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Topics - Trylobot

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76
Mods / Star Control II: The Ur-Quan Masters (0.7)
« on: June 09, 2011, 02:32:54 PM »
Download version 0.7 — Star Control II: The Ur-Quan Masters

TO DO (Global):
  • Provide module for any ship to transform to other sprite + bounds; armor damage will be stored per ship+transform instance; so each mode of a ship would get its own armor; actual transformation implementation via ShipAPI setSprite, getArmorGrid, CombatEntityAPI getExactBounds; add sprites to settings.json/graphics; add armor grid hashtable internal to the module;
  • Set to Total Conversion; remove vanilla content; create custom title screen
  • Victory Music & Special Sound FX: now possible via SoundPlayerAPI
  • Zero-flux speed boost removed globally
  • Custom AI support where necessary for strange weapons, especially some "missiles/drones" (Orz marine, Chenjesu DOGI, Vux Limpet)

Ships to-do:
  • Slylandro Probe: EMP ship system for main weapon; "Speed" script (can't slow down)
  • Chmmr Avatar: 3x ZapSats drones; Tractor Beam via scripted weapon, pulls target (weaker on heavier ships!)
  • Arilou Laylee'lay Skiff: Inertialess Drive via stats, Teleport ship system
  • Chenjesu Broodhome: DOGI drone (one-at-time limit)
  • Ilwrath Avenger: Phasing system for cloak; Flamethrower as scripted weapon with custom sprite rendering
  • Mmrnmhrm X-Form: use new transform module; use "convergeOnPoint" beam weapon spec (X-Wing); Missiles to 30 ammo, instant recharge for AI (Y-Wing).
  • Orz Nemesis: Space Marines as drones or missiles, damage-over-time via scripts
  • Ur-Quan Kzer-Za Dreadnought: Autonomous Fighters via drones, launched two-at-a-time with custom sound fx
  • Mycon Podship: Hull/Armor Restoration via scripted ship system, fade-out of weapon via scripted rendering weapon plugin
  • Androsynth Guardian: use new transform module; Acid Bubble weapon via scripted weapon
  • Umgah Drone: Field Effect weapon as custom beam graphic, + script to destroy asteroids/projectiles in field; movement ability via ship system movement script
  • Earthling Cruiser: Allow PD lasers to target asteroids (lowest priority but extra damage); sprite tweaks (nacelle placement)
  • Druuge Mauler: sprite tweaks (conical surface rendering)

Planned
Utwig Jugger
Pkunk Fury
Androsynth Guardian
Umgah Drone
Supox Blade
Thraddash Torch
Ur-Quan Kohr-Ah Marauder
Syreen Penetrator
Slylandro Probe
Chenjesu Broodhome

Have Sprites
Druuge Mauler
Chmmr Avatar
Mycon Podship
Shofixti Scout
Arilou Laylee'lay Skiff
Ilwrath Avenger
Zoq-Fot-Pik Stinger

Implemented to Some Degree
Vux Intruder
Spathi Discriminator
Mmrnmhrm X-Form
Yehat Terminator
Melnorme Trader
Orz Nemesis
Earthling Cruiser
Ur-Quan Kzer-Za Dreadnought




I started with the sprites in Star Control II, tweaked the lines and then frankened bits and bobs from Starfarer ships. My hope is that the ships look like their original counterparts enough to be recognizable, but seen through the lens of the Starfarer style, scale and gameplay.

The mod adds 4 missions: Totality, Random Melee, Hierarchy vs. Alliance, and Alliance vs. Hierarchy.


The Ur-Quan Masters Project credit to this project for all their hard work

77
This is a very minor bug, and has a viable workaround, and only applies to modders.

Ship icons, when rendered for active ships in the War Room, are scaled appropriately; however the selection ring which appears for selected ships appears to use the non-scaled size of the original sprite to determine its radius. Preferably it would use the scaled size instead.

78
Suggestions / Modding - String Literals
« on: June 09, 2011, 12:25:26 PM »
In faction definitions, is it possible to have any sort of control over the names that get assigned to your ships? Can I add new names? Can I control the prefix?

(I am aware that I can already control the "person" names for my faction).

79
Suggestions / Boost
« on: June 09, 2011, 11:17:12 AM »
Press a key, such as spacebar, that while held provides a bonus to speed as a percentage of base speed (ignoring nav buoy bonuses and zero-flux bonuses) but generates flux while active. Would require new values in ship_data.csv, but with default values it would be disabled entirely (much like Shield type NONE). So certain ships could boost around even while firing weapons, at the cost of generating flux even faster than normal and risking overload.

