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Messages - Trylobot

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16
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: August 08, 2017, 11:22:14 AM »
Question .. possible to disable the spawning of the nur system but still get the nomad station?

That sounds pretty reasonable, I can look into it. Honestly I mostly play core mode when I play nexerelin so I hadn't done much on random mode other than to confirm that the armada spawns properly and doesn't crash the game. Thanks for the suggestion!

17
Modding Resources / Re: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)
« on: August 07, 2017, 11:46:57 AM »
All the differences in the changelog above are relative from v3.0.0-pre-alpha-2 to v2.7.4, so if you're working with skins or battlestations you may find it vaguely helpful (even though it's unfinished).

18
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: July 28, 2017, 11:49:33 PM »
it doesnt produce supplies, and cause the supplies not to be consumed, whats worse is when i pick my supplies up and put it back into my inventory at the shop, the supplies just dupe themselves and double the sum

Thanks for the bug report yamadaeclipse, I'll triage it.

19
Download experimental pre-release v3.0.0-pre-alpha-2



View Source | Report Issues | See Upcoming Features

______________________________________________________________________________
editor version 3.0.0-pre-alpha-2 (starsector 0.8.1a) [Trylobot & Deathfly]

SKIN EDITOR
- Change/Remove Weapon Slot position/angle/arc
- Add/Remove Built-In Weapon Assignments
- Change/Remove Engine Slot style/position/size/orientation
- Add/Remove Built-In Hullmods
- Edit Details (Strings)
- Render Skin Sprite

VARIANT EDITOR / STATION_MODULE support
- Show installed module (variant) in slot.
- Render installed STATION_MODULE (variant)
- Module selector for STATION_MODULE slots, including variants based on skins
- stock_variants loader looks for variants in subdirectories

WEAPON RENDERING
- Render order now more closely follows the in-game render order
- Foundations laid for for STATION_MODULE rendering

ENGINE MODE (ship, skin)
- Added "contrailSize" to string editor (for setting to 128 for maneuvering jets, if necessary)


20
Was wondering what stats are tied to ship sizes (destroyer, frigate, cruiser, capital) and if it would be non trivial to add more 'sizes'.
Ship size tags are used to determine OP costs and effects of many hullmods; they are also probably used for AI, and for the campaign logic to determine relative fleet strength and strategies and so on. I don't think it possible to add more sizes.

Is it possible to add slots in a .skin file? I tried to do it using weaponSlotChanges, however the game crashes without reasonable error message when slot name, not present in the .ship is used in .skin.
Negative, skins can only change/remove slots. But, you can add a slot that is completely hidden and built-in in the base hull, and then change it into a "regular"/used slot in the skin; it's something I've considered doing myself.

21
editor version 3.0.0-pre-alpha-1 (starsector 0.8.1a) [Trylobot]

SKIN EDITOR (PARTIALLY COMPLETE)
- Change/Remove Engines
- Add/Remove Built-In Hullmods
- Edit Details (Strings)
- Render Skin Sprite

22
Discussions / Re: Using starsector sprites for mods
« on: July 14, 2017, 11:08:33 AM »
That looks pretty cool tbh

23
Mods / Re: [0.8.1a] The Nomads, v1.4.11
« on: July 13, 2017, 08:26:02 AM »
Oasis defenses.. there is a dead zone, huge enough for two enemy wings to go on rampage.

That is an interesting observation, and one I've never noticed. I'll look into it. I guess usually, if I see the Oasis in combat, the situation is pretty desperate for it, so maybe it just never came up. But my preference in this case would obviously be for the drones to take out the rampaging fighters!

Update: fixed.

24
Mods / Re: [0.8.1a] The Nomads, v1.4.11-rc2
« on: July 12, 2017, 03:19:47 PM »
Download Latest Version 1.4.11-rc2

- Nexerelin support
- Lore added (Thanks PokerChen!)
- Fix for Java warning in dialog with Nur station
- Added (very) minimal PD to Oasis to fill a small defensive gap (thanks DinoZavarski)

25
Mods / Re: [0.8.1a] The Nomads, v1.4.10
« on: July 09, 2017, 12:53:18 PM »
Back, and (hopefully) better than ever. I'm really enjoying the new features in SS 0.8.1a, Alex has done a bang-up job with this game. I strayed for a while but now I'm back on the holy path with a vengeance.

Keep up or you'll be left in the dust!

I still remember your old tut:

26
Mods / Re: [0.8.1a] The Nomads, v1.4.10
« on: July 09, 2017, 09:47:12 AM »
Well that's just not true at all, is it? Those new crewmen were just born; they may have the technical expertise and neurologically grafted-on knowledge given to every clone... but the men and women of the fleet running things day-to-day, the fighters, journeying through the wonders of space and the mysteries of time, from the boundaries of the incredible to the borders of the impossible; they're not green anymore.


27
Mods / Re: [0.8.1a] The Nomads, v1.4.10
« on: July 08, 2017, 04:55:59 PM »
Download Latest Version 1.4.10

- Added "Dust Devil" frigate
- Added hardpoint art for Heavy Electron Maser

28
Mods / Re: [0.8.1a] The Nomads, v1.4.9-hf1
« on: July 08, 2017, 02:27:18 AM »
Heh. I'm basically adding Royal skins for all the combat ships eventually. But I'm splitting time between working on this mod, and collaborating with Deathfly on updating the editor, so it's gonna take a little bit.

I can reveal though that I have concrete plans for a new fast attack frigate that I'll be excited to fly myself. I've already got a name, a shape and a general loadout plan that involves some hardpoint masers. I think it'll be the first non-turret masers in the fleet, besides specialized weapon systems. I imagine flying it to be a grown up version of the toad fighter, to give an idea.

29
That way the changes can actually be seen by the player in-game (by looking at the hullmod tooltip) and they know to expect some changes (by seeing that there is a built-in hullmod)

I had not thought of it this way; good point. I was coming at it like a programmer, not a player

30
Download latest version v2.7.4

View Source | Report Issues | See Upcoming Features

Changelog

______________________________________________________________________________
editor version 2.7.4 (starsector 0.8.1a) [Deathfly & Trylobot]

FEATURES
- Variant: added "wings" mode (add/remove fighter wings from variant)
- Ship/Variant: renders fighter wing sprites and available slots
- Ship/Variant: prevents adding more wings than ship has capacity for
- Variant: warns if adding more variant wings than variant has OPs for
- Variant: added "goalVariant", "quality" to details (strings) editor

BUGFIXES
- Ship: saves coversColor

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