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Messages - EvilWaffleThing

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61
Mods / Re: Restock Mod - mod friendly version added
« on: September 16, 2012, 05:53:56 AM »
So I understand what you mean by "whittle the aShips and aWings down to what you want shared between all stations" just fine.
I also think I understand "Then you have to add for EACH station the following code" but you lose me at "somewhere in the spawnfleet() method"
Also if I understand correctly. To add mod ships I just have to make a list at the end that says
Code
private static String [] sShips = { 				"ship_hull",
"another_Hull",
"third_Hull",
};
And then do the same for wings?


62
Mods / Re: Restock Mod - mod friendly version added
« on: September 13, 2012, 07:17:31 AM »
Hmmm I thought it would be pretty simple to just change things around. Sadly this is not the case haha.
I'd LIKE to have all the mod ships restocked at their own stations but it's a bit out of my league. I don't want to break anything and have the mod not work.
Well at least I have access to all the ships now! Thanks a bunch for this!
Maybe I'll feel ambitious and change it up to support Uomoz's and Starfarer Plus some time. If I do I'll post it here!

63
Mods / Re: Restock Mod - Bugfix update
« on: September 13, 2012, 05:29:54 AM »
New optional version: Restock-mf. Is much more friendly to being modified to work with other mods. See first post for more information. It will also work with vanilla, but now supplies all ships/wings to all stations, rather than separating the TT/Heg/Pirates.
So would this add all the ships to the mod-added stations as well?
I'm pretty sure all the default stations in Uomoz's Corvus are named the same but there are a handful of others added by the mod.

[edit] Nevermind, I am silly goose, read the OP and am a better person now.

64
Mods / Re: Restock Mod - Bugfix update
« on: September 12, 2012, 06:11:59 AM »
Is this supposed to happen? I went to Hegemony Station at the very beginning of a new game and they had QUITE the selection of weapons.

This is just a small fraction of what was actually there. I think it might be 4 of every weapon but I'm not sure.
They have weapons they shouldn't have too like the Antediluvian weapons, which are mod weapons, and high-end stuff like Tachyon Lances too.

[attachment deleted by admin]

65
Mods / Re: Restock Mod - Bugfix update
« on: September 12, 2012, 02:35:04 AM »
So how do I get this mod to support Uomoz's Corvus? You mentioned I need to change a file somewhere. Do I need experience with coding/modding in order to do that?

Awesome mod by the way! I hate only being able to find ONE Hammerhead a game.

66
This mod is looking great! I'm quite excited to see it finished!
I'll start mod-testing for you if you'd like. I should ask, where do I report bugs I've found? Here in this thread or a PM?

67
Modding / Re: Submissions for project CAELUS
« on: July 17, 2012, 04:18:00 AM »
How about having them as floating "billboards" in the background?
I guess the only place that would work would be in combat but seeing as combat can take place anywhere it isn't too much of a stretch to think there might be ads nearby.
Maybe more they should be more common near stations as they are high traffic areas.

68
Mods / Re: Starfarer Plus V1.021
« on: June 30, 2012, 05:42:27 AM »
Or just download, unzip and replace whole Corvus.java
https://www.dropbox.com/s/415e3349tzd5dmp/Corvus_for_StarfarerPlus.zip

Is this the same thing I would get from making those alterations you mentioned myself or does it change other things?

Thank you for the help by the way!

69
Mods / Re: Starfarer Plus V1.021
« on: June 30, 2012, 04:48:36 AM »
I've got no experience modding this (or any other) game. Is there any way to undo the changes the mod makes to the storage facility? I've encountered no other problem except this one.

70
Mods / Re: Starfarer Plus V1.021
« on: June 30, 2012, 03:36:16 AM »
Hi, first time post Yay!

Anyway I've noticed that when using this mod the abandoned storage facility fails to show during the campaign on a new game (or an old one).
I've started a new campaign with both this mod and the relic mod and it only happened for yours.

Really enjoy your mod especialy the coelus and the melampus, long range beam weapons are so op  :D

I'm having the same problem. The storage facility does show up if I make a new game without this mod loaded, save, then exit and restart with the mod active. Loading an old game with the mod enable keeps the storage facility around as well.

71
Mods / Re: Scribblefarer
« on: June 29, 2012, 10:56:59 AM »
Perhaps missiles or bombs could be erasers? That would make sense for them to be so damaging to drawings.
Just chiming in with ideas, I'm no good at drawing anything coherent. :'(

72
Suggestions / Re: Unarmed shield-generating fighters/drones
« on: June 29, 2012, 08:17:49 AM »
Something like that yeah.

The original idea was that a lone fighter would have a frontal shield about as large and powerful as any other shielded fighter's shield, not very impressive at all. When two or more are close enough to each other, however, the shield would combine and expand to cover them both, everything between them, and of course, everything behind them as well. They would then orient themselves to make the shield as circular as possible, or as straight as possible depending on your orders.

If shields cannot combine in that way then perhaps the shield could "charge up" and increase in strength, and maybe size, the longer it is up. Being in close proximity to other fighters could then increase the speed of charging, lower resulting speed penalties if any exist, increase the shield strength and size caps, distribute flux generated evenly to each nearby fighter that is contributing, and lower the amount of flux generated from each hit OR increase the amount of flux vented from each individual fighter. All of which would preserve the usefulness of multiple wings of these fighters.

It's a shame the shields can't combine. Even if it didn't make the game it'd be neat to have as a mod. Imagine a lone Odyssey equipped with high energy focus protected by a gigantic shield from these fighters bombarding you with tachyon lances...

73
Suggestions / Unarmed shield-generating fighters/drones
« on: June 29, 2012, 07:18:32 AM »
I had an idea I thought was interesting so I figured I'd share it.

A fighter wing that is totally without offensive capability but is instead designed to generate a shield. There are already fighter wings that have shields but these are different. When in close proximity to other (lets call them Phalanx fighters for convenience) Phalanx fighters, the shield will expand and become stronger, as well as disperse flux generated from weapon hits evenly across all fighters contributing to the shield. They can do this with Phalanx fighters outside their individual wings as well so you can generate a really big shield with enough of them. The tradeoff is fairly obvious in that you now have one less fighter wing you can use offensively.

I thought with the Odyssey getting an ability that removes its shield and makes it more easily damaged that these would be an excellent way to keep it safe. They wouldn't be just limited to that either. Perhaps you could have them set up to swoop in to protect ships that are overloaded or venting flux. They could also just escort important ships and add an extra line of defense. That might come in handy when campaign mode is expanded and you have to keep mining and freighter ships safe or are escorting civilian crafts or VIP's.

I suppose you could make them drones instead of fighters too.

Maybe it's a tad odd but I figured I have nothing to lose sharing it.
Thanks to you Alex for making a very fun and addicting game! Keep up the good work!

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