80
Mods / [0.8.1a] The Nomads, v1.4.11-rc2
« on: June 07, 2011, 08:27:53 PM »
Download Latest Version 1.4.11-rc2

Supports GraphicsLib (optional, but recommended)
Nexerelin: supported
DynaSector: compatible

This mod adds a new faction, The Nomads, to the game with custom ships and weapons. They are universally hostile, except to the player and the other neutral or independent factions. The Armada Fleet will depart from the Nur system and journey around the sector for as long as it can. If, however, the Oasis is destroyed, the escort fleets will scatter. The Oasis is available for sale during the brief period following its destruction, from the station in the Nur. It also adds some demo missions to allow for a quick preview of the content.

Update: as of v1.2.0, it is now possible to acquire the ability: REDACTED
Spoiler

Oasis Deep-Dream - points the way to the Oasis fleet, while in hyperspace. Consumes Recreational Drugs (of course). Acquired by talking to any Nomad, and purchasing an Hallucinomagnetic Locator.

[close]

Planned Features - https://github.com/Trylobot/ss-nom/projects (upcoming & planned features)
Sourcecode - https://github.com/Trylobot/ss-nom (complete source code for the mod)

FractalSoftworks Forum Credits
  • Trylobot: Design, Programming, Artwork
  • Cycerin: Sound FX
  • Snrasha: Additional Programming
  • PokerChen: Lore
  • Deathfly: New Editor
  • HELMUT: Additional Artwork

Others Have Said

   That was nuts; we got our asses handed to us, no mistake. — Nemonaemo
   I'm going to give that Komodo Mk.II a big hug as soon as I get my hands on one. — Goleg_The_Great
   Nomads were updated? I hadn't even noticed... I should probably go give them a go — Silver Silence
   Simply amazing. The engine motion [of the Roadrunner] and the tug-drones are something never ever seen before around here. — Uomoz
   I love the look of the weapons, I really do. — tokshen
   Nice mod man, Love the ship design. — HOWITZER


Additional Credits
  • Lena Chamamyan (Love In Damascus): music
  • Frank Herbert (Fremen, Dune): inspiration
  • Sviatoslav Gerasymchuk (Sitty in Space Claud): inspiration
  • Konstantin Koshutin (Highfleet): inspiration
  • Bioware (Quarians, Mass Effect): inspriation
  • Squaresoft (Zeal, Chronotrigger): inspiration


Full Ship Roster




81
Modding / Question, regarding Weapon Render Order
« on: June 06, 2011, 09:52:18 PM »
Given a defined ship hull and variant, is it possible (by re-ordering hull hardpoint definitions, variant weapons, or other means) to affect the render-order of weapons?

Reason for asking is that I have some weapons that overlap on a modded variant, but I think I can make it look OK if I move certain of them to the fore, and others behind. I can't quite figure out how to predict the render order of the weapons though. Any insights?

Weapons are drawn, it would seem, in alphanumerical order based on the string ID given to the weapon slot in the ship hull data. This is not always the case, actually.

82
Bug Reports & Support / 0.33, 0.34aP2 - Crash in WarRoom
« on: June 05, 2011, 02:27:54 PM »
I caused the game to crash in the war-room during combat both in 0.33 and 0.34aP2. As best I can recall, here are the steps/conditions:

1. Begin a mission, deploy your flagship plus whatever else you can.
2. Engage the enemy.
3. Pause the game by entering the War Room [TAB]
4. Turn Auto-pilot on [V]
5. Select a friendly ship.
6. Unpause the game [P]
7. Follow the selected friendly ship [F]
8. Return to the War Room, allowing the battle to continue [TAB]
9. Press [R] to target a nearby enemy ship
* game crashes, screen to black. Error message: "Fatal: null"

83
Mods / GSP: Gratuitous Space Pirates (0.8)
« on: June 04, 2011, 12:31:58 AM »
Download version 0.8

Using the Federation ships from Gratuitous Space Battles as a base (with permission), I've created a splinter faction of space pirates. There's 4 missions and a single-spawn convoy in Corvus in the campaign; the convoy fleet is a 200 point fleet, meant to provide somewhat of a challenge for you.

This particular Space Pirate faction (lead by Admiral Steelheart) is characterized by:
  • Ballistic weapons only
  • High speed
  • Higher-than-average armor
  • No shields
  • Low flux capacity and dissipation

The Taka, medium fighter with mixed weapons. Good armor and fast, wings of 3


The Hyou, bomber with bomb-bays and some kinetic guns, wings of 2


The Hayabusa, interceptor with a single vulcan, wings of 6


The Kitsune, a very fast frigate with moderate armaments.


