty silly opinions. Flying fighters is pretty much one of the funnest things I've done in the game yet.

Hah - I never said it wasn't. It's great fun, and could probably be made into its own game. Therein lies the problem - you can't just make fighters pilotable, not without adding a bunch of natural - and dedicated - gameplay features around that. And since the game isn't focused on fighters overall... gotta draw the line somewhere, you know :) Wasn't an easy decision, by any means.

The echo what Uomoz said, that's part of the reason mods are awesome. They get to do things the core game doesn't because it has to be all responsible about it.

21386
Suggestions / Re: Engine Wake
« on: August 24, 2012, 08:01:54 AM »
I actually tried this very early on in development. Let's leave fighters aside, since they're conceptually flying "above" the battlefield, so wouldn't be affected.

Turns out in actual gameplay, this almost never comes up. (In large part that's because a ship firing its engines is moving away from whatever those engines might potentially hurt.)

But in any case, it'd stop frigates from sticking their noses into the engines of your Onslaught without their shields up. More fancy than anything else =P

Honestly, how many times have you seen that? If the frigate is in the Onslaught's wake (already pretty rare) and it doesn't have shields up, it's got other things to worry about.


Not that this isn't a cool idea - it is. Unfortunately, due to how the game works, the "bang for buck" ratio on it is approaching zero.

21387
Bug Reports & Support / Re: Sound Glitches
« on: August 24, 2012, 07:54:10 AM »
Thanks for that. I'll keep an eye out - there are going to be some adjustments to the sound code in the near future that may address this, but I'm not sure.

Would love to know if anyone else is running into this.

21388
Hmm. The download seems to complete fine for me - would you mind giving it one more try, from another browser?

21390
Bug Reports & Support / Re: Sound Glitches
« on: August 24, 2012, 07:24:31 AM »
Hmm. Could you post your system specs for reference?

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