The Okami, a moderately fast frigate with plenty of close-up firepower.


The Pyuma, a longer range support frigate with swarmers and a hyper-velocity driver.


The Washi, aka The Bilge Pump, has four flight decks, and is heavily armored. For weapons it has only weak ballistic point defense, anti-fighter and anti-torpedo only, and is thus be relatively useless against other cruisers and frigates directly. It does however have powerful engines and due to the flight decks is able to field and support a massive array of fighter squadrons. The extra speed allows it to outrun any direct threats like battleships. Higher than average armor.


The Senkan, a Pirate Battleship. Has plenty of kinetic and high explosive ballistic weapons, but no shields. Is more maneuverable than most capital ships. Relies on ballistic point defense to defend against incoming ordnance.



Missions:


Back-of-the-Bus
Location: Volcania System
Date: 95.08.23

Captain Steelheart managed to steal a vessel from a Central Planet spaceport in orbit. During the three-week journey back to his home system of Volcania, he's started recruiting a fleet. Mercenaries looking for a quick haul now report directly to Steelheart.

Steelheart now fancies himself an Admiral, and the men are itching for their first payday. Pilot his freshly-modified vessel, The Bilge Pump, and see to it they are paid well!


Get the Booty
Location: Volcania System
Date: 99.11.02

Admiral Steelheart and his famous pirate vessel, The Bilge Pump, have appeared once more. The Admiral is of course never without his elite band of pirate skirmishers, who fly heavily-modded ships. These special craft have uncharacteristically high engine output and thick armor. None bother very much with flux dissipation or shield systems at all, and rely on ballistic limited-ammo weapons. Tactics usually involve hit-and-run, and with their faster vessels the pirates can often get away before sustaining any serious damage.

You will take on the role of the daring pirate, in an attempt to loot the precious cargo of a passing transport fleet. Don't underestimate the fleet's escort, however.


Caught Red-Handed
Location: Volcania System
Date: 99.11.04

Mere days after his glorious haul, Admiral Steelheart is caught off-guard by the Interstellar Counter-Terrorist Unit.

Fight for your life, Admiral!


The Seven Seas
Location: Volcania System
Date: 122.01.20

The life of a pirate is a difficult one indeed. Decades have passed, and the Imperial Court has extended its reach into your domain. They are trying to seize your wretched rock, Volcania, right out from under you. Are you going to let this stand, Admiral?!

84
General Discussion / Huzzah
« on: June 02, 2011, 11:25:22 AM »
After a couple days of learning Starfarer general tactics and strategy, I've finally beaten Hornet's Nest and The Last Hurrah. Yesterday I beat Sinking the Bis'mar. The reason for this post is that I'd like to remark the on the surprisingly different gameplay between these missions. In the Bis'mar mission, I barely used the warroom at all - in fact, after the initial assignments at the beginning, I never entered it again. Instead I focused solely on the expert piloting of my strike craft. Avoiding and shooting down missiles, landing hits on successful strafing runs; it was amazing.

For missions like Hornet's Nest and The Last Hurrah, it would seem to me that the warroom is of vital importance, and that my own piloting only became key in the final stages of the mission. The Last Hurrah was especially satisfying. After the furious initial melee in which most every ship on both sides was wiped out, I was left with only my flagship. Arrayed against me were the two enemy battleships, and one of the smaller cruisers. So, I first went and captured the remaining points which was made easier by already having taken the nav buoys. This gave me increased speed and range, which actually became crucial in the last moments of the game. I looked carefully at my armor readout so I always knew which side of my ship had the strongest remaining armor, and I nearly lost it all when I accidentally passed directly in front of one of the enemy battleships - they have a powerful explosive projectile weapon that took out all of my armor on one side in just a single hit. From then on I was careful to line up strafing runs across the rear of the battleship. They have the simpler on/off shields, with a large uncovered spot near the engines, so I targeted there with my broadside battleship weapons and eventually took them both out.

Overall, I'd say this game is extremely fun already, despite the steep learning curve. It's very deceptive; the tutorial makes it seem like I'd learned everything there is to know about the game in the first 5 minutes or so. This is of course not the case, and the gameplay is very deep indeed. I'm excited also about modding, and have created a couple of missions for fun. This is really quality stuff, and I look forward to the future of Starfarer!!

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